@bitmagic/cli 0.1.65-dev.9 → 0.1.66-dev.1

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Files changed (55) hide show
  1. package/README.md +101 -15
  2. package/dist/assets/materials.d.ts +9 -0
  3. package/dist/assets/materials.js +10 -2
  4. package/dist/assets/materials.js.map +1 -1
  5. package/dist/cli.d.ts +1 -0
  6. package/dist/cli.js +2 -0
  7. package/dist/cli.js.map +1 -1
  8. package/dist/commands/character.d.ts +18 -0
  9. package/dist/commands/character.js +268 -0
  10. package/dist/commands/character.js.map +1 -0
  11. package/dist/commands/forge.js +7 -1
  12. package/dist/commands/forge.js.map +1 -1
  13. package/dist/commands/generate.d.ts +31 -13
  14. package/dist/commands/generate.js +48 -56
  15. package/dist/commands/generate.js.map +1 -1
  16. package/dist/editor/animation-preview-page.js +88 -1
  17. package/dist/editor/animation-preview-page.js.map +1 -1
  18. package/dist/editor/asset-detail-panel.d.ts +2 -2
  19. package/dist/editor/asset-detail-panel.js +21 -0
  20. package/dist/editor/asset-detail-panel.js.map +1 -1
  21. package/dist/editor/asset-viewer.js +31 -8
  22. package/dist/editor/asset-viewer.js.map +1 -1
  23. package/dist/editor/shell-page.js +63 -1
  24. package/dist/editor/shell-page.js.map +1 -1
  25. package/dist/forge/prune-store.d.ts +46 -0
  26. package/dist/forge/prune-store.js +86 -0
  27. package/dist/forge/prune-store.js.map +1 -0
  28. package/dist/generate/character-body.d.ts +79 -0
  29. package/dist/generate/character-body.js +100 -0
  30. package/dist/generate/character-body.js.map +1 -0
  31. package/dist/mobile/asset-hosts.d.ts +7 -9
  32. package/dist/mobile/asset-hosts.js +7 -16
  33. package/dist/mobile/asset-hosts.js.map +1 -1
  34. package/dist/project/character-search.d.ts +30 -0
  35. package/dist/project/character-search.js +82 -0
  36. package/dist/project/character-search.js.map +1 -0
  37. package/dist/scaffold/asset-pipeline-skill-files.d.ts +42 -0
  38. package/dist/scaffold/asset-pipeline-skill-files.js +207 -0
  39. package/dist/scaffold/asset-pipeline-skill-files.js.map +1 -0
  40. package/dist/scaffold/blender-level-skill-files.js +3 -2
  41. package/dist/scaffold/blender-level-skill-files.js.map +1 -1
  42. package/dist/scaffold/claude-settings.js +4 -0
  43. package/dist/scaffold/claude-settings.js.map +1 -1
  44. package/dist/scaffold/project-files.js +18 -12
  45. package/dist/scaffold/project-files.js.map +1 -1
  46. package/dist/scaffold/project.js +2 -0
  47. package/dist/scaffold/project.js.map +1 -1
  48. package/dist/scaffold/skill-files.js +5 -4
  49. package/dist/scaffold/skill-files.js.map +1 -1
  50. package/dist/telemetry/creator-prompt.d.ts +18 -2
  51. package/dist/telemetry/creator-prompt.js +24 -3
  52. package/dist/telemetry/creator-prompt.js.map +1 -1
  53. package/dist/telemetry/report.js +31 -16
  54. package/dist/telemetry/report.js.map +1 -1
  55. package/package.json +4 -4
@@ -0,0 +1 @@
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@@ -0,0 +1,42 @@
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+ /**
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+ * `<skills dir>/choosing-asset-pipelines/SKILL.md` — WHICH lane makes a given thing, before any
3
+ * command runs.
4
+ *
5
+ * Exists because the GDK grew several ways to make the same thing — a level from the baseline
6
+ * terrain, `bitmagic forge` (five modes), a Blender script or a Unity port; a character from the
7
+ * free block default, a free library hit, a voxel forge or a low-poly forge at four times the
8
+ * price — and the routing knowledge sat in five places: the per-command reference in
9
+ * `generating-assets`, the "one forge" rule in `planning-a-game`, the Blender skill's §0 gate, the
10
+ * hosted Creator agent's GLB-vs-voxel rules (which never reach a CLI project at all), and code
11
+ * comments. An agent took the first lane it remembered, and a creator had to know Bitmagic's
12
+ * 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
14
+ * for when the agent decides alone versus asks the creator with a recommendation.
15
+ *
16
+ * 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
18
+ * project. Same file-layout contract as `skill-files.ts`: a pure function returning the markdown
19
+ * 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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+ *
24
+ * 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 or
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+ * a `bitmagic character` verb exists with no row here (deprecated aliases excepted), when a row
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+ * names a subcommand or a skill directory that does not exist, or when one of the need sections
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+ * or the two defaults (audio opt-in, block characters) disappears. So a new generator cannot
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+ * ship without a row — but a RENAMED flag can: the day this shipped, `--no-library` had just
30
+ * become `--fresh` and `--library-only` had become `character search` + `add`, and every test
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+ * passed. That is why the sheet names COMMANDS ONLY and tells the agent to read `--help` —
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+ * a flag written here is a flag that will be wrong.
33
+ * - 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;
@@ -0,0 +1,207 @@
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+ /**
2
+ * `<skills dir>/choosing-asset-pipelines/SKILL.md` — WHICH lane makes a given thing, before any
3
+ * command runs.
