@bitmagic/cli 0.1.65-dev.17 → 0.1.65-dev.19

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+ /**
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+ * `<skills dir>/choosing-asset-pipelines/SKILL.md` — WHICH lane makes a given thing, before any
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+ * command runs.
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+ *
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+ * Exists because the GDK grew several ways to make the same thing — a level from the baseline
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+ * terrain, `bitmagic forge` (five modes), a Blender script or a Unity port; a character from the
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+ * free block default, a free library hit, a voxel forge or a low-poly forge at four times the
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+ * price — and the routing knowledge sat in five places: the per-command reference in
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+ * `generating-assets`, the "one forge" rule in `planning-a-game`, the Blender skill's §0 gate, the
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+ * hosted Creator agent's GLB-vs-voxel rules (which never reach a CLI project at all), and code
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+ * comments. An agent took the first lane it remembered, and a creator had to know Bitmagic's
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+ * internals to steer it. This file is the table by NEED: conditions (art style, model class,
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+ * local tooling, prototype vs polished), rough cost, rough time, recommended order — and the rule
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+ * for when the agent decides alone versus asks the creator with a recommendation.
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+ *
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+ * It is a shipped skill so that `bitmagic upgrade` re-renders it in every project with every CLI
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+ * release — that is the whole update mechanism; nothing here is hand-maintained in a creator's
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+ * project. Same file-layout contract as `skill-files.ts`: a pure function returning the markdown
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+ * as a template literal, every backtick inside escaped as \` and every `${` escaped, except the
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+ * `${PRIMARY_SKILLS_DIR}` interpolations, which are the point (sibling skills are cited by the
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+ * fixed path every agent's project has, never by a vendor path). Imports only `agent-targets.js`
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+ * so `project.ts` can import this without a cycle.
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+ *
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+ * What keeps it honest, and what does not:
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+ * - `__tests__/asset-pipeline-skill-files.test.ts` fails when a `bitmagic generate` subcommand
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+ * exists with no row here, when a row names a subcommand or a skill directory that does not
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+ * exist, or when one of the need sections or the two defaults (audio opt-in, block characters)
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+ * disappears. So a new generator cannot ship without a row.
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+ * - Prices and timings are NOT test-checked. Sparks come from `api-server/src/llm/llm_cost.json`
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+ * (`toolCosts`, 1 spark = $0.01): glb/model/prop 3, voxel character 15, low-poly character 60,
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+ * library-only 0, skybox and background 5, image 3, cover and reference 6, block-type 3, sound
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+ * 12, music 0.25/s, video 1.35/s, authored animation 1, video-to-motion 15; forge and vehicle
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+ * are usage-priced, presets free. Timings are observed. The CLI cannot import that file, so a
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+ * price, flag or backend change is invisible to the test — which is why the release checklist
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+ * (`.claude/skills/generate-release-checklist`) asks for this file to be re-read whenever a
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+ * generator or `toolCosts` changes. Every figure is written as approximate for the same reason.
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+ */
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+ export declare function renderAssetPipelinesSkill(): string;
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+ /**
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+ * `<skills dir>/choosing-asset-pipelines/SKILL.md` — WHICH lane makes a given thing, before any
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+ * command runs.
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+ *
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+ * Exists because the GDK grew several ways to make the same thing — a level from the baseline
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+ * terrain, `bitmagic forge` (five modes), a Blender script or a Unity port; a character from the
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+ * free block default, a free library hit, a voxel forge or a low-poly forge at four times the
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+ * price — and the routing knowledge sat in five places: the per-command reference in
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+ * `generating-assets`, the "one forge" rule in `planning-a-game`, the Blender skill's §0 gate, the
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+ * hosted Creator agent's GLB-vs-voxel rules (which never reach a CLI project at all), and code
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+ * comments. An agent took the first lane it remembered, and a creator had to know Bitmagic's
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+ * internals to steer it. This file is the table by NEED: conditions (art style, model class,
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+ * local tooling, prototype vs polished), rough cost, rough time, recommended order — and the rule
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+ * for when the agent decides alone versus asks the creator with a recommendation.
