@call-me-sensei/toonlab 0.4.21 → 0.4.23

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (129) hide show
  1. package/NPM-LIBRARY.md +87 -27
  2. package/README.md +11 -10
  3. package/agents/PROMPTS.md +17 -3
  4. package/agents/README.md +13 -3
  5. package/agents/claude/CLAUDE.md +3 -0
  6. package/agents/codex/AGENTS.md +112 -159
  7. package/agents/cursor/toonlab.mdc +7 -3
  8. package/agents/examples/game-foundation.mjs +104 -0
  9. package/agents/references/game-lifecycle.md +57 -0
  10. package/agents/references/runtime-entry-points.md +26 -0
  11. package/agents/references/style-bundles.md +4 -1
  12. package/agents/skills/claude/asset-sourcing/SKILL.md +7 -4
  13. package/agents/skills/claude/environment/SKILL.md +4 -0
  14. package/agents/skills/claude/game-dev/SKILL.md +63 -87
  15. package/agents/skills/claude/lighting/SKILL.md +36 -0
  16. package/agents/skills/claude/post-processing/SKILL.md +8 -3
  17. package/agents/skills/claude/rock-ground-shaders/SKILL.md +10 -15
  18. package/agents/skills/claude/rockgen/SKILL.md +52 -21
  19. package/agents/skills/claude/scene-style-application/SKILL.md +4 -0
  20. package/agents/skills/claude/style-presets/SKILL.md +11 -8
  21. package/agents/skills/claude/toon-shading/SKILL.md +4 -0
  22. package/agents/skills/claude/vegetation-sky/SKILL.md +13 -7
  23. package/agents/skills/claude/visual-verification/SKILL.md +45 -119
  24. package/agents/skills/claude/water/SKILL.md +6 -2
  25. package/agents/skills/codex/asset-sourcing/SKILL.md +7 -4
  26. package/agents/skills/codex/environment/SKILL.md +4 -0
  27. package/agents/skills/codex/game-dev/SKILL.md +63 -87
  28. package/agents/skills/codex/lighting/SKILL.md +36 -0
  29. package/agents/skills/codex/post-processing/SKILL.md +8 -3
  30. package/agents/skills/codex/rock-ground-shaders/SKILL.md +10 -15
  31. package/agents/skills/codex/rockgen/SKILL.md +52 -21
  32. package/agents/skills/codex/scene-style-application/SKILL.md +4 -0
  33. package/agents/skills/codex/style-presets/SKILL.md +11 -8
  34. package/agents/skills/codex/toon-shading/SKILL.md +4 -0
  35. package/agents/skills/codex/vegetation-sky/SKILL.md +13 -7
  36. package/agents/skills/codex/visual-verification/SKILL.md +45 -119
  37. package/agents/skills/codex/water/SKILL.md +6 -2
  38. package/database/apply-one-catalog-seed.mjs +63 -0
  39. package/database/providers.mjs +1 -0
  40. package/database/seeds/catalog/0005_2026-08-c8-first12.sql +1101 -0
  41. package/database/seeds/catalog/0006_2026-09-c8-first100.sql +14245 -0
  42. package/database/seeds/catalog/0007_2026-09-c8-first100-primary-model.sql +14845 -0
  43. package/mcp/lab-management.mjs +11 -8
  44. package/mcp/public-catalog.mjs +0 -16
  45. package/mcp/tree-lab-contract.mjs +2381 -0
  46. package/mcp/vite-plugin.mjs +5 -1
  47. package/package.json +29 -18
  48. package/src/catalog/officialCatalog.js +1 -0
  49. package/src/catalog/officialCatalogAssetRuntime.js +98 -1
  50. package/src/catalog/officialCatalogLod.js +160 -16
  51. package/src/catalog/officialCatalogPlacement.js +52 -12
  52. package/src/catalog/officialCatalogProvider.js +79 -8
  53. package/src/catalog/officialCatalogRockPackage.js +172 -0
  54. package/src/cloud/cloudReprojection.js +40 -7
  55. package/src/cloud/cloudVolume.js +44 -7
  56. package/src/cloud/noise/baseShapeVolume.js +8 -6
  57. package/src/cloud/noise/cirrusMap.js +2 -1
  58. package/src/cloud/noise/curlNoise.js +2 -1
  59. package/src/cloud/noise/erosionVolume.js +2 -1
  60. package/src/cloud/noise/textureCache.js +77 -0
  61. package/src/cloud/noise/weatherMap.js +2 -1
  62. package/src/core/sha256.js +83 -0
  63. package/src/ground-shader/groundShaderMaterial.js +12 -3
  64. package/src/rock-shader/rockMaterial.js +205 -28
  65. package/src/rock-shader/rockShaderRuntime.js +17 -1
  66. package/src/rock-shader/rockShaderSettings.js +16 -0
  67. package/src/rockgen/index.js +9 -0
  68. package/src/rockgen/lod/index.js +1 -0
  69. package/src/rockgen/lod/rockDenseFieldPolicy.js +143 -0