4
+ *
5
+ * Exists because the GDK grew several ways to make the same thing — a level from the baseline
6
+ * terrain, `bitmagic forge` (five modes), a Blender script or a Unity port; a character from the
7
+ * free block default, a free library hit, a voxel forge or a low-poly forge at four times the
8
+ * price — and the routing knowledge sat in five places: the per-command reference in
9
+ * `generating-assets`, the "one forge" rule in `planning-a-game`, the Blender skill's §0 gate, the
10
+ * hosted Creator agent's GLB-vs-voxel rules (which never reach a CLI project at all), and code
11
+ * comments. An agent took the first lane it remembered, and a creator had to know Bitmagic's
12
+ * internals to steer it. This file is the table by NEED: conditions (art style, model class,
13
+ * local tooling, prototype vs polished), rough cost, rough time, recommended order — and the rule
14
+ * for when the agent decides alone versus asks the creator with a recommendation.
15
+ *
16
+ * It is a shipped skill so that `bitmagic upgrade` re-renders it in every project with every CLI
17
+ * 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 or
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+ * a `bitmagic character` verb exists with no row here (deprecated aliases excepted), when a row
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+ * names a subcommand or a skill directory that does not exist, or when one of the need sections
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+ * or the two defaults (audio opt-in, block characters) disappears. So a new generator cannot
29
+ * ship without a row — but a RENAMED flag can: the day this shipped, `--no-library` had just
30
+ * become `--fresh` and `--library-only` had become `character search` + `add`, and every test
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+ * passed. That is why the sheet names COMMANDS ONLY and tells the agent to read `--help` —
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+ * a flag written here is a flag that will be wrong.
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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. It names commands without their flags on purpose —
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+ **run \`<command> --help\` before using one.** Flags move between releases; the help does not lie.
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+ Flags and refusals in prose are in \`${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 models, props, added files and characters keep
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+ their meshes instead of voxelizing (and a character costs four times more), the Blender level
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+ route opens, and built-in weapons should use their \`_lowpoly\` twins. Set it 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 (the forge, generated models, props and vehicles, added \`.glb\`
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+ files in a voxel game, \`verify\`); Blender 4.2+ (Blender levels); \`ffmpeg\` (\`trailer\`, video
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+ contact 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-to-motion animation, a long music track, a Blender
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+ build) — AND the creator has not said prototype or polished. Recommended option first, answerable
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+ 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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+ (\`${PRIMARY_SKILLS_DIR}/checking-usage/SKILL.md\`), say so before an expensive one.
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+
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+ ## By need
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+
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+ Rows are in recommended order: take the first whose conditions hold.
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+
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+ ### A whole level
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+
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+ | Route | Conditions | ~Cost | Notes |
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+ |---|---|---|---|
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+ | The baseline's procedural voxel terrain (already there) | prototype, or the terrain is not the mechanic | free, instant | Slice 1's world unless the game cannot be played without its shape (planning skill) |
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+ | \`bitmagic forge\` — natural terrain by default, or one of its modes: city, dungeon, platformer, freeform, vessel | Chrome; terrain IS the mechanic (skiing, a circuit, open-world driving, an enclosed dungeon) or polished | usage-priced, tens of sparks; many minutes (the bake alone can take twenty) | One forge per game; it can edit a forged level in place and resume a failed job — see its help. AGENTS.md "Forging a whole level" |
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+ | \`${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\`. **If the Blender probe fails and you cannot install it, take the forge row** — never hand back a level script nothing here can build |
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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 character search\` then \`bitmagic character add\` | prototype; any plausible ready-made body will do | free, instant | \`search\` lists the closest library bodies and changes nothing; \`add\` takes one and never forges. Judge the match yourself — a score says "plausible", not "right" |
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+ | \`bitmagic character generate\` | 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; a custom head scale or mesh model always forges. It can set the player directly |
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+ | \`bitmagic character generate\`, forced fresh | polished; exactly this one, no library substitute | ~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\` | a new named structure the code places | ~3 sparks; ~10 s voxel, minutes for a mesh | Chrome in a voxel game; give it a height — above 6 m stays hollow |
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+ | \`bitmagic generate prop\` | 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\` | the creator has the model | free; seconds to a minute | Chrome to voxelize in a voxel game; can keep the mesh instead |
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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\` | 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\` | the creator has a \`.glb\`/\`.vxl\` | free | Same voxelize rule as above |
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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\` from a preset (its help 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\` from a description | 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\` | 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\` | a free-look or third-person camera | ~5 sparks; ~a minute | Usually earns its place in slice 1 |
153
+ | \`bitmagic generate background\` | a fixed sidescroller or top-down camera | ~5 sparks; ~a minute | SAME field as skybox; the second run silently replaces the first |
154
+
155
+ ### Block textures
156
+
157
+ | Route | Conditions | ~Cost | Notes |
158
+ |---|---|---|---|
159
+ | A built-in block name (\`stone\`, \`grass\`, \`sand\`, \`marble\`…) | one fits | free | \`custom-block-types.md\` |