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+ *
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+ * It is a shipped skill so that `bitmagic upgrade` re-renders it in every project with every CLI
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+ * release — that is the whole update mechanism; nothing here is hand-maintained in a creator's
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+ * project. Same file-layout contract as `skill-files.ts`: a pure function returning the markdown
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+ * as a template literal, every backtick inside escaped as \` and every `${` escaped, except the
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+ * `${PRIMARY_SKILLS_DIR}` interpolations, which are the point (sibling skills are cited by the
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+ * fixed path every agent's project has, never by a vendor path). Imports only `agent-targets.js`
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+ * so `project.ts` can import this without a cycle.
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+ *
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+ * What keeps it honest, and what does not:
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+ * - `__tests__/asset-pipeline-skill-files.test.ts` fails when a `bitmagic generate` subcommand
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+ * exists with no row here, when a row names a subcommand or a skill directory that does not
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+ * exist, or when one of the need sections or the two defaults (audio opt-in, block characters)
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+ * disappears. So a new generator cannot ship without a row.
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+ * - Prices and timings are NOT test-checked. Sparks come from `api-server/src/llm/llm_cost.json`
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+ * (`toolCosts`, 1 spark = $0.01): glb/model/prop 3, voxel character 15, low-poly character 60,
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+ * library-only 0, skybox and background 5, image 3, cover and reference 6, block-type 3, sound
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+ * 12, music 0.25/s, video 1.35/s, authored animation 1, video-to-motion 15; forge and vehicle
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+ * are usage-priced, presets free. Timings are observed. The CLI cannot import that file, so a
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+ * price, flag or backend change is invisible to the test — which is why the release checklist
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+ * (`.claude/skills/generate-release-checklist`) asks for this file to be re-read whenever a
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+ * generator or `toolCosts` changes. Every figure is written as approximate for the same reason.
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+ */
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+ import { PRIMARY_SKILLS_DIR } from './agent-targets.js';
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+ export function renderAssetPipelinesSkill() {
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+ return `---
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+ name: choosing-asset-pipelines
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+ description: Pick the lane that makes a given thing for this Bitmagic game — a whole level, a character, a building, a small prop, a vehicle, a weapon, the sky, block textures, an image or cover, an animation, audio, a cutscene — choosing between the free built-in, bitmagic generate, bitmagic forge, a Blender build, a Unity port and the creator's own files, with approximate sparks and wall-clock minutes per option and the rule for when to ask the creator first. Use before any generation, forge or Blender build, and whenever two routes could make the same thing.
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+ ---
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+
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+ # Choosing an asset pipeline
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+
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+ Most things this game needs can be made three or four ways, and the ways differ by a hundred
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+ sparks and by twenty minutes. This file is the routing table: find the need, take the first row
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+ whose conditions hold, say which you took. Flags and refusals for every command are in
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+ \`${PRIMARY_SKILLS_DIR}/generating-assets/SKILL.md\`; this file only decides.
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+
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+ Costs are **approximate** — sparks are rounded and times are typical, not promised. \`bitmagic
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+ usage\` is the truth about what was actually spent.
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+
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+ ## Know these four things first
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+
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+ 1. **Art style** — \`artStyle\` in \`src/work/game.json\`: \`voxel\` (default) or \`low-poly\`. A declared
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+ switch, not a per-asset flag: in a low-poly game \`generate model|prop\`, \`assets add\` and
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+ \`generate character\` keep meshes instead of voxelizing (and a character costs four times more),
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+ the Blender level route opens, and built-in weapons should use their \`_lowpoly\` twins. Set it
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+ before the first cover.
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+ 2. **Your model class** — frontier (Claude Fable / Opus 5, GPT-6 class) or not. Only the Blender
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+ route depends on it; its §0 says "if you are not sure you are one, you are not".