  70. package/src/rockgen/rockDocument.js +899 -35
  71. package/src/rockgen/surface/c7GeologySurface.js +39 -9
  72. package/src/rockgen/surface/naturalRockSurface.js +1948 -0
  73. package/src/shaders-tsl/chunks/projected-water-caustics.js +14 -2
  74. package/src/shaders-tsl/chunks/water-foam.js +6 -6
  75. package/src/shaders-tsl/chunks/water-lighting.js +28 -5
  76. package/src/shaders-tsl/chunks/water-shore-state.js +5 -2
  77. package/src/shaders-tsl/chunks/water-waves.js +10 -5
  78. package/src/shaders-tsl/flower.js +7 -4
  79. package/src/shaders-tsl/grass.js +4 -3
  80. package/src/shaders-tsl/water-shore-state-simulation.js +3 -2
  81. package/src/shaders-tsl/water.js +209 -41
  82. package/src/sky/skySystem.js +30 -7
  83. package/src/toon/settings/perspectiveRemovalSettings.js +1 -1
  84. package/src/toon/toonSettings.js +74 -0
  85. package/src/vegetation/stylizedFlower.js +6 -0
  86. package/src/version.js +1 -1
  87. package/src/water/waterDetailSpectrum.js +91 -0
  88. package/src/water/waterDynamics.js +422 -0
  89. package/src/water/waterFoamParticles.js +196 -0
  90. package/src/water/waterFoamTexture.js +57 -0
  91. package/src/water/waterHydrodynamics.js +209 -0
  92. package/src/water/waterMaterial.js +1 -0
  93. package/src/water/waterRenderExtension.js +107 -0
  94. package/src/water/waterScenePasses.js +14 -6
  95. package/src/water/waterSettings.js +53 -26
  96. package/src/water/waterShoreMaterial.js +38 -14
  97. package/src/water/waterSpectralOcean.js +137 -0
  98. package/src/water/waterStageSettings.js +19 -1
  99. package/src/water/waterSurface.js +62 -18
  100. package/src/water/waterUnderwaterAtmosphere.js +30 -3
  101. package/types/catalog/officialCatalog.d.ts +1 -0
  102. package/types/catalog/officialCatalogPlacement.d.ts +4 -0
  103. package/types/catalog/officialCatalogRockPackage.d.ts +68 -0
  104. package/types/cloud/noise/baseShapeVolume.d.ts +1 -1
  105. package/types/cloud/noise/textureCache.d.ts +12 -0
  106. package/types/core/sha256.d.ts +2 -0
  107. package/types/index.d.ts +30 -0
  108. package/types/rock-shader/rockMaterial.d.ts +3 -0
  109. package/types/rock-shader/rockShaderSettings.d.ts +2 -0
  110. package/types/rockgen/index.d.ts +1 -0
  111. package/types/rockgen/lod/index.d.ts +1 -0
  112. package/types/rockgen/lod/rockDenseFieldPolicy.d.ts +181 -0
  113. package/types/rockgen/rockDocument.d.ts +654 -71
  114. package/types/rockgen/surface/naturalRockSurface.d.ts +100 -0
  115. package/types/shaders-tsl/chunks/projected-water-caustics.d.ts +7 -1
  116. package/types/shaders-tsl/chunks/water-lighting.d.ts +4 -3
  117. package/types/shaders-tsl/water.d.ts +2 -1
  118. package/types/version.d.ts +1 -1
  119. package/types/water/waterDetailSpectrum.d.ts +13 -0
  120. package/types/water/waterDynamics.d.ts +89 -0
  121. package/types/water/waterFoamParticles.d.ts +32 -0
  122. package/types/water/waterFoamTexture.d.ts +1 -0
  123. package/types/water/waterHydrodynamics.d.ts +49 -0
  124. package/types/water/waterRenderExtension.d.ts +16 -0
  125. package/types/water/waterScenePasses.d.ts +1 -1
  126. package/types/water/waterSettings.d.ts +1 -0
  127. package/types/water/waterSpectralOcean.d.ts +17 -0
  128. package/types/water/waterStageSettings.d.ts +1 -1
  129. package/types/water/waterUnderwaterAtmosphere.d.ts +19 -4
@@ -1,136 +1,62 @@
1
1
  ---
2
2
  name: visual-verification
3
- description: How to prove a ToonLab scene actually looks right settling the scene before screenshotting, isolating a subsystem to attribute a defect, measuring colour against sampled targets with CIEDE2000, scanning the scene graph for outliers, and running an adversarial critic loop. Use whenever judging, reviewing, or iterating on a rendered scene, and before reporting that any visual defect is a ToonLab limitation.
3
+ description: Verify ToonLab rendered output and gameplay with settled frames, relevant camera views, subsystem isolation and measurable evidence. Use for visual reviews or diagnosing a suspected rendering defect.
4
4
  ---
5
5
 
