@aura3d/engine 1.4.1 → 1.4.3

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/README.md CHANGED
@@ -5,146 +5,107 @@
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  [![license: MIT](https://img.shields.io/badge/license-MIT-green.svg)](./LICENSE)
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  [![TypeScript](https://img.shields.io/badge/TypeScript-browser%203D-3178c6.svg)](https://www.typescriptlang.org/)
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- Aura3D is an AI-native TypeScript 3D SDK for browser 3D apps, prompt-to-code scenes, GLB/glTF product viewers, browser-native game prototypes, Vite templates, typed asset workflows, diagnostics, screenshots, and static deployment checks.
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-
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- Describe the scene. Keep the TypeScript. Ship the browser app.
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-
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- Aura3D is built for developers and AI coding agents that need real 3D software, not a blank canvas and renderer glue. It gives agents maintained scene kits, typed GLB/glTF assets, product-viewer workflows, source-level game prototype workflows, route-health diagnostics, screenshot evidence, and deployment checks through a public TypeScript API.
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-
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- Use Aura3D when you are building agent-written browser 3D apps, prompt-authored scenes, product configurators, GLB viewers, browser-native game-route prototypes, static-deployed interactive websites, or AI-generated 3D scene tooling.
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-
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- ## Public claim boundary
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-
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- Aura3D has multiple capability paths. Public claims must name the path they are
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- proving:
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-
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- - root safe API: `@aura3d/engine` through `createAuraApp`;
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- - production runtime: `@aura3d/engine/production-runtime`;
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- - rendering internals: `@aura3d/rendering` and explicit renderer packages;
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- - CLI asset pipeline: `@aura3d/cli` typed asset acquisition and validation;
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- - templates and showcase routes.
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-
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- The root `createAuraApp` path is the API that AI coding agents should use for
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- browser examples. A feature is not public-route proof just because a lower-level
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- package exports it. For release-facing docs, screenshots, or marketing pages,
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- claim only what the mounted route proves with typed assets, browser evidence,
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- and route-health output. Unsupported capabilities must be labeled as
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- `production-runtime`, `internal`, `prototype`, or `planned`.
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-
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- Do not use primitives as the primary subject for named real-world objects,
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- characters, vehicles, worlds, products, or game environments. Resolve real
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- GLB/glTF assets through the Aura3D CLI, import generated `assets` from
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- `src/aura-assets.ts`, and render with `model(assets.x)`. Do not use raw string
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- asset ids, invented URLs, `GLTFLoader`, direct `three` imports, CSS particles,
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- DOM scene effects, or route-local hacks to make a public example appear more
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- capable than the Aura3D API path actually is.
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-
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- ## Showcase integrity
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-
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- The showcase routes must use Aura3D for scene content. CSS and DOM are allowed
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- for layout, HUDs, buttons, panels, responsive sizing, and accessibility text
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- only. They must not be used as a substitute for 3D content, particles, motion,
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- track scenery, city scenery, data visuals, robots, vehicles, beams, scanlines,
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- vignettes, or other effects that are claimed as part of the 3D scene.
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-
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- The current release-candidate showcase classification is:
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-
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- - Public release candidates: `apps/showcase-product-configurator/`,
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- `apps/showcase-material-asset-inspector/`,
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- `apps/showcase-smart-city-control/`,
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- `apps/showcase-cinematic-architecture/`,
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- `apps/showcase-digital-twin-ops/`, and
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- `apps/showcase-blockfall-reactor/`.
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- - Internal diagnostics retained for evidence only:
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- `apps/showcase-data-galaxy/` and
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- `apps/showcase-webgpu-particle-lab/`.
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- - Prototype-blocked game diagnostics, intentionally removed from public
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- examples: `apps/showcase-turbo-drift-circuit/` and
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- `apps/showcase-skyline-runner/`.
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-
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- `node tools/showcase-library/build-and-check.mjs` is the release gate for this
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- classification. The current public release status is 6/6 public candidates
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- passing, with two internal diagnostics and two prototype-blocked game routes
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- retained outside the public showcase path.
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-
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- For those routes, the implementation boundary is:
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-
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- - Use public `@aura3d/engine` APIs such as `createAuraApp`,
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- `createGameApp`, `scene`, `sceneKits`, `model`, `camera`, `lights`,
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- `material`, `primitives`, `effects`, `particles`, `labels`, `charts`,
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- `game`, `interactions`, and `timeline`.