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+ 3. **Local tooling** — Google Chrome (\`forge\`, \`generate model|prop|vehicle\`, \`assets add *.glb\` in
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+ a voxel game, \`verify\`); Blender 4.2+ (Blender levels); \`ffmpeg\` (\`trailer\`, video contact
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+ sheets); a Unity project to port. Probe once with the checks each skill gives.
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+ 4. **Purpose** — **prototype** (slice 1, prove the loop, the creator will iterate) or **polished**
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+ ("final", "ship it", "make it look great", publishing). Take it from their words. Unsaid:
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+ assume prototype for slice 1 and note the upgrade as a backlog item.
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+
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+ ## Decide, say so, ask only when it is expensive
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+
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+ Default: you decide, and state the assumption in one line before running anything:
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+
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+ > Assuming *prototype*: using \`<route>\` (~N sparks, ~T). Say "polished" and I will use \`<alt>\`.
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+
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+ Ask first only when BOTH hold: the recommended option is expensive — tens of sparks or many
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+ minutes (a forge, a low-poly character, a \`--video\` animation, a long music track, a Blender build)
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+ — AND the creator has not said prototype or polished. Recommended option first, answerable in a word:
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+
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+ > \`<need>\`: I recommend \`<A>\` (~N sparks, ~T) because \`<why>\`; the alternative is \`<B>\` (~N, ~T).
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+ > Which — or just say prototype / polished and I will pick?
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+
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+ Never ask about a free or seconds-long option, never ask twice for the same need, never run two
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+ paid options to compare. If the allowance is nearly gone
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+ (\`${PRIMARY_SKILLS_DIR}/checking-usage/SKILL.md\`), say so before an expensive one.
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+
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+ ## By need
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+
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+ Rows are in recommended order: take the first whose conditions hold.
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+
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+ ### A whole level
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+
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+ | Route | Conditions | ~Cost | Notes |
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+ |---|---|---|---|
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+ | The baseline's procedural voxel terrain (already there) | prototype, or the terrain is not the mechanic | free, instant | Slice 1's world unless the game cannot be played without its shape (planning skill) |
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+ | \`bitmagic forge --prompt "..."\` (\`--city\`, \`--dungeon\`, \`--platformer\`, \`--freeform\` or \`--vessel\`, at most one) | Chrome; terrain IS the mechanic (skiing, a circuit, open-world driving, an enclosed dungeon) or polished | usage-priced, tens of sparks; many minutes (the bake alone can take twenty) | One forge per game; \`--edit --level <id>\` changes a forged level, \`--resume <jobId>\` after a failure. AGENTS.md "Forging a whole level" |
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+ | \`${PRIMARY_SKILLS_DIR}/building-levels-in-blender/SKILL.md\` | frontier model AND Blender 4.2+ AND \`artStyle: "low-poly"\`; a DESIGNED place (interior, station, set), not natural terrain | free in sparks; an hour or more of your time | Its §0 is the gate; audited with ray casts, loaded by \`MeshLevel\` |
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+ | \`${PRIMARY_SKILLS_DIR}/converting-unity-levels/SKILL.md\` | the creator has a Unity scene to bring over | free in sparks; minutes to hours | Reuses their prefabs, FBX, colliders; not a way to make a level from nothing |
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+
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+ ### A character (player or NPC)
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+
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+ | Route | Conditions | ~Cost | Notes |
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+ |---|---|---|---|
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+ | A block character built in code (the default) | any; recolours, outfits, a blocky knight/robot/wizard | free, seconds | \`character-system.md\`, \`npc-appearance.md\`. Highres and block **never coexist** — going highres means the whole cast goes |
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+ | \`bitmagic generate character --name <id> --prompt "..."\` | the look is genuinely custom; the whole cast will be highres | free and seconds on a library match; else ~15 sparks, ~1.5–4 min (voxel) or ~60 sparks, ~3 min (low-poly) | Library-first by default. \`--head-scale\` / \`--mesh-model\` always forge. \`--apply-to-player\` sets the player |