6
- # Verifying that it looks right
6
+ # Verify rendered output
7
7
 
8
- A passing build is not visual approval, and a screenshot is not evidence unless
9
- you know what was in the frame when it was taken. This skill is the measurement
10
- discipline that turns "it looks wrong" into "this surface, this value, this
11
- owner".
8
+ References beginning `agents/` resolve from the installed ToonLab package root.
9
+ A passing build does not establish visual correctness. Choose checks that match
10
+ the requested change, the art direction and the cameras the game actually uses.
12
11
 
13
- ## Settle the scene before you screenshot
12
+ ## Readiness and capture
14
13
 
15
- ToonLab subsystems keep resolving work **after their factory returns** GLB
16
- loads, render-target passes, texture uploads. Screenshotting on a fixed frame
17
- count produces frames with whole subsystems missing while your manifest happily
18
- reports them as present.
14
+ Await every readiness promise exposed by the host, render through its real
15
+ pipeline, and check required objects/textures have loaded. For static fixtures,
16
+ stable drawable counts across frames are a necessary signal, not proof of GPU
17
+ compilation or successful rendering. Animated/procedural scenes may legitimately
18
+ change counts; use their explicit readiness signals instead.
19
19
 
20
- Observed: the same command produced 273,520 triangles with the entire lagoon
21
- absent on one run and 606,056 on the next.
20
+ Inspect pixels from the output (a small `readPixels` grid or the captured image).
21
+ Check that intended surfaces are visible, with useful coverage and valid alpha.
22
+ Do not hardcode black as the only empty-frame value; an empty scene may match a
23
+ sky-colored or transparent background. Check relevant console/network errors
24
+ and failed textures. Do not dismiss a failed required resource because the rest
25
+ of the scene renders. Record the camera, readiness signals and capture path.
22
26
 
23
- So: await every readiness promise the host exposes, render through the real
24
- pipeline, and re-read the scene graph until triangle and drawable counts are
25
- **unchanged across several consecutive reads**. Treat count stability as a
26
- necessary signal, not proof that GPU compilation, render targets, or external
27
- loads succeeded. Then screenshot. Report `settled`, the readiness signals, and
28
- a non-zero rendered frame count in the capture manifest, and **fail the
29
- capture** if any required signal is wrong. A black or half-built frame must
30
- never be able to pass as a render.
27
+ ## Diagnose before attributing a defect
31
28
 
32
- Before accepting the final frame, inspect pixels from the real output (a
33
- small `readPixels` grid or the captured image). Fail when nearly every sample
34
- matches the renderer clear/background color, when useful RGB variance or
35
- non-background coverage is effectively zero, or when alpha is invalid. Do not
36
- hardcode black as the only empty-frame value: sky blue, transparent, and custom
37
- clear colors can hide the same failure. Record the distinct-color count or
38
- coverage ratio with the capture.
29
+ Isolate the suspect subsystem while retaining its lighting and required passes.
30
+ Compare with and without post-processing when appropriate. Keep camera, pose,
31
+ exposure, lighting and source textures fixed for before/after comparisons.
32
+ Inspect world-space bounds, scale and material contracts when an object has an
33
+ unexpected silhouette, repeated pattern or stretched surface.
39
34
 
40
- Also fail on any browser console error. A texture that failed to decode is a
41
- defect, not a warning.
35
+ For palette-matching tasks, sample corresponding material regions and compare
36
+ small patches in a perceptual color space such as CIEDE2000. Confirm the probe
37
+ hits the intended surface. For ordinary feature work, clear visual inspection
38
+ and targeted telemetry are enough; do not invent numeric color gates without a
39
+ reference or require measurement tools unrelated to the requested result.
42
40
 