160
+ | A plain-colour \`customBlockTypes[]\` entry by hand | prototype; a colour is enough | free | snake_case, never a built-in's name |
161
+ | \`bitmagic generate block-type\` | the surface needs a real texture (a second one for the sides is optional) | ~3 sparks (~6 with sides); seconds to a minute | The same name replaces the entry |
162
+
163
+ ### Images, cover, reference
164
+
165
+ | Route | Conditions | ~Cost | Notes |
166
+ |---|---|---|---|
167
+ | \`bitmagic assets add\` | the creator has the picture | free | |
168
+ | \`bitmagic generate image\` | a portrait, icon, poster, HUD art | ~3 sparks; ~30 s | |
169
+ | \`bitmagic cover\` | always, early — after \`artStyle\` is set, before \`verify\` | ~6 sparks; minutes | Prompt comes from \`GAME-DESIGN.md\`; an unchanged design regenerates nothing |
170
+ | \`bitmagic reference make\`, then the HUMAN accepts | the idea names a place or a look | ~6 sparks per candidate; ~a minute | Steers every later skybox, block, cover and forge |
171
+
172
+ ### Animation
173
+
174
+ | Route | Conditions | ~Cost | Notes |
175
+ |---|---|---|---|
176
+ | A built-in clip (\`mGenIdle01\`, \`mGenWalk01\`, \`mKicking01\`, \`mPunching01\`…) | one fits | free, instant | \`animation-assets.md\`; locomotion auto-plays |
177
+ | \`bitmagic generate animation\` from an authored spec (gait, melee, one-shot) | a gait variant, a melee move, a key-pose one-shot | ~1 spark; ~1 s | Solved locally; the cheapest generator |
178
+ | \`bitmagic generate animation\` from a video | a motion only footage captures | ~15 sparks (plus video seconds if it generates the clip); minutes | Ask first when purpose is unknown |
179
+
180
+ ### Audio
181
+
182
+ | Route | Conditions | ~Cost | Notes |
183
+ |---|---|---|---|
184
+ | None | the creator has not asked for sound | free | Audio is added only on request — never by default |
185
+ | Web Audio synthesis in code | ordinary SFX: a beep, a hit, a pickup | free | \`audio-system.md\` |
186
+ | \`bitmagic assets add\` | the creator has the track | free | |
187
+ | \`bitmagic generate sound\` | they asked for a premium or generated effect | ~12 sparks; ~30 s | One prompt, one effect |
188
+ | \`bitmagic generate music\` | 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; it can write a file instead of a world asset, for a trailer bed |
189
+
190
+ ### A cutscene or video
191
+
192
+ | Route | Conditions | ~Cost | Notes |
193
+ |---|---|---|---|
194
+ | \`bitmagic generate video\` from a prompt | 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\` |
195
+ | \`bitmagic generate video\` from a still | animate a picture you have (cover, reference) | same sparks; ~3 min | Comes back in the image's shape, not 16:9 |
196
+ | \`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 |
197
+
198
+ ## After you have chosen
199
+
200
+ - \`<command> --help\` first, then pass the creator's request verbatim the way AGENTS.md says.
201
+ - Each generation writes \`src/work/world.json\`; re-read it if you hold a copy.
202
+ - One generation per decision. Decide the prompt, run it once, use what comes back.
203
+ - Flags in prose, reference-image rules, refusals: \`${PRIMARY_SKILLS_DIR}/generating-assets/SKILL.md\`.
204
+ What it cost: \`bitmagic usage\`.
205
+ `;
206
+ }
207
+ //# sourceMappingURL=asset-pipeline-skill-files.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"asset-pipeline-skill-files.js","sourceRoot":"","sources":["../../src/scaffold/asset-pipeline-skill-files.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAwCG;AAEH,OAAO,EAAE,kBAAkB,EAAE,MAAM,oBAAoB,CAAC;AAExD,MAAM,UAAU,yBAAyB;IACvC,OAAO;;;;;;;;;;;uCAW8B,kBAAkB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;KAoCpD,kBAAkB;;;;;;;;;;;;MAYjB,kBAAkB;MAClB,kBAAkB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;4BA4FI,kBAAkB;;;;;;;uDAOS,kBAAkB;;CAExE,CAAC;AACF,CAAC"}
@@ -60,7 +60,7 @@ any kind; this path is for places that are designed, not grown.
60
60
  assumes voxels until told otherwise: put \`"artStyle": "low-poly"\` at the top level of
61
61
  \`src/work/game.json\` (or scaffold with \`bitmagic init --art-style low-poly\`). That one field
62
62
  switches the cover and reference prompts to low-poly, makes \`assets add\` and \`generate model|prop\`
63
- keep meshes instead of voxelizing, makes \`generate character\` keep the textured rig, drops the
63
+ keep meshes instead of voxelizing, makes \`bitmagic character generate\` keep the textured rig, drops the
64
64
  engine's voxel lighting/bloom presets, and gives \`bitmagic judge\` the medium when
65
65
  \`## Art direction\` is missing. Set it before the first cover, or the cover is a picture of cubes.
66
66
 
@@ -600,7 +600,8 @@ bitmagic assets add build/level/<name>.glb --name <name> --keep-glb --asset-id l
600
600
  | \`bitmagic cover\`, \`bitmagic reference make\` | MagicaVoxel-style prompt lead and tail | flat-shaded low-poly lead and tail; same image model |
601
601
  | \`bitmagic assets add x.glb\` | voxelized in a headless browser | kept as a \`glb\` asset (\`--voxelize\` to bake) |
602
602
  | \`bitmagic generate model\` / \`prop\` | voxel master baked in the browser | mesh generated, re-uploaded, registered as \`glb\` (\`--voxelize\` to bake) |
603
- | \`bitmagic generate character\` | voxelized rig, library search | textured low-poly rig, its own library shelf where enabled (\`--voxelize\` to override) |
603
+ | \`bitmagic character generate\` | voxelized rig, library search | textured low-poly rig, its own library shelf where enabled (\`--voxelize\` to override) |
604
+ | \`bitmagic character search\` / \`add\` | searches the voxel shelf | searches the low-poly shelf; free, never forges |
604
605
  | \`bitmagic generate vehicle\` | voxel car | voxel car anyway — the builder is voxel-native; it says so |
605
606
  | engine on load | sunset hemisphere light + faint bloom | neither; \`MeshLevel\`'s own lighting stands |
606
607
  | \`bitmagic judge\` with no \`## Art direction\` | grades style as it finds it | judges within low-poly |
@@ -1 +1 @@
1
- {"version":3,"file":"blender-level-skill-files.js","sourceRoot":"","sources":["../../src/scaffold/blender-level-skill-files.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2BG;AAEH,MAAM,UAAU,wBAAwB;IACtC,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8QR,CAAC;AACF,CAAC;AAED,MAAM,UAAU,iCAAiC;IAC/C,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAyFR,CAAC;AACF,CAAC;AAED,MAAM,UAAU,4BAA4B;IAC1C,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2FR,CAAC;AACF,CAAC;AAED,MAAM,UAAU,4BAA4B;IAC1C,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAyER,CAAC;AACF,CAAC;AAED,MAAM,UAAU,mCAAmC;IACjD,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+GR,CAAC;AACF,CAAC"}
1
+ {"version":3,"file":"blender-level-skill-files.js","sourceRoot":"","sources":["../../src/scaffold/blender-level-skill-files.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2BG;AAEH,MAAM,UAAU,wBAAwB;IACtC,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8QR,CAAC;AACF,CAAC;AAED,MAAM,UAAU,iCAAiC;IAC/C,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAyFR,CAAC;AACF,CAAC;AAED,MAAM,UAAU,4BAA4B;IAC1C,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2FR,CAAC;AACF,CAAC;AAED,MAAM,UAAU,4BAA4B;IAC1C,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAyER,CAAC;AACF,CAAC;AAED,MAAM,UAAU,mCAAmC;IACjD,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAgHR,CAAC;AACF,CAAC"}
@@ -68,6 +68,10 @@ const ALLOWED_COMMANDS = [
68
68
  // Allowance-funded content generation. See the note above: the gate that
69
69
  // matters is the TTY-only `allowance --allow-sparks`, not a prompt per asset.