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+ | \`... --library-only\` | prototype; a close-enough body will do | free, instant | Nearest stored body, or fails and charges nothing |
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+ | \`... --no-library\` | polished; exactly this one | ~15 (voxel) / ~60 (low-poly) sparks; minutes | The costly row: ask first if purpose is unknown |
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+
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+ ### A building or landmark
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+
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+ | Route | Conditions | ~Cost | Notes |
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+ |---|---|---|---|
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+ | A structure a forge already placed, or a \`building\` hotspot | the level was forged | free | \`environment-objects.md\` |
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+ | \`bitmagic generate model --prompt "..." --height <m>\` | a new named structure the code places | ~3 sparks; ~10 s voxel, minutes for a mesh | Chrome in a voxel game; above 6 m stays hollow |
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+ | \`bitmagic generate prop --asset <id> --prompt "..."\` | a placeholder or forge asset is already placed and looks bad | ~3 sparks; ~10 s | REPLACES that asset; every placed instance upgrades. Never for a new object |
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+ | \`bitmagic assets add <file.glb>\` (\`--keep-glb\` for a mesh) | the creator has the model | free; seconds to a minute | Chrome to voxelize in a voxel game |
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+
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+ ### A small prop (a crate, a lantern, a pickup)
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+
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+ | Route | Conditions | ~Cost | Notes |
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+ |---|---|---|---|
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+ | An asset already in \`assets[]\` (\`bitmagic assets list\`) | one fits | free | The same object twice is the commonest waste |
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+ | \`bitmagic generate model --prompt "..." --name <id>\` | a new object the code spawns or places | ~3 sparks; ~10 s voxel | Cheap enough not to ask. \`environmentObjects[]\` or \`engine.spawnAsset()\` — \`environment-objects.md\` |
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+ | \`bitmagic assets add <file>\` | the creator has a \`.glb\`/\`.vxl\` | free | |
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+ | Plain three.js geometry in code | a marker, trigger or debug prop nobody looks at | free, no browser | Do not hand-build what a 3-spark model makes better |
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+
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+ ### A vehicle
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+
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+ | Route | Conditions | ~Cost | Notes |
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+ |---|---|---|---|
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+ | \`bitmagic generate vehicle --preset <NAME>\` (\`--preset ?\` lists them) | no bespoke look needed; prototype | free; ~a minute (Chrome) | Physics, lights, AI built in either way; spawn via \`engine.getVehicleSpawner().spawnAndEnterFromAsset(...)\` |
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+ | \`bitmagic generate vehicle --prompt "..."\` | the look is the point | usage-priced, several sparks; several minutes | NEW asset each run; ask first when purpose is unknown |
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+
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+ ### A weapon
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+
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+ | Route | Conditions | ~Cost | Notes |
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+ |---|---|---|---|
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+ | A built-in id (\`sword\`, \`assault_rifle\`, \`bow\`…) or its \`_lowpoly\` twin via \`weaponStyleId(base, 'lowpoly')\` | any; match the twin to \`artStyle\` | free, instant | Wired into damage, animations, pickups, NPC use. \`weapon-visuals.md\`, \`combat-system.md\` |
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+ | \`bitmagic generate model --prompt "..."\` | a genuinely custom look | ~3 sparks; ~10 s | A mesh only — still wire it to a built-in's combat behaviour |
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+
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+ ### The sky
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+
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+ | Route | Conditions | ~Cost | Notes |
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+ |---|---|---|---|
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+ | The engine's default sky | prototype; no strong setting | free | |
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+ | \`bitmagic generate skybox --description "..."\` | a free-look or third-person camera | ~5 sparks; ~a minute | Usually earns its place in slice 1 |
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+ | \`bitmagic generate background --description "..."\` | a fixed sidescroller or top-down camera | ~5 sparks; ~a minute | SAME field as skybox; the second run silently replaces the first |
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+
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+ ### Block textures
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+