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- - Use typed assets from `src/aura-assets.ts` with `model(assets.x)`.
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- Do not write string asset ids such as `model("asset")`, invented URLs, raw
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- GLB URLs, or direct loader code.
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- - Use Aura3D particles through `effects.particles(...)`,
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- `particles.fountain(...)`, or the explicit WebGPU rendering path when it is
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- actually supported. Do not create particle clouds with DOM nodes, CSS
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- animations, pseudo-elements, or background gradients.
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- - Use Aura3D runtime movement through `app.onFrame(...)`,
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- `.runtime(game.runtimeNode("id"))`, and runtime node mutation. Do not fake
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- scene motion with CSS keyframes or DOM transforms.
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- - Use CSS only for UI chrome and layout. A screenshot should still show the
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- 3D scene, particles, motion targets, and typed assets when CSS decorative
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- backgrounds are removed.
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- - Keep claims honest: native WebGPU, typed asset usage, game runtime,
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- animation, particles, screenshots, and deployment readiness must each map to
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- a named API, route evidence global, test, screenshot, or report.
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-
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- Current renderer boundary: the `createAuraApp` WebGL2 agent runtime used by the
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- showcase routes renders typed GLB meshes, glTF base-color textures, non-skinned
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- glTF node animation clips, Aura primitives, Aura particle effects,
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- runtime-node transforms, and basic scene effects. It is still not the full
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- production renderer path: it does not yet render skinned GLB animation mixer
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- playback, full PBR material stacks, image-based lighting, shadow maps, or
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- postprocess passes in pixels on that route. Do not claim visible skinned
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- character animation or Three.js-grade production material parity from a
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- `createAuraApp` screenshot until the agent renderer adapter is wired to the
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- production animation/skinning and material runtime; publish unsupported
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- capabilities as metadata only.
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-
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- Release-facing showcase PRs must pass `assets validate --source --release`,
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- route-health collection, browser screenshots, visual review, and game input
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- tests where applicable. If any route uses primitive-only primary subjects, fake
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- CSS/DOM particles, unsupported WebGPU/PBR/skinning claims, or screenshots where
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- the primary subject is hidden, tiny, clipped, or unreadable, the route must be
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- classified as prototype, internal diagnostic, or blocked instead of public.
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+ Build browser 3D apps from prompts, assets, and TypeScript.
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- ## Current Release
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+ Aura3D is the developer SDK for AI-authored 3D software: product viewers,
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+ interactive scenes, cinematic pages, prototype game routes, animation tools,
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+ and deployable Vite apps. It gives coding agents and developers a real 3D app
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+ surface instead of a pile of renderer glue: typed GLB/glTF assets, scene kits,
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+ starter templates, route-health checks, screenshots, and static deploy proof.
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+
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+ Describe the scene. Keep the code. Ship the app.
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- `@aura3d/engine@1.4.1` is the current package release across the 26 public
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- Aura3D packages. It keeps the 1.4.0 runtime, animation, typed-asset, and
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- template foundations intact, then improves npm package presentation,
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- discoverability metadata, package READMEs, and scaffold dependency pins.
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+ ## Start In One Command
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+
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+ ```bash
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+ npx create-aura3d@latest my-product --template product-viewer
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+ cd my-product
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+ npm run dev
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+ ```
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- `1.4.0` carried the 1.1.0-1.3.3 runtime, animation, typed-asset, and template
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- foundations forward, then hardened the release path:
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- role-aware asset validation, rendered-probe rejection for fake/stale proof, AST
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- source validation, package/dist parity checks, resolver-backed showcase-spec
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- repair, route-primary probes, release asset probes, gameplay proof where
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- appropriate, and visual review as a hard public-release gate.
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+ Add a real model and keep it typed:
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- The public showcase now contains six bounded, visually accepted examples:
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- Product Configurator, Material Asset Inspector, Smart City Control, Cinematic
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- Architecture, Digital Twin Operations, and Blockfall Reactor. Data Galaxy and
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- WebGPU Particle Lab stay internal diagnostics. Turbo Drift Circuit and Skyline
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- Runner stay prototype-blocked until the game layer has certified racing
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- topology and platformer playable-surface support.
