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Thanks for asking! Under my current license terms, the assets can be used in games and applications, but the original asset files must not be made directly accessible or extractable by end users. Since a Three.js browser game loads the GLB files at runtime, those files can potentially be accessed through the browser’s network tools and extracted. Compression can make this more difficult, but it doesn’t completely prevent access to the underlying assets. Because of that, I’m afraid I can’t approve distributing the assets as runtime GLB files in a browser game under the current license. The assets can still be used in a compiled/baked application where the original asset files aren’t directly accessible to the end user, as allowed by the license. I hope you understand — this restriction is simply there to protect the original artwork and prevent the assets from being redistributed separately. Thanks for checking with me first!