43
- ## Isolate before you blame
41
+ ## View and interaction coverage
44
42
 
45
- Render subsystems alone to attribute a defect and include the light rig, or
46
- you get a black frame and learn nothing.
43
+ Use gameplay cameras first. For 3D assets or formations, choose relevant views
44
+ from hero, wide, close, flyover, top-down; include angles that expose seams or
45
+ repetition. A fixed-camera UI change does not need a five-camera asset audit.
46
+ Check near/far and lit/shadowed behavior when LOD or lighting is affected.
47
47
 
48
- A "flowing water" texture smeared over every cliff was investigated as a
49
- waterfall bug for two review cycles. One isolated capture of terrain plus its
50
- lighting settled it in a minute: the ground shader was painting it.
48
+ For a game slice, exercise movement, collision, interaction, success/failure and
49
+ restart where present. Test resize, focus loss/resume and teardown when changing
50
+ lifecycle ownership. Confirm post-processing is the final render path when used.
51
51
 
52
- Support a query flag that takes a **list** (`?only=terrain,lighting,sky`), and a
53
- flag that bypasses post. Most attribution questions collapse to two captures.
52
+ ## Review and report
54
53
 
55
- ## Measure colour, do not argue about it
54
+ Take a separate review pass against the requested acceptance criteria. When
55
+ active tools and developer authorization permit an independent agent/thread,
56
+ that reviewer should capture fresh evidence. Otherwise review locally; do not
57
+ spawn agents or create user tasks without authorization.
56
58
 
57
- Sample the frame at fixed points and compare against your target values in
58
- **CIEDE2000**, not by eye and not by RGB distance. Average a small patch rather
59
- than a single pixel so dithering does not decide the answer.
60
-
61
- Two disciplines that matter more than the metric:
62
-
63
- - **Probe the right surface.** A probe that lands on terrain when you think it
64
- is on rock will report a rock defect that does not exist. Prove it: change the
65
- suspected material's value and re-measure. If the probe does not move, it is
66
- not on that material. This exact check revealed that two "rock" probes were
67
- reading the ground shader.
68
- - **Probe where the reference has that material.** A probe placed at coordinates
69
- the reference fills with sky, on a frame where your scene has a cliff, measures
70
- a composition difference and reports it as a colour failure.
71
-
72
- Keep a second sampler for arbitrary points, so a question like "is the shaded
73
- wall darker than the lit one, and by how much" is one command.
74
-
75
- ## Scan the scene graph for outliers
76
-
77
- Traverse for meshes above a size threshold and print path, world-space extent
78
- and position. This catches the things nobody sees because they read as
79
- background:
80
-
81
- - a 104 m slab lying across a 72 m channel, damming it;
82
- - "cliff-top caps" built at 70–90 m across when the tower crown is 20 m.
83
-
84
- Both survived several visual reviews. A ten-line traversal found each in
85
- seconds.
86
-
87
- Audit transforms the same way. Report per-role mean and max uniform scale and
88
- the worst axis ratio; a mean scale of 6× with a max of 22× is a stretched
89
- surface, and it is visible long before anyone can articulate why.
90
-
91
- ## Judge from every approved camera
92
-
93
- A formation can read as one coherent mass from the hero camera and as a kit row
94
- from above. Fix a small set of cameras — hero, wide, close, flyover, top-down —
95
- and require all of them before approving a change. Never approve from one view.
96
-
97
- ## Run an adversarial critic
98
-
99
- Separate the builder from the judge. When the active tool surface and developer
100
- authorization permit an independent agent/thread, have that critic capture its
101
- **own** fresh evidence rather than trusting the builder's screenshots. Otherwise
102
- perform a separate critic pass after clearing builder assumptions. Read the
103
- module source and return structured blockers: region, expected, actual, fix,
104
- owner.
105
-
106
- Make the critic's standard a specific shipped frame, not "good". Give it the
107
- sampled palette and an explicit auto-fail list, and require a verdict field that
108
- is hard to fudge — a boolean like `readsAsOneMass` forces a judgement that a
109
- score can blur.
110
-
111
- Then feed the blockers back to the builder with instructions not to argue but to
112
- disprove with a capture if it disagrees. Loop until the critic passes it.
113
-
114
- In the qualifying run, independent critics scored subsystems 1.5–3.0 out of 10
115
- with 9–11 blockers each and drove the useful visual fixes. Code inspection
116
- still found contract defects; rendered evidence determined whether they were
117
- visible and whether a correction actually improved the target frame.
118
-
119
- ## Keep the harness honest under parallelism
120
-
121
- If several agents capture at once:
122
-
123
- - give each run its own port, or they fight over a fixed one;
124
- - serialise the browser through a small semaphore — GPU-backed browsers
125
- exhaust WASM memory a few instances in, and the failure surfaces to an agent
126
- as a broken module rather than as machine pressure;
127
- - expect transient failures from another agent's mid-edit file, and retry rather
128
- than "fixing" a module you do not own.
129
-
130
- ## Record the measurement, not the conclusion
131
-
132
- Write down the number and the command that produced it. "The wall is too blue"
133
- ages badly; "left wall `#4B6E97` L105 against target `#93A9C6` L168, from
134
- `capture --view hero` then a point sample at 300,250" can be re-checked after
135
- the scene has moved on — and it repeatedly turned out that the conclusion was
136
- wrong while the measurement was still useful.
59
+ Describe concrete defects with location, expected result, observed result and
60
+ likely owner. Fix them and repeat affected checks. Report evidence and remaining
61
+ limitations without treating every host-owned feature as a ToonLab limitation.
62
+ Use a standalone fixture to support claims about package defects.
@@ -3,6 +3,10 @@ name: water
3
3
  description: Help developers use ToonLab water materials, waves, ripple simulation, breakers, splashes, rain, kelp, or water settings.
4
4
  ---
5
5
 