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+ | Route | Conditions | ~Cost | Notes |
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+ |---|---|---|---|
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+ | A built-in block name (\`stone\`, \`grass\`, \`sand\`, \`marble\`…) | one fits | free | \`custom-block-types.md\` |
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+ | A plain-colour \`customBlockTypes[]\` entry by hand | prototype; a colour is enough | free | snake_case, never a built-in's name |
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+ | \`bitmagic generate block-type --name <id> --description "..."\` | the surface needs a real texture (\`--side-description\` for a second) | ~3 sparks (~6 with sides); seconds to a minute | Same \`--name\` replaces the entry |
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+
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+ ### Images, cover, reference
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+
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+ | Route | Conditions | ~Cost | Notes |
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+ |---|---|---|---|
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+ | \`bitmagic assets add <png>\` | the creator has the picture | free | |
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+ | \`bitmagic generate image --name <id> --prompt "..."\` | a portrait, icon, poster, HUD art | ~3 sparks; ~30 s | |
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+ | \`bitmagic cover\` | always, early — after \`artStyle\` is set, before \`verify\` | ~6 sparks; minutes | Prompt comes from \`GAME-DESIGN.md\`; an unchanged design regenerates nothing |
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+ | \`bitmagic reference make\` / \`accept\` | the idea names a place or a look; the HUMAN accepts | ~6 sparks per candidate; ~a minute | Steers every later skybox, block, cover and forge |
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+
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+ ### Animation
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+
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+ | Route | Conditions | ~Cost | Notes |
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+ |---|---|---|---|
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+ | A built-in clip (\`mGenIdle01\`, \`mGenWalk01\`, \`mKicking01\`, \`mPunching01\`…) | one fits | free, instant | \`animation-assets.md\`; locomotion auto-plays |
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+ | \`bitmagic generate animation --family gait ...\` or \`--spec <file>\` | a gait variant, a melee move, a key-pose one-shot | ~1 spark; ~1 s | Solved locally; the cheapest generator |
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+ | \`bitmagic generate animation --video <clip>\` (\`--video-prompt "..."\` generates the clip first) | a motion only footage captures | ~15 sparks (plus video seconds with \`--video-prompt\`); minutes | Ask first when purpose is unknown |
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+
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+ ### Audio
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+
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+ | Route | Conditions | ~Cost | Notes |
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+ |---|---|---|---|
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+ | None | the creator has not asked for sound | free | Audio is added only on request — never by default |
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+ | Web Audio synthesis in code | ordinary SFX: a beep, a hit, a pickup | free | \`audio-system.md\` |
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+ | \`bitmagic assets add <file.mp3/.opus>\` | the creator has the track | free | |
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+ | \`bitmagic generate sound --prompt "..."\` | they asked for a premium or generated effect | ~12 sparks; ~30 s | One prompt, one effect |
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+ | \`bitmagic generate music --prompt "..." --duration <s>\` | they asked for original music | ~0.25 sparks/s (30 s ≈ 8, 120 s ≈ 30); ~a minute | Ask first for a long track when purpose is unknown; \`--out --no-world\` for a trailer bed |
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+
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+ ### A cutscene or video
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+
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+ | Route | Conditions | ~Cost | Notes |
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+ |---|---|---|---|
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+ | \`bitmagic generate video --prompt "..." --duration 5\` | a story beat played by \`engine.playVideo()\` | ~1.35 sparks/s (5 s ≈ 7); ~40 s | Read the frame sheet before wiring; needs a user gesture to play. \`video-cutscenes.md\` |
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+ | \`... --image <png>\` | animate a still you have (cover, reference) | same sparks; ~3 min | Comes back in the image's shape, not 16:9 |
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+ | \`bitmagic trailer\` (\`${PRIMARY_SKILLS_DIR}/making-a-trailer/SKILL.md\`) | a trailer or highlight reel of real gameplay | free apart from an optional music bed; \`ffmpeg\` | Cut from a recording, not generated |
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+
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+ ## After you have chosen
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+
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+ - Pass \`--original-prompt "<the creator's request, verbatim>"\` on every command.