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+ ```bash
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+ npx @aura3d/cli@latest assets add ./assets/sneaker.glb --name sneaker
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+ ```
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- Animation Engine (in 1.3.3): `@aura3d/animation` gains a locomotion state-graph + kit (`createLocomotionAnimationStateGraph`, `createLocomotionKit`), a generic `validateAnimationClipMap`, a shared fighter-animation adapter, and per-clip bone-mask blending in `applyClips` (layered playback). New CLI: `aura3d assets validate-animation`. New starter templates: `animation-studio` (typed character → plan/preview/profile/package/verify + kit-driven skinned preview render) and `character-controller` (input → locomotion kit), plus a browser visual editor wired to the headless editor-runtime controllers. The deployed **Aura Clash** arena gained a real motion upgrade — crossfaded state transitions, hit reactions that vary by attack weight and grounded/airborne state, and attacks layered on an upper-body bone mask over a walking lower body — all browser-verified with deterministic combat replay stable.
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+ Render it from normal TypeScript:
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- Believable-Motion (in 1.3.3): `@aura3d/animation` adds **critically-damped, momentum-preserving state transitions** (a drop-in replacement for the linear crossfade across the mixer, state machine, locomotion kit, and Aura Clash move swaps — motion carries through instead of dissolving), runtime two-bone **foot IK with a foot-lock** that grounds feet on uneven terrain and keeps a planted foot from sliding, **spring-bone secondary dynamics** for weighty body/accessory motion, and **animation event tracks** (named lanes of typed markers — hitbox active-frames, footsteps, VFX — with a browser editor authoring lane). `@aura3d/rendering` gains a **texture-backed morph-target path** that lifts the old 4-target/64-vertex GPU cap for real facial blendshape rigs, **morphs normals so lighting follows the deformation**, and a first-class `node.morphInfluence(name, weight)` API with **viseme-driven lip-sync**, plus **WebGPU character skinning at 96-joint parity** with WebGL2. The deployed **Aura Clash** arena now runs these live — critically-damped move transitions, foot-IK foot-lock with footsteps, spring body-sway, and authored clip-event hit/footstep/VFX frames — with deterministic combat replay still stable. Each feature is gate-backed (`pnpm animation-engine:believable-motion`) and documented in `docs/animation/believable-motion.md`.
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+ ```ts
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+ import { createAuraApp, lights, model, scene } from "@aura3d/engine";
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+ import { assets } from "./aura-assets";
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+
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+ createAuraApp("#app", {
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+ scene: scene().add(model(assets.sneaker)).add(lights.studio())
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+ });
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+ ```
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+
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+ ## Why Developers Install It
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+
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+ - **Prompt-to-code, not prompt-to-mystery.** Aura3D turns AI-generated 3D work
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+ into editable TypeScript projects you can inspect, test, and ship.
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+ - **Real assets by default.** The CLI tracks GLB/glTF source, license,
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+ metadata, hashes, and generated `assets.name` imports.
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+ - **Templates that start as apps.** Product viewers, cinematic scenes,
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+ mini-games, fighting-game prototypes, animation channels, episode builders,
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+ character controllers, and Three.js migration starters all scaffold as Vite
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+ projects.
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+ - **Built-in proof.** Route-health checks, screenshots, package smoke tests,
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+ and deploy checks are part of the workflow instead of an afterthought.
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+ - **Designed for coding agents.** Codex, Claude, Cursor, and other agents get
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+ a stable API, typed assets, and guardrails that keep generated scenes in real
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+ source code.
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+
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+ ## What You Can Build
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+
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+ ```bash
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+ npx create-aura3d@latest shoe-launch --template product-viewer
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+ npx create-aura3d@latest launch-film --template cinematic-scene
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+ npx create-aura3d@latest arena --template fighting-game
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+ npx create-aura3d@latest episode --template prompt-animation-channel
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+ npx create-aura3d@latest studio --template animation-studio
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+ ```
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+
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+ Aura3D is especially useful when the output needs to be more than a demo:
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+ typed assets, browser tests, screenshots, deploy checks, and source code that a
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+ developer can keep owning after the AI has written the first pass.
