Scan summary
The big problem was the stack, not just the styling.
I scanned the V2 project package and the exported folder. The visual concept was strong, but the runtime layer, packaging, and code organization were not aligned with the “real engine” feel you asked for. V3 fixes that by shipping a complete package and rebuilding the experience on a real WebGL scene graph instead of a 2D raycast simulation.
Export completeness checked
Runtime architecture checked
Interaction layer checked
Conversion flow checked
app.js)
app.js, gallery-data.js, texture-factory.js)
Issue 1: the folder export was incomplete
index.htmlreferencedstyles.css,app.js, andstrategy-data.js.- Those runtime files were missing from the visible exported folder even though they existed inside the zip.
- That made the folder itself non-deployable and easy to break during handoff.
Fix 1: V3 ships as a complete deployable package
- The runtime files are present alongside the HTML entry points.
- The zip now mirrors the working folder instead of hiding key dependencies only inside the archive.
- The scan report and README are included so the project is easier to hand off or continue.
Issue 2: V2 was simulating 3D rather than rendering real 3D
- The V2 experience used a 2D canvas raycaster.
- That approach can look stylish, but it will always hit a realism ceiling compared with real geometry, real lights, and real materials.
- The “engine” feeling was mostly aesthetic language rather than an actual production-style rendering stack.
Fix 2: V3 uses a real browser game stack
- WebGL scene, camera, lighting, shadow maps, and post-processing are now part of the runtime.
- The gallery is made from actual geometry: floors, ceilings, walls, door frames, dividers, frames, labels, benches, and pedestals.
- This is the correct direction for a browser-deployed game-like gallery.
Issue 3: too much logic lived in one monolithic file
- V2 concentrated world data, rendering, interaction, textures, and UI logic into one large runtime file.
- That makes deeper upgrades harder and increases the cost of every change.
- It also makes future asset loading or model replacement more fragile.
Fix 3: V3 is split by responsibility
gallery-data.jscontains world layout, artworks, rooms, and presets.texture-factory.jsgenerates runtime materials and art previews.app.jshandles scene assembly, movement, interaction, HUD, minimap, and conversion behavior.
Issue 4: the realism ceiling was content-driven too
- Procedural placeholders can establish a premium feel, but not the final photoreal finish.
- The experience still needed a path for real art photography, better material maps, and production asset loading.
- Without that path, the site could look improved without becoming convincingly premium.
Fix 4: V3 is ready for the final realism pass
- The new build is organized for real artwork images and glTF assets.
- The lighting, frame system, labels, and focus UI are already in place, so swapping assets becomes easier.
- The last jump to true photorealism is now an asset problem, not an architecture problem.