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# Task: Texture / Surface Variant Switcher
## Objective
Create one object with 23 surface variations (e.g., leather, wood, fabric).
## Vanilla three.js
-Possible: Yes / Partial / No
-Notes:
-Key concepts:
-Complexity: Easy / Medium / Hard
## R3F
-Possible: Yes / Partial / No
-Notes:
-What R3F abstracted:
-Complexity: Easy / Medium / Hard
## Thob Page Builder
-Possible: Yes / Partial / No
-Notes:
-Builder steps:
-Complexity: Easy / Medium / Hard
## Comparison Summary
-Possible in all 3? Yes / Partial / No
-Main differences:
-Where Thob is better:
-Where Thob is weaker:
-What feels awkward or unclear:
## Limitation Type (if any)
-[ ] Editor UX limitation
-[ ] Runtime limitation
-[ ] Schema / data model limitation
-[ ] Component limitation
-[ ] Event system limitation
-[ ] Asset pipeline limitation
-[ ] Unknown / needs investigation
## Workaround
-Is there a workaround?
-If yes, what is it?
## Suggested Improvement
-What should improve in Thob?
-Is it:
-editor
-runtime
-component
-UX
-schema/data
## Difficulty Estimate
-Easy / Medium / Hard
## Business Value
-Low / Medium / High
## Product Lens
- Is this pattern useful for real customers? Yes / Partial / No
- What kind of customer use case does this support?
- Does Thob feel strong enough for this use case?
- What would improve the experience?
## Recommendation
Should Thob support this better? Why?.