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+ - Each generation writes \`src/work/world.json\`; re-read it if you hold a copy.
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+ - One generation per decision. Decide the prompt, run it once, use what comes back.
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+ - Flags, reference-image rules, refusals: \`${PRIMARY_SKILLS_DIR}/generating-assets/SKILL.md\`. What it
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+ cost: \`bitmagic usage\`.
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+ `;
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+ }
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+ //# sourceMappingURL=asset-pipeline-skill-files.js.map
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@@ -813,9 +813,9 @@ If you are unsure whether one is already running, \`bitmagic reload\` says so an
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  they stay current with it. Every one is plain markdown at
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  \`${PRIMARY_SKILLS_DIR}/<name>/SKILL.md\`, readable whether or not your harness loads skills by
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  itself: \`planning-a-game/\` (what to build first), \`finding-engine-apis/\` (engine docs),
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- \`generating-assets/\`, \`working-with-the-creator/\`, \`theming-the-hud/\`,
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- \`publishing-a-game/\`, \`judging-quality/\`, \`checking-usage/\`, \`making-a-trailer/\`,
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- \`converting-unity-levels/\`, \`building-levels-in-blender/\`.${mirrorClause}
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+ \`generating-assets/\`, \`choosing-asset-pipelines/\`, \`working-with-the-creator/\`,
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+ \`theming-the-hud/\`, \`publishing-a-game/\`, \`judging-quality/\`, \`checking-usage/\`,
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+ \`making-a-trailer/\`, \`converting-unity-levels/\`, \`building-levels-in-blender/\`.${mirrorClause}
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  \`upgrade\` rewrites every copy, so edits to them are lost; skills you add yourself are never
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  touched.
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  - \`.claude/settings.json\` — **Claude Code only, and yours**: seeded with one Stop hook that runs
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  Three lanes make a 3D object, and the wrong one wastes a generation: \`generate model\` mints a NEW
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  asset, \`generate prop --asset <id>\` UPGRADES a placeholder, \`assets add <file>\` uploads your own.
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  Splats, video and \`.vox\`/\`.fbx\` still need the web editor; never reference an asset you did not
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- make. \`${PRIMARY_SKILLS_DIR}/generating-assets/SKILL.md\` has the flags, the reference-image rules, what
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- to do after a generation, and every way one refuses.
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+ make. Which lane fits which NEED — rough sparks and minutes, and when to ask first — is
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+ \`${PRIMARY_SKILLS_DIR}/choosing-asset-pipelines/SKILL.md\`; flags, reference-image rules and refusals, \`${PRIMARY_SKILLS_DIR}/generating-assets/SKILL.md\`.
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  ## Forging a whole level
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@@ -1116,9 +1116,9 @@ This designs a scene, builds its geometry, bakes it to voxels and writes the fin
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  terrain, props, spawn points — into \`src/work/world.json\`. \`bitmagic levels list | add | rename
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  | set-start | remove\` manages them afterwards (free, local; \`set-start\` picks the boot level). Add
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  \`--city\`, \`--dungeon\`, \`--platformer\`, \`--freeform\` or \`--vessel\` (a ship as the level) — at most
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- one — for a different kind of place; omit them all for natural terrain. A place designed part by part — an interior, a station, a stylised set — can
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- instead be built in Blender from a script: \`${PRIMARY_SKILLS_DIR}/building-levels-in-blender/SKILL.md\`,
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- whose first section says when that path is yours (a frontier model, Blender installable).
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+ one — for a different kind of place; omit them all for natural terrain. A place designed part by
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+ part — an interior, a station, a stylised set — can instead be scripted in Blender: \`${PRIMARY_SKILLS_DIR}/building-levels-in-blender/SKILL.md\`,
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+ whose first section says when that path is yours (a frontier model, Blender installable). All the level lanes side by side, with costs: \`${PRIMARY_SKILLS_DIR}/choosing-asset-pipelines/SKILL.md\`.