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+
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+ ## Packages
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+
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+ - `@aura3d/engine`: public TypeScript runtime for browser 3D scenes and apps.
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+ - `create-aura3d`: one-command Vite scaffolds for Aura3D projects.
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+ - `@aura3d/cli`: typed GLB/glTF asset workflow, catalog search, validation,
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+ diagnostics, and deploy checks.
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+ - Package modules for animation, rendering, scene, physics, materials, React,
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+ product-studio, workflows, controls, environments, and Three.js migration.
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+
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+ ## Proof-Oriented By Design
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+
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+ Aura3D is built for public, inspectable software. Generated projects keep their
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+ TypeScript source, asset manifest, tests, screenshots, and deploy checks in the
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+ repo. The claim-boundary and release evidence docs live under `docs/` for teams
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+ that need strict publication review, but the developer path starts here: create
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+ an app, add typed assets, run it, test it, deploy it.
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+
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+ ## Current Release
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- The **Animation Studio** turns a natural-language prompt into a deterministic, rendered animated short: a generated **EpisodeDocument** (cast/set/dialogue/blocking/camera) played by a generic renderer, directed by your own coding agent through a validated Scene-Tool CLI (no bundled LLM), with a shared retargeted motion library, speech-duration caption timing, a 10-gate quality suite, a web studio app, and silent WebM export (AuraVoice owns the voice). Scaffold it with `npx create-aura3d@latest my-app --template animation-studio`; full docs in [`docs/animation-studio/`](docs/animation-studio/README.md).
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+ `@aura3d/engine@1.4.3` is the current package release across the 26 public
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+ Aura3D packages. It is a developer-positioning and npm-discoverability patch:
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+ the root README, `create-aura3d`, and `@aura3d/cli` now lead with the install
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+ path, typed asset workflow, templates, and developer outcomes that make Aura3D
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+ worth trying.
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- Aura3D ships a real animation engine: critically-damped, momentum-preserving transitions, two-bone foot IK with a foot-lock, spring-bone secondary dynamics, animation event tracks, texture-backed facial morph targets with viseme lip-sync, and 96-joint character skinning on both WebGL2 and WebGPU — each gate-backed and running live in Aura Clash. Aura Clash uses starter-grade fighter assets with **no new fighter art this release** (the rigs carry no facial blendshapes, so the morph/viseme work is showcased in Animation Studio and the morph proofs), so it stays a development showcase of the engine rather than a finished commercial game.
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+ The runtime baseline remains the 1.4.x package family: public
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+ `createAuraApp` scene composition, typed GLB/glTF assets, prompt-oriented
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+ templates, asset validation, route-health checks, screenshots, deploy checks,
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+ game prototype helpers, animation workflow packages, and the package smoke
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+ tests used for release.
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- Registry target: the 1.4.1 release publishes npm `latest` across all 26 public packages
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- (`@aura3d/engine`, `@aura3d/asset-index`, `@aura3d/cli`, `create-aura3d`,
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- and the rest of the package family). The `animation-studio`,
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- `character-controller`, typed asset, showcase-spec, and release evidence APIs
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- above are the intended `npx ...@latest` package surface for this release, and
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- the showcase is deployed at
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- https://aura3d.auraone.ai.
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+ Registry target: npm `latest` resolves to `1.4.3` across all 26 public packages
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+ (`@aura3d/engine`, `@aura3d/asset-index`, `@aura3d/cli`, `create-aura3d`, and
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+ the rest of the package family). Release evidence and detailed claim boundaries
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+ live under `docs/project/` and `docs/agents/` so the README can stay focused on
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+ why developers should install the SDK.
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  ## Aura3D 1.1.0 asset catalog
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@@ -168,7 +129,7 @@ npx @aura3d/cli@latest assets validate-game --profile fighting-character --asset
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  `--profile fighting-character` requires animated GLB candidates from verified CC0/CC-BY sources, applies a browser-sized triangle budget, and writes source URL, license, author/attribution, and source family into `aura.assets.json` during `assets resolve`.
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  ## Aura3D 1.1.0 runtime launch track
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- Aura3D 1.1.0 introduced the runtime and animation evidence foundation; 1.4.1 is
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+ Aura3D 1.1.0 introduced the runtime and animation evidence foundation; 1.4.3 is
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  the current package release that carries it forward:
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  - `game runtime`: mutable runtime nodes, app-owned frame loops, input, kinematic bodies, hitboxes, combat events, camera direction, effects, and evidence for browser-native game prototypes.