70
70
  'Bash(bitmagic generate:*)',
71
+ // The character group: `generate` is allowance-funded like the rest, `search` and `add` are
72
+ // free. Missing from this list, every character request prompted — found by the probe runs
73
+ // the day the group shipped.
74
+ 'Bash(bitmagic character:*)',
71
75
  'Bash(bitmagic cover:*)',
72
76
  'Bash(bitmagic forge:*)',
73
77
  // Copies script bundles the CLI ships into the project's tools/. Local, no network.
@@ -1 +1 @@
1
- {"version":3,"file":"claude-settings.js","sourceRoot":"","sources":["../../src/scaffold/claude-settings.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;GAqBG;AAEH,MAAM,CAAC,MAAM,oBAAoB,GAAG,uBAAuB,CAAC;AAE5D,yFAAyF;AACzF,MAAM,CAAC,MAAM,mBAAmB,GAAG,iBAAiB,CAAC;AAkBrD,SAAS,QAAQ,CAAC,KAAc;IAC9B,OAAO,OAAO,KAAK,KAAK,QAAQ,IAAI,KAAK,KAAK,IAAI,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,KAAK,CAAC,CAAC;AAC9E,CAAC;AAED,SAAS,SAAS,CAAC,QAAiB;IAClC,OAAO,GAAG,IAAI,CAAC,SAAS,CAAC,QAAQ,EAAE,IAAI,EAAE,CAAC,CAAC,IAAI,CAAC;AAClD,CAAC;AAED,8CAA8C;AAC9C,SAAS,aAAa;IACpB,OAAO,EAAE,KAAK,EAAE,CAAC,EAAE,IAAI,EAAE,SAAS,EAAE,OAAO,EAAE,mBAAmB,EAAE,CAAC,EAAE,CAAC;AACxE,CAAC;AAED;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,MAAM,gBAAgB,GAAG;IACvB,wBAAwB;IACxB,sBAAsB;IACtB,yBAAyB;IACzB,yBAAyB;IACzB,wBAAwB;IACxB,yBAAyB;IACzB,4EAA4E;IAC5E,2EAA2E;IAC3E,+CAA+C;IAC/C,wBAAwB;IACxB,yEAAyE;IACzE,8EAA8E;IAC9E,2BAA2B;IAC3B,wBAAwB;IACxB,wBAAwB;IACxB,oFAAoF;IACpF,wBAAwB;CACzB,CAAC;AAEF;;;;;;GAMG;AACH,MAAM,UAAU,oBAAoB;IAClC,OAAO,SAAS,CAAC;QACf,WAAW,EAAE,EAAE,KAAK,EAAE,gBAAgB,EAAE;QACxC,KAAK,EAAE,EAAE,IAAI,EAAE,CAAC,aAAa,EAAE,CAAC,EAAE;KACnC,CAAC,CAAC;AACL,CAAC;AAED;;;;;;GAMG;AACH,SAAS,UAAU,CAAC,OAAgB;IAClC,IAAI,CAAC,QAAQ,CAAC,OAAO,CAAC;QAAE,OAAO,KAAK,CAAC;IACrC,MAAM,KAAK,GAAI,OAAuB,CAAC,KAAK,CAAC;IAC7C,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,KAAK,CAAC;QAAE,OAAO,KAAK,CAAC;IACxC,OAAO,KAAK,CAAC,IAAI,CAAC,CAAC,IAAa,EAAE,EAAE;QAClC,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC;YAAE,OAAO,KAAK,CAAC;QAClC,MAAM,OAAO,GAAI,IAAkB,CAAC,OAAO,CAAC;QAC5C,OAAO,OAAO,OAAO,KAAK,QAAQ,IAAI,OAAO,CAAC,QAAQ,CAAC,mBAAmB,CAAC,CAAC;IAC9E,CAAC,CAAC,CAAC;AACL,CAAC;AAED;;;;;;GAMG;AACH,MAAM,UAAU,eAAe,CAAC,QAA4B;IAC1D,IAAI,QAAQ,KAAK,SAAS,IAAI,QAAQ,CAAC,IAAI,EAAE,KAAK,EAAE,EAAE,CAAC;QACrD,OAAO,EAAE,QAAQ,EAAE,oBAAoB,EAAE,EAAE,CAAC;IAC9C,CAAC;IAED,IAAI,MAAe,CAAC;IACpB,IAAI,CAAC;QACH,MAAM,GAAG,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC;IAChC,CAAC;IAAC,MAAM,CAAC;QACP,OAAO,EAAE,QAAQ,EAAE,IAAI,EAAE,OAAO,EAAE,GAAG,oBAAoB,oBAAoB,EAAE,CAAC;IAClF,CAAC;IACD,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,EAAE,CAAC;QACtB,OAAO,EAAE,QAAQ,EAAE,IAAI,EAAE,OAAO,EAAE,GAAG,oBAAoB,qCAAqC,EAAE,CAAC;IACnG,CAAC;IAED,MAAM,KAAK,GAAG,MAAM,CAAC,KAAK,KAAK,SAAS,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,MAAM,CAAC,KAAK,CAAC;IAC7D,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC,EAAE,CAAC;QACrB,OAAO,EAAE,QAAQ,EAAE,IAAI,EAAE,OAAO,EAAE,GAAG,oBAAoB,2CAA2C,EAAE,CAAC;IACzG,CAAC;IAED,MAAM,IAAI,GAAG,KAAK,CAAC,IAAI,KAAK,SAAS,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,KAAK,CAAC,IAAI,CAAC;IACxD,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,IAAI,CAAC,EAAE,CAAC;QACzB,OAAO,EAAE,QAAQ,EAAE,IAAI,EAAE,OAAO,EAAE,GAAG,oBAAoB,gDAAgD,EAAE,CAAC;IAC9G,CAAC;IACD,IAAI,IAAI,CAAC,IAAI,CAAC,UAAU,CAAC;QAAE,OAAO,EAAE,QAAQ,EAAE,IAAI,EAAE,CAAC;IAErD,OAAO;QACL,QAAQ,EAAE,SAAS,CAAC;YAClB,GAAG,MAAM;YACT,KAAK,EAAE,EAAE,GAAG,KAAK,EAAE,IAAI,EAAE,CAAC,GAAG,IAAI,EAAE,aAAa,EAAE,CAAC,EAAE;SACtD,CAAC;KACH,CAAC;AACJ,CAAC"}
