@bitmagic/cli 0.1.0 → 0.1.2

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Files changed (49) hide show
  1. package/dist/cli.d.ts +30 -0
  2. package/dist/cli.js +23 -11
  3. package/dist/cli.js.map +1 -1
  4. package/dist/commands/forge.d.ts +107 -0
  5. package/dist/commands/forge.js +393 -0
  6. package/dist/commands/forge.js.map +1 -0
  7. package/dist/commands/generate.js +58 -45
  8. package/dist/commands/generate.js.map +1 -1
  9. package/dist/commands/verify.js +16 -16
  10. package/dist/commands/verify.js.map +1 -1
  11. package/dist/forge/apply-modifications.d.ts +19 -0
  12. package/dist/forge/apply-modifications.js +184 -0
  13. package/dist/forge/apply-modifications.js.map +1 -0
  14. package/dist/forge/bake-progress.d.ts +44 -0
  15. package/dist/forge/bake-progress.js +77 -0
  16. package/dist/forge/bake-progress.js.map +1 -0
  17. package/dist/forge/browser-host.d.ts +100 -0
  18. package/dist/forge/browser-host.js +351 -0
  19. package/dist/forge/browser-host.js.map +1 -0
  20. package/dist/forge/local-store.d.ts +30 -0
  21. package/dist/forge/local-store.js +130 -0
  22. package/dist/forge/local-store.js.map +1 -0
  23. package/dist/forge/run-pipeline.d.ts +105 -0
  24. package/dist/forge/run-pipeline.js +269 -0
  25. package/dist/forge/run-pipeline.js.map +1 -0
  26. package/dist/forge/stream.d.ts +106 -0
  27. package/dist/forge/stream.js +286 -0
  28. package/dist/forge/stream.js.map +1 -0
  29. package/dist/forge/transport.d.ts +58 -0
  30. package/dist/forge/transport.js +145 -0
  31. package/dist/forge/transport.js.map +1 -0
  32. package/dist/forge/upload-proxy.d.ts +21 -0
  33. package/dist/forge/upload-proxy.js +134 -0
  34. package/dist/forge/upload-proxy.js.map +1 -0
  35. package/dist/generate/stream.d.ts +1 -10
  36. package/dist/generate/stream.js +5 -62
  37. package/dist/generate/stream.js.map +1 -1
  38. package/dist/http/sse.d.ts +40 -0
  39. package/dist/http/sse.js +98 -0
  40. package/dist/http/sse.js.map +1 -0
  41. package/dist/local-port.d.ts +30 -0
  42. package/dist/local-port.js +53 -0
  43. package/dist/local-port.js.map +1 -0
  44. package/dist/scaffold/project-files.d.ts +1 -0
  45. package/dist/scaffold/project-files.js +175 -5
  46. package/dist/scaffold/project-files.js.map +1 -1
  47. package/dist/scaffold/project.js +2 -1
  48. package/dist/scaffold/project.js.map +1 -1
  49. package/package.json +4 -3
@@ -8,20 +8,60 @@ const DEPENDENCIES = {
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  i18next: '^24.2.3',
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  'i18next-browser-languagedetector': '^8.0.4',
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  jszip: '^3.10.1',
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- three: '^0.183.0',
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+ three: '^0.185.1',
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  };
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  const DEV_DEPENDENCIES = {
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  '@types/node': '^24.10.0',
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- '@types/three': '^0.183.0',
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+ '@types/three': '^0.185.4',
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  // engine/types/ammo.d.ts opens with a triple-slash reference to this package's ambient types.
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  'ammojs-typed': '^1.0.6',
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+ // Declares `navigator.gpu`, which the engine reads to choose its renderer backend. Named in
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+ // tsconfig's `types` too — see the note there for why installing it is not enough.