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  **Art style is a declared switch.** \`"artStyle": "low-poly"\` in \`src/work/game.json\` (or
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  \`bitmagic init --art-style low-poly\`) makes a Blender level a low-poly GAME: \`cover\`/\`reference\`
@@ -1316,6 +1316,8 @@ forge is backlog item 1, run once the loop is proven. A designed place — an in
1316
1316
  stylised set the creator has a picture of — has a second route, building it in Blender from a
1317
1317
  script (\`${PRIMARY_SKILLS_DIR}/building-levels-in-blender/SKILL.md\`, gated on the model and on
1318
1318
  Blender being available). That route is a low-poly game: set \`artStyle: "low-poly"\` in game.json first.
1319
+ The level lanes and every other asset lane side by side, with costs and when to ask the creator:
1320
+ \`${PRIMARY_SKILLS_DIR}/choosing-asset-pipelines/SKILL.md\`.
1319
1321
 
1320
1322
  ## Step 5 — hand it back
1321
1323
 
@@ -1541,7 +1543,9 @@ The \`bitmagic\` CLI generates content directly into this project. Eleven types
1541
1543
  | \`bitmagic generate model --prompt "..."\` | a new 3D model | \`assets[]\` |
1542
1544
  | \`bitmagic generate vehicle --prompt "..."\` | a drivable vehicle | \`assets[]\` |
1543
1545
 
1544
- \`--help\` on any subcommand lists its full flags.
1546
+ \`--help\` on any subcommand lists its full flags. Which of these — or a forge, a Blender build, a
1547
+ built-in, or a file of the creator's own — fits a given need, with rough sparks and minutes:
1548
+ \`${PRIMARY_SKILLS_DIR}/choosing-asset-pipelines/SKILL.md\`.
1545
1549
 
1546
1550
  **Every \`bitmagic\` command takes \`--original-prompt "<the creator's request, verbatim>"\` —
1547
1551
  always pass it**, on the everyday loop (\`build\`, \`verify\`, \`dev\`, \`reload\`, \`publish\`) as much as
@@ -1 +1 @@
1
- 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1
+ 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@@ -4,6 +4,7 @@ import { CliError } from '../errors.js';
4
4
  import { aliasSourceDir } from './aliases.js';
5
5
  import { renderPackageJson, renderTsconfig, renderIndexHtml, renderViteConfig, renderVitePublishConfig, renderVitePublishStandaloneConfig, renderGitignore, renderBitmagicJson, renderAgentsMd, renderGameDesignMd, renderClaudeMd, renderJudgeSkill, renderThemingSkill, renderGenerateSkill, renderPlanningSkill, renderEngineApiSkill, renderUsageSkill, } from './project-files.js';
6
6
  import { renderCreatorCollaborationSkill, renderPublishingSkill, renderKiroSteering, renderSkillsReadme, renderTrailerSkill, renderTrailerCraftReference, } from './skill-files.js';
7
+ import { renderAssetPipelinesSkill } from './asset-pipeline-skill-files.js';
7
8
  import { renderUnityLevelsSkill, renderUnityLevelsTrapsReference, renderUnityLevelsFbxReference, renderUnityLevelsPhysicsReference, renderUnityLevelsVerificationReference, } from './unity-skill-files.js';
8
9
  import { renderBlenderLevelsSkill, renderBlenderConventionsReference, renderBlenderAuditsReference, renderBlenderPassesReference, renderBlenderEngineHandoffReference, } from './blender-level-skill-files.js';
9
10
  import { ALWAYS_AGENTS, dedupeAgents, skillDirsFor } from './agent-targets.js';
@@ -163,6 +164,7 @@ export function writeProjectFile(root, relativePath, contents) {
163
164
  export const SHIPPED_SKILLS = [
164
165
  ['README.md', renderSkillsReadme],
165
166
  ['generating-assets/SKILL.md', renderGenerateSkill],
167
+ ['choosing-asset-pipelines/SKILL.md', renderAssetPipelinesSkill],
166
168
  ['planning-a-game/SKILL.md', renderPlanningSkill],
167
169
  ['finding-engine-apis/SKILL.md', renderEngineApiSkill],
168
170
  ['checking-usage/SKILL.md', renderUsageSkill],
@@ -1 +1 @@
1
- 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@@ -85,10 +85,10 @@ See \`AGENTS.md\` at the project root for the guidance an agent should read befo
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  ${alsoWritten}