1
+ {"version":3,"file":"claude-settings.js","sourceRoot":"","sources":["../../src/scaffold/claude-settings.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;GAqBG;AAEH,MAAM,CAAC,MAAM,oBAAoB,GAAG,uBAAuB,CAAC;AAE5D,yFAAyF;AACzF,MAAM,CAAC,MAAM,mBAAmB,GAAG,iBAAiB,CAAC;AAkBrD,SAAS,QAAQ,CAAC,KAAc;IAC9B,OAAO,OAAO,KAAK,KAAK,QAAQ,IAAI,KAAK,KAAK,IAAI,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,KAAK,CAAC,CAAC;AAC9E,CAAC;AAED,SAAS,SAAS,CAAC,QAAiB;IAClC,OAAO,GAAG,IAAI,CAAC,SAAS,CAAC,QAAQ,EAAE,IAAI,EAAE,CAAC,CAAC,IAAI,CAAC;AAClD,CAAC;AAED,8CAA8C;AAC9C,SAAS,aAAa;IACpB,OAAO,EAAE,KAAK,EAAE,CAAC,EAAE,IAAI,EAAE,SAAS,EAAE,OAAO,EAAE,mBAAmB,EAAE,CAAC,EAAE,CAAC;AACxE,CAAC;AAED;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,MAAM,gBAAgB,GAAG;IACvB,wBAAwB;IACxB,sBAAsB;IACtB,yBAAyB;IACzB,yBAAyB;IACzB,wBAAwB;IACxB,yBAAyB;IACzB,4EAA4E;IAC5E,2EAA2E;IAC3E,+CAA+C;IAC/C,wBAAwB;IACxB,yEAAyE;IACzE,8EAA8E;IAC9E,2BAA2B;IAC3B,4FAA4F;IAC5F,2FAA2F;IAC3F,6BAA6B;IAC7B,4BAA4B;IAC5B,wBAAwB;IACxB,wBAAwB;IACxB,oFAAoF;IACpF,wBAAwB;CACzB,CAAC;AAEF;;;;;;GAMG;AACH,MAAM,UAAU,oBAAoB;IAClC,OAAO,SAAS,CAAC;QACf,WAAW,EAAE,EAAE,KAAK,EAAE,gBAAgB,EAAE;QACxC,KAAK,EAAE,EAAE,IAAI,EAAE,CAAC,aAAa,EAAE,CAAC,EAAE;KACnC,CAAC,CAAC;AACL,CAAC;AAED;;;;;;GAMG;AACH,SAAS,UAAU,CAAC,OAAgB;IAClC,IAAI,CAAC,QAAQ,CAAC,OAAO,CAAC;QAAE,OAAO,KAAK,CAAC;IACrC,MAAM,KAAK,GAAI,OAAuB,CAAC,KAAK,CAAC;IAC7C,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,KAAK,CAAC;QAAE,OAAO,KAAK,CAAC;IACxC,OAAO,KAAK,CAAC,IAAI,CAAC,CAAC,IAAa,EAAE,EAAE;QAClC,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC;YAAE,OAAO,KAAK,CAAC;QAClC,MAAM,OAAO,GAAI,IAAkB,CAAC,OAAO,CAAC;QAC5C,OAAO,OAAO,OAAO,KAAK,QAAQ,IAAI,OAAO,CAAC,QAAQ,CAAC,mBAAmB,CAAC,CAAC;IAC9E,CAAC,CAAC,CAAC;AACL,CAAC;AAED;;;;;;GAMG;AACH,MAAM,UAAU,eAAe,CAAC,QAA4B;IAC1D,IAAI,QAAQ,KAAK,SAAS,IAAI,QAAQ,CAAC,IAAI,EAAE,KAAK,EAAE,EAAE,CAAC;QACrD,OAAO,EAAE,QAAQ,EAAE,oBAAoB,EAAE,EAAE,CAAC;IAC9C,CAAC;IAED,IAAI,MAAe,CAAC;IACpB,IAAI,CAAC;QACH,MAAM,GAAG,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC;IAChC,CAAC;IAAC,MAAM,CAAC;QACP,OAAO,EAAE,QAAQ,EAAE,IAAI,EAAE,OAAO,EAAE,GAAG,oBAAoB,oBAAoB,EAAE,CAAC;IAClF,CAAC;IACD,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,EAAE,CAAC;QACtB,OAAO,EAAE,QAAQ,EAAE,IAAI,EAAE,OAAO,EAAE,GAAG,oBAAoB,qCAAqC,EAAE,CAAC;IACnG,CAAC;IAED,MAAM,KAAK,GAAG,MAAM,CAAC,KAAK,KAAK,SAAS,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,MAAM,CAAC,KAAK,CAAC;IAC7D,IAAI,CAAC,QAAQ,CAAC,KAAK,CAAC,EAAE,CAAC;QACrB,OAAO,EAAE,QAAQ,EAAE,IAAI,EAAE,OAAO,EAAE,GAAG,oBAAoB,2CAA2C,EAAE,CAAC;IACzG,CAAC;IAED,MAAM,IAAI,GAAG,KAAK,CAAC,IAAI,KAAK,SAAS,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,KAAK,CAAC,IAAI,CAAC;IACxD,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,IAAI,CAAC,EAAE,CAAC;QACzB,OAAO,EAAE,QAAQ,EAAE,IAAI,EAAE,OAAO,EAAE,GAAG,oBAAoB,gDAAgD,EAAE,CAAC;IAC9G,CAAC;IACD,IAAI,IAAI,CAAC,IAAI,CAAC,UAAU,CAAC;QAAE,OAAO,EAAE,QAAQ,EAAE,IAAI,EAAE,CAAC;IAErD,OAAO;QACL,QAAQ,EAAE,SAAS,CAAC;YAClB,GAAG,MAAM;YACT,KAAK,EAAE,EAAE,GAAG,KAAK,EAAE,IAAI,EAAE,CAAC,GAAG,IAAI,EAAE,aAAa,EAAE,CAAC,EAAE;SACtD,CAAC;KACH,CAAC;AACJ,CAAC"}
@@ -813,9 +813,9 @@ If you are unsure whether one is already running, \`bitmagic reload\` says so an
813
813
  they stay current with it. Every one is plain markdown at
814
814
  \`${PRIMARY_SKILLS_DIR}/<name>/SKILL.md\`, readable whether or not your harness loads skills by