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+ '@webgpu/types': '^0.1.69',
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  typescript: '^5.9.2',
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  vite: '^7.3.1',
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  };
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+ /**
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+ * The three.js release every `three*` import map entry below resolves to. Written once because
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+ * the entries repeat it eight times, including four times inside the `three` shim, and a bump
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+ * that updates some copies but not others splits the engine across two module instances — the
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+ * exact failure the comments below describe.
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+ */
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+ const THREE_VERSION = '0.185.1';
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+ /**
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+ * `three` resolves to a shim, not straight to the webgpu build. r185's three.webgpu.js exports
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+ * neither `UniformsUtils` (which every classic postprocessing pass imports from `three`) nor
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+ * `ShaderLib`/`UniformsLib` (`lines/LineMaterial.js`), so the vendored engine — which imports
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+ * those passes statically in GameEngine.ts — fails to load with "The requested module 'three'
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+ * does not provide an export named 'UniformsUtils'". The shim re-exports the webgpu build from
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+ * the SAME URL as the `three/webgpu` entry, so it stays ONE module instance, and adds the
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+ * missing names from three's own src. Absolute URLs only: a data: module has no base URL and so
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+ * cannot resolve bare or relative specifiers. Keep in step with game/index.html.
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+ */
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+ const THREE_SHIM = [
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+ 'data:text/javascript,',
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+ `export*from'https://esm.sh/three@${THREE_VERSION}/webgpu';`,
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+ `export{UniformsUtils}from'https://esm.sh/three@${THREE_VERSION}/src/renderers/shaders/UniformsUtils.js';`,
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+ `export{ShaderLib}from'https://esm.sh/three@${THREE_VERSION}/src/renderers/shaders/ShaderLib.js';`,
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+ `export{UniformsLib}from'https://esm.sh/three@${THREE_VERSION}/src/renderers/shaders/UniformsLib.js'`,
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+ ].join('');
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  /** Resolved in the browser from a CDN, not from node_modules — see the design's import-map note. */
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  const CDN_IMPORTS = {
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- three: 'https://esm.sh/three@0.182.0',
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- 'three/': 'https://esm.sh/three@0.182.0/',
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+ // `three` and `three/webgpu` are ONE module instance (see THREE_SHIM). Pointed at separate
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+ // builds (core + webgpu) they are two, and r185's LightsNode then fails to recognise lights
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+ // built by the other instance — the scene renders unlit. Keep in step with game/index.html.
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+ three: THREE_SHIM,
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+ 'three/webgpu': `https://esm.sh/three@${THREE_VERSION}/webgpu`,
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+ 'three/tsl': `https://esm.sh/three@${THREE_VERSION}/tsl`,
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+ // The addon entries use esm.sh's `*` build, which keeps `three` a BARE specifier so addons
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+ // resolve back through this map. Plain esm.sh inlines its own copy of three, which shares no
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+ // module with the webgpu build: GLTFLoader then hands back Meshes from a second Mesh class and
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+ // the engine's `instanceof THREE.Mesh` scans find nothing. Same one-instance rule as above.
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+ // The classic WebGL addons are not excepted — the shim, not a pinned inlined-three build, is
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+ // what gives them the UniformsUtils / ShaderLib / UniformsLib they import from bare `three`.
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+ 'three/addons/': `https://esm.sh/*three@${THREE_VERSION}/addons/`,
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+ 'three/examples/jsm/': `https://esm.sh/*three@${THREE_VERSION}/examples/jsm/`,
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+ 'three/': `https://esm.sh/three@${THREE_VERSION}/`,
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  '@dimforge/rapier3d-compat': 'https://esm.sh/@dimforge/rapier3d-compat@0.19.3',
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  '@dimforge/rapier2d-compat': 'https://esm.sh/@dimforge/rapier2d-compat@0.19.3',
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  i18next: 'https://esm.sh/i18next@24.2.3',
@@ -72,7 +112,14 @@ export function renderTsconfig() {
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  noImplicitAny: true,
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  resolveJsonModule: true,
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  sourceMap: true,
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- types: [],
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+ // `types: []` opts out of auto-including every @types package — deliberate, because the
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+ // vendored engine ships its own and a stray global would shadow them. The consequence is
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+ // that a package whose whole job is a GLOBAL augmentation has to be named here or it is
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+ // invisible: `@webgpu/types` declares `navigator.gpu`, which the engine reads to pick its
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+ // renderer backend (`engine/GameEngine.ts`). Without it a scaffolded project fails to
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+ // type-check with "Property 'gpu' does not exist on type 'Navigator'" — the engine's own
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+ // package.json carries the dependency, so nothing catches this in the monorepo.