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  ## Which of these are yours
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- \`planning-a-game/\`, \`finding-engine-apis/\`, \`generating-assets/\`, \`checking-usage/\`,
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- \`judging-quality/\`, \`theming-the-hud/\`, \`making-a-trailer/\`, \`publishing-a-game/\`,
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- \`working-with-the-creator/\`, \`converting-unity-levels/\`, \`building-levels-in-blender/\` — and
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- this README — are shipped by the Bitmagic CLI and **re-rendered by \`bitmagic upgrade\`**. They
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+ \`planning-a-game/\`, \`finding-engine-apis/\`, \`generating-assets/\`, \`choosing-asset-pipelines/\`,
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+ \`checking-usage/\`, \`judging-quality/\`, \`theming-the-hud/\`, \`making-a-trailer/\`,
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+ \`publishing-a-game/\`, \`working-with-the-creator/\`, \`converting-unity-levels/\`,
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+ \`building-levels-in-blender/\` — and this README — are shipped by the Bitmagic CLI and **re-rendered by \`bitmagic upgrade\`**. They
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  describe what the CLI and the engine can do, so they have to stay current with both; edits to them
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  are lost on the next upgrade.
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@@ -97,6 +97,7 @@ are lost on the next upgrade.
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  | \`planning-a-game/\` | starting a game, a genre, or anything touching more than one gameplay feature — scoping the first playable slice and writing \`mechanics-plan.md\` |
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  | \`finding-engine-apis/\` | you need an engine API and do not know its name or signature, or \`bitmagic check\` cannot resolve a symbol |
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  | \`generating-assets/\` | the game needs a skybox, a background, a custom block type, sound, music, image, character, animation or vehicle |
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+ | \`choosing-asset-pipelines/\` | deciding HOW to make something — which command, skill, file or free built-in fits a level, character, prop, vehicle, weapon, sky, block, image, animation, audio or cutscene need, roughly what it costs in sparks and minutes, and when to ask the creator before an expensive one |
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  | \`checking-usage/\` | asked what sparks were spent on, how much Pro allowance is left, or whether there is enough left to keep generating |
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  | \`judging-quality/\` | a milestone is done and the game deserves an independent quality verdict — \`bitmagic judge\` |
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  | \`theming-the-hud/\` | any ask about the game's LOOK — colors, fonts, rounder/sharper, outlines, glow, glossy, mobile-button styling |
@@ -1 +1 @@
1
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package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@bitmagic/cli",
3
- "version": "0.1.65-dev.17",
3
+ "version": "0.1.65-dev.19",
4
4
  "description": "Build Bitmagic games from your own agent tool",
5
5
  "license": "SEE LICENSE IN LICENSE.md",
6
6
  "author": "Bitmagic Oy",
@@ -25,9 +25,9 @@
25
25
  "playwright-core": "^1.59.1",
26
26
  "tar": "^7.4.3",
27
27
  "ws": "^8.21.3",
28
- "@bitmagic/animation-forger": "0.1.20-dev.17",
29
- "@bitmagic/asset-core": "0.2.20-dev.17",
30
- "@bitmagic/world-forger": "0.1.25-dev.17"
28
+ "@bitmagic/asset-core": "0.2.20-dev.19",
29
+ "@bitmagic/animation-forger": "0.1.20-dev.19",
30
+ "@bitmagic/world-forger": "0.1.25-dev.19"
31
31
  },
32
32
  "devDependencies": {
33
33
  "@eslint/js": "^9.38.0",