815
815
  itself: \`planning-a-game/\` (what to build first), \`finding-engine-apis/\` (engine docs),
816
- \`generating-assets/\`, \`working-with-the-creator/\`, \`theming-the-hud/\`,
817
- \`publishing-a-game/\`, \`judging-quality/\`, \`checking-usage/\`, \`making-a-trailer/\`,
818
- \`converting-unity-levels/\`, \`building-levels-in-blender/\`.${mirrorClause}
816
+ \`generating-assets/\`, \`choosing-asset-pipelines/\`, \`working-with-the-creator/\`,
817
+ \`theming-the-hud/\`, \`publishing-a-game/\`, \`judging-quality/\`, \`checking-usage/\`,
818
+ \`making-a-trailer/\`, \`converting-unity-levels/\`, \`building-levels-in-blender/\`.${mirrorClause}
819
819
  \`upgrade\` rewrites every copy, so edits to them are lost; skills you add yourself are never
820
820
  touched.
821
821
  - \`.claude/settings.json\` — **Claude Code only, and yours**: seeded with one Stop hook that runs
@@ -1079,7 +1079,7 @@ bitmagic generate block-type --name mossy_brick --description "damp green moss o
1079
1079
  bitmagic generate sound --prompt "heavy wooden door slamming" [--duration 3] [--loop]
1080
1080
  bitmagic generate music --prompt "driving synthwave, no vocals" [--duration 30] [--instrumental] [--out bed.mp3 --no-world]
1081
1081
  bitmagic generate image --name hero-portrait --prompt "..." [--width 512] [--height 512]
1082
- bitmagic generate character --name guard --prompt "..." [--apply-to-player] [--no-library]
1082
+ bitmagic character generate --name guard --prompt "..." [--apply-to-player] [--fresh] # or FREE off the shelf: character search --prompt "..." then character add --name guard --id <sid>
1083
1083
  bitmagic generate animation --family gait --name LimpStride --based-on walk [--dial limpSide=right]
1084
1084
  bitmagic generate animation --spec clip.json # melee and oneShot clips: a spec file
1085
1085
  bitmagic generate video --prompt "the castle gates swing open" [--duration 5] [--image cover.png]
@@ -1087,7 +1087,7 @@ bitmagic generate model --prompt "a mossy stone arch" [--height 3]
1087
1087
  bitmagic generate vehicle --prompt "a rusty orange pickup" | --preset VAN
1088
1088
  \`\`\`
1089
1089
 
1090
- Run \`bitmagic generate <type> --help\` for the full flags of any one.
1090
+ Run \`bitmagic generate <type> --help\` for the full flags of any one, or \`bitmagic character <verb> --help\` — characters are their own group, where \`generate\` costs sparks and \`search\`/\`add\` are free because they use the ready-made library instead of forging.
1091
1091
 
1092
1092
  **Always add \`--original-prompt "<creator's request, verbatim>"\`** — to EVERY \`bitmagic\` command, \`build\`/\`verify\`/\`dev\`/\`reload\`/\`publish\` included. Never affects output; it is what counts the prompts shown on the game's public page.
1093
1093
 
@@ -1103,8 +1103,8 @@ Two things before you use them:
1103
1103
  Three lanes make a 3D object, and the wrong one wastes a generation: \`generate model\` mints a NEW
1104
1104
  asset, \`generate prop --asset <id>\` UPGRADES a placeholder, \`assets add <file>\` uploads your own.
1105
1105
  Splats, video and \`.vox\`/\`.fbx\` still need the web editor; never reference an asset you did not
1106
- make. \`${PRIMARY_SKILLS_DIR}/generating-assets/SKILL.md\` has the flags, the reference-image rules, what
1107
- to do after a generation, and every way one refuses.