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+ types: ['@webgpu/types'],
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  typeRoots: ['engine/types', 'node_modules/@types', 'node_modules/ammojs-typed/ammo/ambient'],
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  },
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  include: ['src/**/*', 'engine/**/*'],
@@ -207,9 +254,132 @@ the two yaw conventions differ. Guessing produces code that compiles and moves t
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  \`\`\`
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  bitmagic check # typecheck against the vendored engine
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+ bitmagic dev # build, then serve with live rebuilds
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+ bitmagic verify # boot the game in a real browser and report what broke
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  \`\`\`
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  The engine is large; \`check\` is the fast way to find out whether an edit holds together.
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+
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+ **\`check\` passing does not mean the game runs.** The engine's most common failure is a clean
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+ compile that dies on load — a missing asset, a bad \`world.json\` value, a null container. Run
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+ \`bitmagic verify\` after a change you cannot eyeball: it loads the game in a headless browser and
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+ fails with what actually broke, leaving a console log and a screenshot in \`.bitmagic/verify/\`.
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+
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+ ## Generating assets
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+
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+ You can create game content from here — no web editor needed:
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+
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+ \`\`\`
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+ bitmagic generate skybox --description "a stormy alien sky with two moons"
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+ bitmagic generate sound --prompt "heavy wooden door slamming" [--duration 3] [--loop]
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+ bitmagic generate image --name hero-portrait --prompt "..." [--width 512] [--height 512]
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+ bitmagic generate character --name guard --prompt "..." [--apply-to-player]
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+ bitmagic generate animation --description "a slow ceremonial bow" [--length 4] [--loop]
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+ \`\`\`
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+
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+ Run \`bitmagic generate <type> --help\` for the full flags of any one.
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+
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+ Four things worth knowing before you use these:
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+
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+ 1. **Each generation writes to \`src/work/world.json\`.** If you are also editing that file,
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+ re-read it afterwards — your in-memory copy is stale. The command prints exactly which paths
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+ it changed.
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+ 2. **Generation costs the creator real money** (Bitmagic sparks). Do not call these in a loop to
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+ explore options. Ask for what you actually need, once. If the balance is too low the command
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+ refuses before generating and tells you what it needed.
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+ 3. **It only works on the game this project points at.** \`bitmagic.json\` holds the \`gameId\`;
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+ generation is refused for a game the logged-in account does not own.
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+ 4. **A running \`bitmagic dev\` will not show the new asset until the browser reloads.** The
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+ command reminds you.
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+
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+ **Not available as \`generate\` subcommands:** individual 3D models, voxel assets and block types.
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+ Those need a browser to voxelize and upload. Do not work around it by hand-editing
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+ \`world.json\` to point at a model you have not generated — the asset will not exist and the game
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+ will fail to load it.
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+
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+ ## Forging a whole level
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+
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+ \`\`\`
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+ bitmagic forge --prompt "a ruined desert temple with a central courtyard"
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+ \`\`\`
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+
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+ This designs a scene, builds its geometry, bakes it to voxels and writes the finished level —
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+ terrain, props, spawn points — into \`src/work/world.json\`. Add \`--city\`, \`--dungeon\`,
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+ \`--platformer\` or \`--freeform\` (at most one) for a different kind of place; omit them all for
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+ natural terrain.
