@bitmagic/asset-core 0.2.24-dev.1 → 0.2.24-dev.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.
@@ -28,7 +28,7 @@ export declare const MAX_JUDGE_ART_DIRECTION_CHARS = 700;
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  * Keep anchors about what is VISIBLE IN A FRAME — the judge sees screenshots,
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  * not gameplay.
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  */
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- export declare const JUDGE_RUBRIC = "Score each dimension from 1 to 10.\n\nThe top of this scale is THIS game, in its own art style and on this engine,\nwith nothing left to fix \u2014 not a photorealistic AAA production. 10 is reachable\nand you must award it when the frame earns it. Holding the top of the scale in\nreserve for work of a different budget and medium makes every score below it\nmeaningless, and it tells a developer who has genuinely finished a frame that\ntheir work is mediocre.\n\n- visual-quality: Does the frame look like a finished game?\n 3 = default materials and undressed shapes with no shared palette; harsh, unshadowed lighting.\n 6 = a palette and a lighting intent are evident but applied unevenly \u2014 part of the frame is dressed, part is not.\n 8 = cohesive palette, deliberate lighting, materials and shapes that read as one art style.\n 10 = nothing in the frame reads as unfinished; it could serve as a store screenshot for this game.\n- readability: Could a new player tell from this frame alone what to do and where to go?\n 3 = player, goals and hazards blend into the background.\n 6 = the player reads clearly, but the route or the interactive elements take a moment to find.\n 8 = the player character, the route and the interactive elements pop at a glance.\n 10 = a first-time player would know where to go and what matters without being told.\n- design-fidelity: Does the frame match the game the design document describes?\n 3 = generic scene that could be any game.\n 6 = the setting is recognisable but the mood or the core mechanic is not yet legible on screen.\n 8 = the described setting, mood and core mechanic are recognizably on screen.\n 10 = the frame is unmistakably the game the document describes, mood included.\n- polish:\n 3 = placeholder blocks, floating or intersecting props, empty default skybox, raw default HUD.\n 6 = the obvious placeholders are gone, but edges of the world, prop grounding or HUD styling are unfinished.\n 8 = grounded objects, dressed edges of the world, HUD that belongs to this game.\n 10 = no seam, gap or default asset remains for you to point at.";
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+ export declare const JUDGE_RUBRIC = "Score each dimension from 1 to 10.\n\nThe top of this scale is THIS game, in its own art style and on this engine,\nwith nothing left to fix \u2014 not a photorealistic AAA production. 10 is reachable\nand you must award it when the frame earns it. Holding the top of the scale in\nreserve for work of a different budget and medium makes every score below it\nmeaningless, and it tells a developer who has genuinely finished a frame that\ntheir work is mediocre.\n\nThese are visual scores, not performance scores. Do not lower them for FPS readings, draw-call\ncounts or an assumed mobile budget, and never recommend removing visual detail or effects just\nto raise FPS. Performance measurements are reported separately to the creator, who decides\nwhether to approve a visible compromise. A phone screenshot is not a phone hardware benchmark.\n\n- visual-quality: Does the frame look like a finished game?\n 3 = default materials and undressed shapes with no shared palette; harsh, unshadowed lighting.\n 6 = a palette and a lighting intent are evident but applied unevenly \u2014 part of the frame is dressed, part is not.\n 8 = cohesive palette, deliberate lighting, materials and shapes that read as one art style.\n 10 = nothing in the frame reads as unfinished; it could serve as a store screenshot for this game.\n- readability: Could a new player tell from this frame alone what to do and where to go?\n 3 = player, goals and hazards blend into the background.\n 6 = the player reads clearly, but the route or the interactive elements take a moment to find.\n 8 = the player character, the route and the interactive elements pop at a glance.\n 10 = a first-time player would know where to go and what matters without being told.\n- design-fidelity: Does the frame match the game the design document describes?\n 3 = generic scene that could be any game.\n 6 = the setting is recognisable but the mood or the core mechanic is not yet legible on screen.\n 8 = the described setting, mood and core mechanic are recognizably on screen.\n 10 = the frame is unmistakably the game the document describes, mood included.\n- polish:\n 3 = placeholder blocks, floating or intersecting props, empty default skybox, raw default HUD.\n 6 = the obvious placeholders are gone, but edges of the world, prop grounding or HUD styling are unfinished.\n 8 = grounded objects, dressed edges of the world, HUD that belongs to this game.\n 10 = no seam, gap or default asset remains for you to point at.";
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  /**
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  * The declared art direction, stated as intent so the judge stops grading the medium.
