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Working in 3D — general concepts: Camera3d opt-in, conventions (Y-down + +Z forward), Mesh / OBJ rendering (retained on both GPU backends), lighting (Light3d — directional/ambient/point/spot), sprites + depth, and frame-rate-independent smoothing (math.damp). Worked example: AfterBurner showcase.
Loading & supported 3D assets — the asset pipeline (OBJ/MTL), and what's supported vs. not across geometry, materials/textures, animation, and lighting.
Loading glTF / GLB scenes — import a whole Blender-authored scene (node graph, meshes, camera, lights, node animation) and place each node as a Mesh.
3D spatial queries — Sphere, world.adapter.querySphere, raycast3d, and bulk frustum culling (Camera3d.queryVisible).
Migrating to the Physics Adapter API — moving from the legacy new me.Body(this, shape) pattern to the 19.5 declarative bodyDef + body method API (all on the built-in adapter)