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+
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+ Five things worth knowing:
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+
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+ 1. **It is slow and it is expensive.** A forge runs for many minutes — the level bake alone can
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+ take twenty — and costs considerably more than any single \`generate\`. Run it once,
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+ deliberately. Progress is printed throughout, the bake included.
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+ 2. **It needs Google Chrome installed.** The bake runs in a real headless browser, because
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+ voxelizing is the engine's own code. The command builds and serves the project itself, so you
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+ do not need \`bitmagic dev\` running and it will not collide with one that is.
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+ 3. **It rewrites large parts of \`world.json\`** (assets, environmentObjects, the level registry,
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+ spawn points), so re-read the file afterwards if you were editing it. The command prints which
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+ paths it changed. It also drops a \`forged-heightfield.json\` beside it, which later placements
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+ use to sit objects on the new terrain.
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+ 4. **Every failure says whether \`world.json\` changed** — and it only ever changes on the final
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+ step, all at once. A failure before that leaves the project exactly as it was.
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+ 5. **Resume rather than re-run.** The command prints a job id. If it fails after the design
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+ succeeded, \`bitmagic forge --resume <jobId>\` skips the steps already paid for. The failure
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+ message says when resuming is worth it, and when the failure is deterministic and you should
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+ change the prompt instead.
329
+
330
+ Afterwards run \`bitmagic dev\` and actually walk the level — one that loads is not necessarily
331
+ one you can move through.
332
+ `;
333
+ }
334
+ export function renderGenerateSkill() {
335
+ return `---
336
+ name: generating-assets
337
+ description: Use when this Bitmagic game needs a new skybox, sound effect, image, character or animation — anything that would otherwise require the web editor.
338
+ ---
339
+
340
+ # Generating game assets
341
+
342
+ The \`bitmagic\` CLI generates content directly into this project. Five types work today:
343
+
344
+ | Command | Makes | Lands in |
345
+ |---|---|---|
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+ | \`bitmagic generate skybox --description "..."\` | a 360° environment | \`worldProfileData.skyboxUrl\` |
347
+ | \`bitmagic generate sound --prompt "..."\` | a sound effect | \`assets[]\` |
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+ | \`bitmagic generate image --name <id> --prompt "..."\` | a 2D image | \`assets[]\` |
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+ | \`bitmagic generate character --name <id> --prompt "..."\` | a rigged character | \`assets[]\` |
350
+ | \`bitmagic generate animation --description "..."\` | an animation clip | \`assets[]\` |
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+
352
+ \`--help\` on any subcommand lists its full flags.
353
+
354
+ ## Before generating
355
+
356
+ - Confirm the change actually needs new content. Reusing an asset already in \`world.json\` costs
357
+ nothing; generating costs the creator real money.
358
+ - Decide the exact prompt first. These are one-shot: there is no cheap "try three and pick one".
359
+
360
+ ## After generating
361
+
362
+ 1. The command prints which \`world.json\` paths changed. **Re-read \`src/work/world.json\`** if you
363
+ are holding it in memory.
364
+ 2. Run \`bitmagic check\`, then \`bitmagic verify\` if the asset is load-bearing — a bad asset URL
365
+ typechecks fine and fails at runtime.
366
+ 3. If \`bitmagic dev\` is running, the browser needs a reload.
367
+
368
+ ## When it refuses
369
+
370
+ - **Not logged in** — run \`bitmagic login\`.
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+ - **Does not own the game** — \`bitmagic.json\`'s \`gameId\` points at someone else's game; nothing
372
+ was generated and \`world.json\` is untouched.
373
+ - **Insufficient balance** — the message names what was required. A shorter animation costs less.
374
+
375
+ Every failure before the asset arrives leaves \`world.json\` unchanged, and the command says so
376
+ explicitly. You never need to guess whether a failed generation half-applied.