1106
+ make. Which lane fits which NEED — rough sparks and minutes, and when to ask first — is
1107
+ \`${PRIMARY_SKILLS_DIR}/choosing-asset-pipelines/SKILL.md\`; flags, reference-image rules and refusals, \`${PRIMARY_SKILLS_DIR}/generating-assets/SKILL.md\`.
1108
1108
 
1109
1109
  ## Forging a whole level
1110
1110
 
@@ -1116,9 +1116,9 @@ This designs a scene, builds its geometry, bakes it to voxels and writes the fin
1116
1116
  terrain, props, spawn points — into \`src/work/world.json\`. \`bitmagic levels list | add | rename
1117
1117
  | set-start | remove\` manages them afterwards (free, local; \`set-start\` picks the boot level). Add
1118
1118
  \`--city\`, \`--dungeon\`, \`--platformer\`, \`--freeform\` or \`--vessel\` (a ship as the level) — at most
1119
- 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
1120
- instead be built in Blender from a script: \`${PRIMARY_SKILLS_DIR}/building-levels-in-blender/SKILL.md\`,
1121
- whose first section says when that path is yours (a frontier model, Blender installable).
1119
+ one — for a different kind of place; omit them all for natural terrain. A place designed part by
1120
+ part — an interior, a station, a stylised set — can instead be scripted in Blender: \`${PRIMARY_SKILLS_DIR}/building-levels-in-blender/SKILL.md\`,
1121
+ 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\`.
1122
1122
 
1123
1123
  **Art style is a declared switch.** \`"artStyle": "low-poly"\` in \`src/work/game.json\` (or
1124
1124
  \`bitmagic init --art-style low-poly\`) makes a Blender level a low-poly GAME: \`cover\`/\`reference\`
@@ -1190,6 +1190,7 @@ ${PLANNING_SKILL_REFERENCE_STEP1}If the idea names a genre, read its recipe **be
1190
1190
  | soccer, football, kick a ball, penalty shootout, free kick | \`engine/agent-docs/mechanic-soccer.md\` |
1191
1191
  | ski, skiing, snowboard, downhill, slope, piste, slalom, carve | \`engine/agent-docs/mechanic-skiing.md\` |
1192
1192
  | boat race, jet ski, wave race, speedboat, powerboat, watercraft, regatta | \`engine/agent-docs/mechanic-boat-racing.md\` |
1193
+ | galleon, pirate ship, sailing ship, longship, voyage, at the helm, steer the ship | \`engine/agent-docs/mechanic-sailing.md\` |
1193
1194
 
1194
1195
  For the shape of the PLACE the game happens in, also read the matching
1195
1196
  \`engine/agent-docs/archetype-*.md\` — \`arena\`, \`castle\`, \`city\`, \`dungeon\`, \`racetrack\`,
@@ -1227,6 +1228,7 @@ the engine, already wired** — and hand-building a worse version of it is the m
1227
1228
  | Mining, chopping, digging | \`PlayerToolSystem\` + auto-wired block mining | \`voxel-mining.md\` |
1228
1229
  | Skiing or snowboarding | A full descent motor, enabled by one world.json flag | \`mechanic-skiing.md\` |
1229
1230
  | Boat racing on open water | An animated stylized ocean, a hull that rides it, AI rivals and buoy gates | \`mechanic-boat-racing.md\` |
1231
+ | A ship that sails while the player walks its deck | \`engine/sailing/\`: a moving sea, wake, swell, a heavy-ship helm and a horizon that swings with it — the forged hull never moves | \`mechanic-sailing.md\` |
1230
1232
  | Save points, checkpoints, persistence | Persistence system | \`persistence-system.md\` |
1231
1233
  | Multiple levels or arenas | \`levels[]\` registry + \`engine.loadLevel()\` | \`level-system.md\` |
1232
1234
  | Voice input, speaking to NPCs | \`engine.enablePushToTalk()\` | \`voice-input.md\` |
@@ -1316,6 +1318,8 @@ forge is backlog item 1, run once the loop is proven. A designed place — an in
1316
1318
  stylised set the creator has a picture of — has a second route, building it in Blender from a
1317
1319
  script (\`${PRIMARY_SKILLS_DIR}/building-levels-in-blender/SKILL.md\`, gated on the model and on
1318
1320
  Blender being available). That route is a low-poly game: set \`artStyle: "low-poly"\` in game.json first.
1321
+ The level lanes and every other asset lane side by side, with costs and when to ask the creator:
1322
+ \`${PRIMARY_SKILLS_DIR}/choosing-asset-pipelines/SKILL.md\`.
1319
1323
 
1320
1324
  ## Step 5 — hand it back
1321
1325
 
@@ -1535,13 +1539,15 @@ The \`bitmagic\` CLI generates content directly into this project. Eleven types
1535
1539
  | \`bitmagic generate sound --prompt "..."\` | a sound effect | \`assets[]\` |
1536
1540
  | \`bitmagic generate music --prompt "..." [--duration 30]\` | a music track (loops by default; billed per second) | \`assets[]\` (or a file with \`--out <mp3> --no-world\`) |
1537
1541
  | \`bitmagic generate image --name <id> --prompt "..."\` | a 2D image | \`assets[]\` |
1538
- | \`bitmagic generate character --name <id> --prompt "..."\` | a rigged character (a close-enough ready-made one when the library has it, in seconds; \`--no-library\` always makes a new one) | \`assets[]\` |
1542
+ | \`bitmagic character generate --name <id> --prompt "..."\` | a rigged character; substitutes a close-enough ready-made one when the library has it (\`--fresh\` always forges). \`character search --prompt "..."\` then \`character add --name <id> --id <sid>\` instead is **free** and never forges — prefer it when any plausible body will do | \`assets[]\` |
1539
1543
  | \`bitmagic generate animation --family gait ...\` or \`--spec <file>\` | an animation clip | \`assets[]\` |
1540
1544
  | \`bitmagic generate video --prompt "..." [--duration 5] [--image <png>]\` | a short 720p clip for a cutscene (billed per second) | \`assets[]\`, played with \`engine.playVideo("<id>")\` |
1541
1545
  | \`bitmagic generate model --prompt "..."\` | a new 3D model | \`assets[]\` |
1542
1546
  | \`bitmagic generate vehicle --prompt "..."\` | a drivable vehicle | \`assets[]\` |
1543
1547
 
1544
- \`--help\` on any subcommand lists its full flags.
