ForgeFX Simulations
Forge Island · Playable Equipment Plan

333 P-Tier
Cab First

Build the operator experience first. Then join two independent mechanical lanes: true left/right tracks and rigid loader hydraulics. Finish only when the packaged game proves the whole machine.

10objective stages
8live child issues
32source images across two collections
0playable assets completed
Current truth: Tripo worked on Shadow02 on 05 Oct, but that receipt is dated. Unreal transfer and packaged play still need fresh checks. No stage below is marked passed.
Contact sheet of John Deere 333 P-Tier source references
Initial 24-image source review sheet.The main collection now holds 27 images; the five-image cab collection is audited separately.
Delivery Route

What Gets Built, In Order

Stefan Vask’s reviewed vehicle and Mixar sources support separate inputs, real pivots, editable scenes, and proof in Unreal. Cab-first work and tracked-loader mechanics are Forge Island engineering choices.

01 / LOCK

Verify The Exact Unit

Audit every image, option, dimension, tool, and transfer state.

02 / CAB

Make It Playable Early

Enter, sit, see, operate the safety bar, and prove control lockout.

03 / PARALLEL

Build Two Mechanical Lanes

Independent tracks and loader hydraulics share frozen hard points only.

04 / JOIN

Reassemble Cleanly

Integrate already segmented parts, then retopo, bake, and author LODs.

05 / PROVE

Run The Real Game

Package, drive, load, benchmark on AREA51, and publish game-owned proof.

Objective Checkpoints

Ten Gates, No Fiction

Open a stage to see its pass checks, retry rule, required proof, and owning GitHub issue. Every stage starts pending.

Parallel Build

Three Parts Of One Machine

Segmentation happens inside each lane. Stage 4 only assembles work that has already passed its part, pivot, and motion checks.

Critical Path

Cab

The first production slice because bad controls and sightlines can sink the whole experience.

  • Separate frame, glass, and door
  • Seat, bar, joysticks, documented controls
  • Three eye heights in packaged Unreal
Mechanical A

Tracks

Left and right undercarriages remain independent from mesh ownership through ground force.

  • Belts, sprockets, idlers, rollers
  • True axle pivots
  • Straight, arc, and stationary pivot tests
Mechanical B

Hydraulics

Every rigid link moves from real hard points. Rods translate inside barrels and never stretch.

  • Vertical-lift linkage
  • Lift and tilt cylinders
  • Quick attach and five-pose sweep
Acceptance

The Game Decides

An imported mesh, rig preview, provider label, or desktop recording cannot close this plan. The final evidence comes from the packaged Forge Island build.

Required Game Proof

  • Exterior clip: forward, reverse, arc, 360° pivot, stop, reset.
  • Cab clip: enter, three eye heights, safety lockout, drive, lift, tilt, exit.
  • Loader clip: full sweep, quick attach, empty and approved load cases.
  • Issue-numbered game frames with sidecars, cataloged and read back in ForgeMedia.

AREA51 Floor

Measure the approved route and benchmark window with the full machine visible and exercised. Keep Shadow02 development numbers separate.

120+median FPS
45+1% low FPS