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  pnpm aura3d110:readiness
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  ```
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- Expected current state — The scoped package gates pass for the published 1.4.1
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+ Expected current state — The scoped package gates pass for the published 1.4.3
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  baseline, and the release-candidate showcase gate passes for six public examples
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  while retaining two internal diagnostics and two prototype-blocked game routes
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  outside the public path.
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  const packageJson = JSON.parse(readFileSync(packagePath, "utf8"));
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  packageJson.dependencies = {
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  ...(packageJson.dependencies ?? {}),
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- "@aura3d/engine": options.packageVersion ?? packageJson.dependencies?.["@aura3d/engine"] ?? "1.4.1"
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+ "@aura3d/engine": options.packageVersion ?? packageJson.dependencies?.["@aura3d/engine"] ?? "1.4.3"
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  };
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  writeFileSync(packagePath, `${JSON.stringify(packageJson, null, 2)}\n`);
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  return {
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@aura3d/engine",
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- "version": "1.4.1",
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+ "version": "1.4.3",
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  "private": false,
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  "type": "module",
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  "files": [
@@ -118,27 +118,27 @@
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  "typescript": "^5.8.3",
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  "vite": "^7.3.2",
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  "vitest": "^3.1.3",
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- "@aura3d/apps": "1.4.1",
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- "@aura3d/animation": "1.4.1",
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- "@aura3d/audio": "1.4.1",
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- "@aura3d/cli": "1.4.1",
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- "@aura3d/core": "1.4.1",
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- "@aura3d/assets": "1.4.1",
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- "@aura3d/debug": "1.4.1",
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- "@aura3d/engine-runtime": "1.4.1",
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- "@aura3d/input": "1.4.1",
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- "@aura3d/editor-runtime": "1.4.1",
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- "@aura3d/editor": "1.4.1",
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- "@aura3d/math": "1.4.1",
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- "@aura3d/physics": "1.4.1",
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- "@aura3d/ecs": "1.4.1",
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- "@aura3d/product-studio": "1.4.1",
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- "@aura3d/react": "1.4.1",
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- "@aura3d/rendering": "1.4.1",
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- "@aura3d/workflows": "1.4.1",
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- "create-aura3d": "1.4.1",
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- "@aura3d/scene": "1.4.1",
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- "@aura3d/scripting": "1.4.1"
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+ "@aura3d/animation": "1.4.3",
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+ "@aura3d/apps": "1.4.3",
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+ "@aura3d/audio": "1.4.3",
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+ "@aura3d/core": "1.4.3",
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+ "@aura3d/cli": "1.4.3",
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+ "@aura3d/assets": "1.4.3",
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+ "@aura3d/debug": "1.4.3",
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+ "@aura3d/ecs": "1.4.3",
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+ "@aura3d/editor": "1.4.3",
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+ "@aura3d/editor-runtime": "1.4.3",
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+ "@aura3d/engine-runtime": "1.4.3",
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+ "@aura3d/input": "1.4.3",
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+ "@aura3d/math": "1.4.3",
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+ "@aura3d/physics": "1.4.3",
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+ "@aura3d/product-studio": "1.4.3",
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+ "@aura3d/rendering": "1.4.3",
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+ "@aura3d/scene": "1.4.3",
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+ "@aura3d/workflows": "1.4.3",
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+ "@aura3d/scripting": "1.4.3",
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+ "create-aura3d": "1.4.3",
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+ "@aura3d/react": "1.4.3"
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  },
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  "dependencies": {
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  "@loaders.gl/core": "4.4.1",
@@ -146,7 +146,7 @@
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  "cannon-es": "0.20.0"
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  },
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  "sideEffects": false,
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- "description": "AI-native TypeScript 3D SDK for browser 3D apps, prompt-to-code scenes, GLB/glTF product viewers, Vite templates, diagnostics, and deploy checks.",
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+ "description": "Build AI-authored browser 3D apps with TypeScript, typed GLB/glTF assets, Vite templates, scene kits, diagnostics, screenshots, and deploy checks.",
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  "keywords": [
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  "3d",
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  "3d-library",