1548
+ \`--help\` on any subcommand lists its full flags. Which of these — or a forge, a Blender build, a
1549
+ built-in, or a file of the creator's own — fits a given need, with rough sparks and minutes:
1550
+ \`${PRIMARY_SKILLS_DIR}/choosing-asset-pipelines/SKILL.md\`.
1545
1551
 
1546
1552
  **Every \`bitmagic\` command takes \`--original-prompt "<the creator's request, verbatim>"\` —
1547
1553
  always pass it**, on the everyday loop (\`build\`, \`verify\`, \`dev\`, \`reload\`, \`publish\`) as much as
@@ -1 +1 @@
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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+ {"version":3,"file":"skill-files.js","sourceRoot":"","sources":["../../src/scaffold/skill-files.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;GAqBG;AAEH,OAAO,EAAE,MAAM,SAAS,CAAC;AACzB,OAAO,EAAE,aAAa,EAAE,MAAM,UAAU,CAAC;AAEzC,OAAO,EAAE,iBAAiB,EAAE,MAAM,oBAAoB,CAAC;AAGvD;;;;;;;;;;;;;;;;GAgBG;AACH,MAAM,UAAU,kBAAkB;IAChC,OAAO;;;;;;;;;;;;;;;;;;CAkBR,CAAC;AACF,CAAC;AAED;;;GAGG;AACH,MAAM,UAAU,kBAAkB,CAAC,EAAE,SAAS,EAAE,SAAS,EAAsB;IAC7E,2FAA2F;IAC3F,6EAA6E;IAC7E,MAAM,QAAQ,GAAG,SAAS,CAAC,MAAM,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,KAAK,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG,GAAG,GAAG,IAAI,CAAC,CAAC;IAC7F,6FAA6F;IAC7F,0EAA0E;IAC1E,MAAM,WAAW,GACf,QAAQ,CAAC,MAAM,KAAK,CAAC;QACnB,CAAC,CAAC,EAAE;QACJ,CAAC,CAAC,8FAA8F;YAC9F,mEAAmE;YACnE,QAAQ,CAAC,GAAG,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,KAAK,GAAG,EAAE,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC;YAC5C,iFAAiF,CAAC;IAExF,OAAO;;sBAEa,SAAS,SAAS,iBAAiB,CAAC,SAAS,CAAC;;;EAGlE,WAAW;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4BZ,CAAC;AACF,CAAC;AAED;;;;;;;;;;;;GAYG;AACH,MAAM,UAAU,kBAAkB;IAChC,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6JR,CAAC;AACF,CAAC;AAED;;;;;;;;;;;;;;GAcG;AACH,MAAM,UAAU,2BAA2B;IACzC,MAAM,MAAM,GAAG,aAAa,CAAC,IAAI,GAAG,CAAC,sCAAsC,EAAE,MAAM,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;IAC/F,OAAO,EAAE,CAAC,YAAY,CAAC,MAAM,EAAE,OAAO,CAAC,CAAC;AAC1C,CAAC;AAED;;;;;;;;;;GAUG;AACH,MAAM,UAAU,qBAAqB;IACnC,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+HR,CAAC;AACF,CAAC;AAED;;;;;;;;;GASG;AACH,MAAM,UAAU,+BAA+B;IAC7C,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkER,CAAC;AACF,CAAC"}
@@ -40,8 +40,9 @@ export declare function creatorPromptField(override?: unknown): {
40
40
  /** `body` plus the creator's own words, when the flag was given and telemetry is on. */
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  export declare function withParent(body: Record<string, unknown>): Record<string, unknown>;
42
42
  /**
43
- * The creator's ask as an opaque, stable dedupe key — what the command beacon sends so
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- * api-server can count "prompts this game was built with" without ever being told the text.
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+ * The creator's ask as an opaque, stable dedupe key — what a game's "Built with N prompts" is
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+ * counted on, so the COUNT never depends on storing anybody's words. (The beacon also carries the
45
+ * words themselves in {@link creatorAskText}, for a channel that shows them and stores nothing.)
45
46
  *
46
47
  * The CLI is the ONLY producer of this value. api-server stores it and compares it to other
47
48
  * values from this same function; it never recomputes one from text, so the two sides cannot
@@ -56,3 +57,18 @@ export declare function withParent(body: Record<string, unknown>): Record<string
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57
  * `--original-prompt` produces — the count is a floor, never an overcount.
57
58
  */
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  export declare function creatorAskDigest(override?: unknown): string | undefined;
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+ /**
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+ * The creator's ask as TEXT, bounded for a wire that has a body limit.
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+ *
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+ * The beacon carries this so the live-prompts Slack channel can show what an
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+ * agent is being asked for on the commands that send no prompt anywhere else —
65
+ * `build`, `verify`, `dev`, `reload`, `publish` — which are most of what
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+ * building a GDK project consists of. api-server posts it and never stores it:
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+ * the count still runs on {@link creatorAskDigest}, and no prompt text reaches
68
+ * Postgres.
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+ *
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+ * Capped by the same rule the digest hashes under, so the two always describe
71
+ * the same words. `DO_NOT_TRACK` drops it upstream in `beginCommand`, like
72
+ * every other field here.
73
+ */
74
+ export declare function creatorAskText(override?: unknown): string | undefined;