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+
378
+ ## What is not available
379
+
380
+ 3D models, voxel assets and block types need a browser to voxelize and upload, which this
381
+ toolchain does not run yet. Do not hand-edit \`world.json\` to reference a model you cannot
382
+ generate — the game will fail to load it.
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  `;
214
384
  }
215
385
  export function renderClaudeMd() {
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1
+ {"version":3,"file":"project-files.js","sourceRoot":"","sources":["../../src/scaffold/project-files.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,aAAa,EAAE,gBAAgB,EAAE,gBAAgB,EAAE,MAAM,cAAc,CAAC;AAEjF,yFAAyF;AACzF,MAAM,YAAY,GAA2B;IAC3C,2BAA2B,EAAE,SAAS;IACtC,2BAA2B,EAAE,SAAS;IACtC,kBAAkB,EAAE,QAAQ;IAC5B,MAAM,EAAE,QAAQ;IAChB,OAAO,EAAE,SAAS;IAClB,kCAAkC,EAAE,QAAQ;IAC5C,KAAK,EAAE,SAAS;IAChB,KAAK,EAAE,UAAU;CAClB,CAAC;AAEF,MAAM,gBAAgB,GAA2B;IAC/C,aAAa,EAAE,UAAU;IACzB,cAAc,EAAE,UAAU;IAC1B,8FAA8F;IAC9F,cAAc,EAAE,QAAQ;IACxB,4FAA4F;IAC5F,mFAAmF;IACnF,eAAe,EAAE,SAAS;IAC1B,UAAU,EAAE,QAAQ;IACpB,IAAI,EAAE,QAAQ;CACf,CAAC;AAEF;;;;;GAKG;AACH,MAAM,aAAa,GAAG,SAAS,CAAC;AAEhC;;;;;;;;;GASG;AACH,MAAM,UAAU,GAAG;IACjB,uBAAuB;IACvB,oCAAoC,aAAa,WAAW;IAC5D,kDAAkD,aAAa,2CAA2C;IAC1G,8CAA8C,aAAa,uCAAuC;IAClG,gDAAgD,aAAa,wCAAwC;CACtG,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;AAEX,oGAAoG;AACpG,MAAM,WAAW,GAA2B;IAC1C,2FAA2F;IAC3F,4FAA4F;IAC5F,4FAA4F;IAC5F,KAAK,EAAE,UAAU;IACjB,cAAc,EAAE,wBAAwB,aAAa,SAAS;IAC9D,WAAW,EAAE,wBAAwB,aAAa,MAAM;IACxD,2FAA2F;IAC3F,6FAA6F;IAC7F,+FAA+F;IAC/F,4FAA4F;IAC5F,6FAA6F;IAC7F,6FAA6F;IAC7F,eAAe,EAAE,yBAAyB,aAAa,UAAU;IACjE,qBAAqB,EAAE,yBAAyB,aAAa,gBAAgB;IAC7E,QAAQ,EAAE,wBAAwB,aAAa,GAAG;IAClD,2BAA2B,EAAE,iDAAiD;IAC9E,2BAA2B,EAAE,iDAAiD;IAC9E,OAAO,EAAE,+BAA+B;IACxC,kCAAkC,EAAE,uDAAuD;IAC3F,kBAAkB,EAAE,uCAAuC;IAC3D,MAAM,EAAE,6BAA6B;CACtC,CAAC;AAEF,sFAAsF;AACtF,SAAS,UAAU,CAAC,KAAc;IAChC,OAAO,GAAG,IAAI,CAAC,SAAS,CAAC,KAAK,EAAE,IAAI,EAAE,CAAC,CAAC,IAAI,CAAC;AAC/C,CAAC;AAED,MAAM,UAAU,iBAAiB,CAAC,IAAY;IAC5C,OAAO,UAAU,CAAC;QAChB,IAAI;QACJ,OAAO,EAAE,OAAO;QAChB,OAAO,EAAE,IAAI;QACb,IAAI,EAAE,QAAQ;QACd,OAAO,EAAE;YACP,KAAK,EAAE,KAAK;YACZ,KAAK,EAAE,cAAc;YACrB,GAAG,EAAE,MAAM;SACZ;QACD,YAAY,EAAE,YAAY;QAC1B,eAAe,EAAE,gBAAgB;KAClC,CAAC,CAAC;AACL,CAAC;AAED,MAAM,UAAU,cAAc;IAC5B,OAAO,UAAU,CAAC;QAChB,eAAe,EAAE;YACf,MAAM,EAAE,QAAQ;YAChB,MAAM,EAAE,QAAQ;YAChB,GAAG,EAAE,CAAC,QAAQ,EAAE,KAAK,CAAC;YACtB,OAAO,EAAE,GAAG;YACZ,MAAM,EAAE,MAAM;YACd,OAAO,EAAE,GAAG;YACZ,KAAK,EAAE,aAAa,EAAE;YACtB,gBAAgB,EAAE,SAAS;YAC3B,MAAM,EAAE,IAAI;YACZ,wBAAwB,EAAE,IAAI;YAC9B,0BAA0B,EAAE,KAAK;YACjC,oBAAoB,EAAE,IAAI;YAC1B,eAAe,EAAE,IAAI;YACrB,eAAe,EAAE,OAAO;YACxB,YAAY,EAAE,IAAI;YAClB,eAAe,EAAE,IAAI;YACrB,4BAA4B,EAAE,IAAI;YAClC,gCAAgC,EAAE,IAAI;YACtC,aAAa,EAAE,IAAI;YACnB,iBAAiB,EAAE,IAAI;YACvB,SAAS,EAAE,IAAI;YACf,wFAAwF;YACxF,yFAAyF;YACzF,wFAAwF;YACxF,0FAA0F;YAC1F,sFAAsF;YACtF,yFAAyF;YACzF,gFAAgF;YAChF,KAAK,EAAE,CAAC,eAAe,CAAC;YACxB,SAAS,EAAE,CAAC,cAAc,EAAE,qBAAqB,EAAE,wCAAwC,CAAC;SAC7F;QACD,OAAO,EAAE,CAAC,UAAU,EAAE,aAAa,CAAC;QACpC,uFAAuF;QACvF,uFAAuF;QACvF,oFAAoF;QACpF,wFAAwF;QACxF,wDAAwD;QACxD,OAAO,EAAE;YACP,cAAc;YACd,MAAM;YACN,qBAAqB;YACrB,0BAA0B;YAC1B,kBAAkB;YAClB,uBAAuB;YACvB,oBAAoB;SACrB;KACF,CAAC,CAAC;AACL,CAAC;AAED,MAAM,UAAU,eAAe;IAC7B,MAAM,YAAY,GAAG,gBAAgB,EAAE,CAAC;IACxC,MAAM,OAAO,GAAG,EAAE,GAAG,WAAW,EAAE,GAAG,YAAY,EAAE,CAAC;IACpD,6FAA6F;IAC7F,yFAAyF;IACzF,MAAM,gBAAgB,GAAG,GAAG,YAAY,CAAC,SAAS,CAAC,iBAAiB,CAAC;IACrE,0FAA0F;IAC1F,0FAA0F;IAC1F,wFAAwF;IACxF,2FAA2F;IAC3F,mDAAmD;IACnD,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;EA2BP,IAAI,CAAC,SAAS,CAAC,EAAE,OAAO,EAAE,EAAE,IAAI,EAAE,CAAC,CAAC,CAAC,OAAO,CAAC,KAAK,EAAE,MAAM,CAAC;;;iCAG5B,gBAAgB;;;CAGhD,CAAC;AACF,CAAC;AAED,MAAM,UAAU,gBAAgB;IAC9B,MAAM,OAAO,GAAG,MAAM,CAAC,OAAO,CAAC,gBAAgB,EAAE,CAAC;SAC/C,GAAG,CAAC,CAAC,CAAC,GAAG,EAAE,MAAM,CAAC,EAAE,EAAE,CAAC,UAAU,GAAG,OAAO,MAAM,GAAG,CAAC;SACrD,IAAI,CAAC,KAAK,CAAC,CAAC;IACf,OAAO;;;;;;;;;;;EAWP,OAAO;;;;;;;CAOR,CAAC;AACF,CAAC;AAED,MAAM,UAAU,eAAe;IAC7B,OAAO,CAAC,OAAO,EAAE,eAAe,EAAE,YAAY,EAAE,cAAc,EAAE,EAAE,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;AACjF,CAAC;AASD,MAAM,UAAU,kBAAkB,CAAC,QAAyB;IAC1D,OAAO,UAAU,CAAC,QAAQ,CAAC,CAAC;AAC9B,CAAC;AAED,MAAM,UAAU,cAAc;IAC5B,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAiHR,CAAC;AACF,CAAC;AAED,MAAM,UAAU,mBAAmB;IACjC,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAgDR,CAAC;AACF,CAAC;AAED,MAAM,UAAU,cAAc;IAC5B,OAAO,cAAc,CAAC;AACxB,CAAC;AAED,MAAM,UAAU,kBAAkB;IAChC,OAAO;;;;CAIR,CAAC;AACF,CAAC"}
