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## Protocol packets

Vec is stored as `len:u8 *(data:T)`

```rs
type Obj = [u8; 16]
type Res = [u8; 32]
01 request_resource(name: Res)
02 respond_resource(data: Vec<u8>)
03 add(id: Obj, prefab: Res)
04 remove(id: Obj)
05 position(id: Obj, pos: Vec3, rot: Vec3)
06 pose(id: Obj, params: Vec<f32>)
07 parent(parent: Obj, child: Obj)
08 sound(id: Obj, data: Vec<u8>)
```

## Resource formats

### Prefab

```
Prefab = *(part)
```

### Part

```
Part = *(len_key:u8 len_value:u8 *(key:u8) *(value:u8))
```

- vertex (mult): `[Res<[f32]>]`
- index: `Res<[[u16; 3]]>`
- armature: ????
- fragment_shader: Shader
- fragment_shader_data: `Res<[f32]>`
- vertex_shader: Shader
- vertex_shader_data: `Res<[f32]>`
- texture (mult): Texture

### Texture

WebP

### Shader

glsl source, todo

## Player tree

- LowerTorso (2x leg tilt)
  - FootL
  - FootR
  - UpperTorso (2x arm tilt)
    - HandL (5x finger, 5x tilt)
    - HandR (5x finger, 5x tilt)
    - Head (2x brow, 2x eyelid, 2x eye, 3x mouth)