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  *
@@ -1 +1 @@
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+ {"version":3,"file":"judge-prompt.d.ts","sourceRoot":"","sources":["../src/judge-prompt.ts"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AAIH,yEAAyE;AACzE,eAAO,MAAM,sBAAsB,OAAO,CAAC;AAE3C,4EAA4E;AAC5E,eAAO,MAAM,sBAAsB,OAAO,CAAC;AAE3C,yDAAyD;AACzD,eAAO,MAAM,2BAA2B,OAAO,CAAC;AAEhD;;;;GAIG;AACH,eAAO,MAAM,6BAA6B,MAAM,CAAC;AAEjD;;;;;;;GAOG;AACH,eAAO,MAAM,YAAY,88EAiCyC,CAAC;AAEnE;;;;;;;;;;;;GAYG;AACH,wBAAgB,mBAAmB,CAAC,YAAY,EAAE,MAAM,GAAG,MAAM,CAahE;AAED;;;;;;;;;;;GAWG;AACH,eAAO,MAAM,iBAAiB,4kCAeW,CAAC;AAE1C;;;;;GAKG;AACH,eAAO,MAAM,iBAAiB,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,CAmBpD,CAAC;AAEF;;;;;;;;;;;;;;;GAeG;AACH,MAAM,WAAW,iBAAiB;IAChC,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;IACzB,QAAQ,CAAC,UAAU,EAAE,SAAS;QAAE,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC;QAAC,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAA;KAAE,EAAE,CAAC;IAClF,QAAQ,CAAC,QAAQ,EAAE,SAAS;QAAE,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;QAAC,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAA;KAAE,EAAE,CAAC;CACrF;AAyBD,MAAM,WAAW,gBAAgB;IAC/B,+DAA+D;IAC/D,UAAU,EAAE,MAAM,CAAC;IACnB;;;;OAIG;IACH,YAAY,CAAC,EAAE,MAAM,CAAC;IACtB,wEAAwE;IACxE,QAAQ,CAAC,EAAE,iBAAiB,CAAC;IAC7B,oDAAoD;IACpD,KAAK,CAAC,EAAE,MAAM,CAAC;IACf;;;OAGG;IACH,QAAQ,CAAC,EAAE,SAAS,GAAG,QAAQ,CAAC;IAChC,mEAAmE;IACnE,aAAa,CAAC,EAAE,MAAM,CAAC;IACvB;;;;;;OAMG;IACH,UAAU,CAAC,EAAE,MAAM,CAAC;CACrB;AAOD;;;;GAIG;AACH,wBAAgB,gBAAgB,CAAC,EAC/B,UAAU,EACV,YAAY,EACZ,QAAQ,EACR,KAAK,EACL,QAAQ,EACR,aAAa,EACb,UAAU,GACX,EAAE,gBAAgB,GAAG,MAAM,CAsD3B"}
@@ -38,6 +38,11 @@ reserve for work of a different budget and medium makes every score below it
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  meaningless, and it tells a developer who has genuinely finished a frame that
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  their work is mediocre.
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+ These are visual scores, not performance scores. Do not lower them for FPS readings, draw-call
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+ counts or an assumed mobile budget, and never recommend removing visual detail or effects just
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+ to raise FPS. Performance measurements are reported separately to the creator, who decides
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+ whether to approve a visible compromise. A phone screenshot is not a phone hardware benchmark.
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+
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  - visual-quality: Does the frame look like a finished game?
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  3 = default materials and undressed shapes with no shared palette; harsh, unshadowed lighting.
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  6 = a palette and a lighting intent are evident but applied unevenly — part of the frame is dressed, part is not.
@@ -1 +1 @@
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package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@bitmagic/asset-core",
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- "version": "0.2.24-dev.1",
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+ "version": "0.2.24-dev.3",
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  "license": "SEE LICENSE IN LICENSE.md",
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  "author": "Bitmagic Oy",
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  "type": "module",