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⚡ Bolt: Fix crash & optimize animation loop in OrbitalNodes - #112

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⚡ Bolt: Fix crash & optimize animation loop in OrbitalNodes#112
google-labs-jules[bot] wants to merge 1 commit into
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bolt/fix-orbital-crash-and-optimize-4072497108374923028

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💡 What:

  • Fixed a ReferenceError (crash) in OrbitalNodes.js by renaming sharedGeometry to geometry.
  • Optimized the animation loop in OrbitalNodes.update() by replacing forEach with a standard for loop to reduce GC pressure.
  • Centralized time calculation in SceneManager and passed it to OrbitalNodes.update(time) to avoid redundant Date.now() calls.
  • Bound SceneManager.animate in the constructor to avoid creating closures every frame.
  • Removed ineffective emissiveIntensity updates for MeshBasicMaterial.

🎯 Why:

  • The application was crashing on initialization due to a variable name typo, preventing the 3D scene from rendering.
  • Animation loops are hot paths (60fps); reducing allocations and function calls improves frame consistency and battery life.

📊 Impact:

  • Fixes the crash (Enables the feature).
  • Reduces garbage collection overhead in the render loop.
  • Reduces system calls (Date.now()) per frame.

🔬 Measurement:

  • Verify the crash is gone by running the app (verified via screenshot).
  • src/tests/OrbitalNodes.test.js confirms instantiation works.

PR created automatically by Jules for task 4072497108374923028 started by @4444J99

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@4444J99

4444J99 commented Jul 19, 2026

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Engaging as a real, still-open want (not falsely superseded): this targets the Three.js front-end (src/OrbitalNodes.js / src/SceneManager.js / src/main.js). main already reuses a single shared geometry and null-guards hover state, but the specific crash/animation-loop concern this PR raises can't be soundly verified without running the live WebGL scene, and the diff is CONFLICTING against the current post-refactor code. Rather than blind-merge a stale draft or falsely claim it's fixed, I'm keeping this open as the anchor for a proper distillation into the current OrbitalNodes architecture (with a headless-render or unit-level guard) — never closed.

@4444J99 4444J99 added the lifecycle:blocked Fail-closed pending explicit lifecycle review label Jul 24, 2026
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