The notes from your dev chat are spot on, particularly regarding the browser deployment. Because we are using SharedArrayBuffer and Atomics for zero-latency memory synchronization, the browser absolutely requires strict cross-origin isolation headers (Cross-Origin-Opener-Policy and Cross-Origin-Embedder-Policy). We will need to ensure our local development server serves these headers, or the browser will block the memory allocation. While the dev chat suggested raw WebGL (gl.bufferData), sticking to our plan of using Babylon.js is the optimal path. Babylon will handle the lower-level buffer binding and matrix math, allowing us to interact with custom geometry much like you did with scene::SMeshBuffer in Irrlicht. Here is the delegation prompt for Phase 3. Phase 3: Delegation Package Copy and paste the following into your code-generation session: > System Context: We are building a WebGL port of a voxel engine. I already have a main-thread ChunkManager and a Web Worker connected via an SPSC SharedArrayBuffer Ring Buffer. The worker successfully generates a flat Float32Array of raw vertices and transfers it back to the main thread. > Task: Implement the CHUNK_RENDERER using Babylon.js and set up the local browser environment. > Technical Requirements: > * Local Dev Server: Provide a minimal configuration (e.g., Vite or a simple Node.js Express script) that serves static files with the required cross-origin isolation headers (Cross-Origin-Opener-Policy: same-origin and Cross-Origin-Embedder-Policy: require-corp) so SharedArrayBuffer works in the browser. > * Babylon.js Initialization: Create a basic HTML file with a <canvas> and a TypeScript entry point that initializes a Babylon.js Engine, Scene, UniversalCamera, and HemisphericLight. > * The ChunkRenderer Class: > * Write a class that listens for the worker's mesh message. > * Take the transferred Float32Array of vertices and map it to a custom BABYLON.Mesh using BABYLON.VertexData. > * Since we are only generating raw triangles right now (no indices or normals yet), compute the normals dynamically using Babylon's built-in VertexData.ComputeNormals. > * Integration: Hook up the existing Ring Buffer push command so that clicking a button (or running a timeout) sends an edit to the worker, receives the array, and renders the 3D mesh on the canvas. > * Correction: Ensure the worker and data structures explicitly use a chunk size of 8x8x8 to align with our established voxel memory arena. > Output Requirement: The local dev server script, the index.html file, and the renderer.ts implementation. > Moving Forward Once this session is complete, you will have a fully functioning, visual vertical slice running in your browser. You will be able to push edits into the queue, watch the Web Worker process them, and see the resulting geometry drawn on the canvas by Babylon.js. After we verify this render adapter works, we will have reached our MVP milestone. At that point, would you prefer to focus on optimizing the mesh pipeline (implementing greedy meshing and face culling) or building out the RAYCAST_SELECTOR so you can click and edit the blocks directly in the 3D view?