@@ -2,7 +2,7 @@ import * as fs from 'fs';
2
2
  import * as path from 'path';
3
3
  import { CliError } from '../errors.js';
4
4
  import { aliasSourceDir } from './aliases.js';
5
- import { renderPackageJson, renderTsconfig, renderIndexHtml, renderViteConfig, renderGitignore, renderBitmagicJson, renderAgentsMd, renderClaudeMd, renderSkillsReadme, } from './project-files.js';
5
+ import { renderPackageJson, renderTsconfig, renderIndexHtml, renderViteConfig, renderGitignore, renderBitmagicJson, renderAgentsMd, renderClaudeMd, renderSkillsReadme, renderGenerateSkill, } from './project-files.js';
6
6
  /**
7
7
  * Directories moved out of the extracted tree into the project's vendored engine/.
8
8
  *
@@ -106,6 +106,7 @@ export function scaffoldProject(options) {
106
106
  ['CLAUDE.md', renderClaudeMd()],
107
107
  ['.gitignore', renderGitignore()],
108
108
  ['.claude/skills/README.md', renderSkillsReadme()],
109
+ ['.claude/skills/generating-assets/SKILL.md', renderGenerateSkill()],
109
110
  ];
110
111
  for (const [name, contents] of files) {
111
112
  const filePath = path.join(targetDir, name);
@@ -1 +1 @@
1
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1
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package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@bitmagic/cli",
3
- "version": "0.1.0",
3
+ "version": "0.1.2",
4
4
  "description": "Build Bitmagic games from your own agent tool",
5
5
  "type": "module",
6
6
  "bin": {
@@ -19,7 +19,8 @@
19
19
  "citty": "^0.2.2",
20
20
  "playwright-core": "^1.59.1",
21
21
  "tar": "^7.4.3",
22
- "@bitmagic/asset-core": "0.1.0"
22
+ "@bitmagic/asset-core": "0.1.0",
23
+ "@bitmagic/world-forger": "0.1.0"
23
24
  },
24
25
  "devDependencies": {
25
26
  "@eslint/js": "^9.38.0",
@@ -46,7 +47,7 @@
46
47
  "tsconfig": {
47
48
  "target": "ES2022",
48
49
  "module": "ES2022",
49
- "moduleResolution": "node",
50
+ "moduleResolution": "bundler",
50
51
  "verbatimModuleSyntax": false,
51
52
  "esModuleInterop": true
52
53
  }