6
+ References beginning `agents/` resolve from the installed ToonLab package root
7
+ (normally `node_modules/@call-me-sensei/toonlab/`), even when this skill is copied.
8
+
9
+
6
10
  # Water
7
11
 
8
12
  Use this skill when a developer wants WaterSurface, water material settings,
@@ -65,8 +69,8 @@ Developer guidance:
65
69
  composition. Live scene owners use unique `setSceneOverrideLayer` ids and
66
70
  clear only their own id; they must not write composed values back to a preset.
67
71
  - In a composed world, let the host game own lighting and pass current light
68
- state through Water's explicit scene adapters. Lighting is not a stable
69
- public package or bundle domain.
72
+ state through Water's explicit scene adapters. The public lighting slot and `createSceneStyleRuntime()` coordinate the
73
+ supported lighting and shared-shadow contract.
70
74
  - Preserve the host renderer's depth convention. Water supports both standard
71
75
  and reversed depth; qualify contact foam and refraction using the host's
72
76
  actual `reversedDepthBuffer` setting rather than silently changing it.
@@ -3,6 +3,10 @@ name: asset-sourcing
3
3
  description: Help agents source anime-game-ready models, textures, and presets through policy-aware ToonLab MCP discovery, provenance, supported shaders, and explicit custom-gap reporting.
4
4
  ---
5
5
 
6
+ References beginning `agents/` resolve from the installed ToonLab package root
7
+ (normally `node_modules/@call-me-sensei/toonlab/`), even when this skill is copied.
8
+
9
+
6
10
  # Asset Sourcing
7
11
 
8
12
  Use this skill when a developer needs an asset — a model, texture, HDRI,
@@ -66,7 +70,7 @@ scene-kit role.
66
70
  Never regenerate or re-download something already available.
67
71
  3. **Use an approved procedural family only when policy permits it.** Discover
68
72
  approved families through MCP, then use their focused runtime such as
69
- `@call-me-sensei/toonlab/vegetation`, `rockgen`, `debrisgen`, or `texgen`.
73
+ `@call-me-sensei/toonlab/vegetation`, `rockgen` or `texgen`.
70
74
  This is the direct route only when the requested family has an approved,
71
75
  versioned stylized base set and passes the policy/review gate described in
72
76
  `agents/references/asset-sourcing-policy.md`. Preserve base-set version, generator version,
@@ -97,9 +101,8 @@ scene-kit role.
97
101
  generation capability, polling, and save tools; follow the advertised schema.
98
102
  6. **Author stable visual profiles in code.** Post profiles can be generated
99
103
  deterministically through `@call-me-sensei/toonlab/post`; other stable
100
- shader profiles resolve through the selected style bundle. Lighting, VFX,
101
- camera, and game-feel generation are host-owned or pre-beta in the public package and
102
- are not advertised by the packaged MCP server.
104
+ shader profiles resolve through the selected style bundle. Lighting is a supported public runtime and bundle slot. VFX, camera and
105
+ game-feel implementations remain host-owned; do not invent package APIs.
103
106
 
104
107
  Persist anything worth keeping with `save_creation` (or write the JSON into
105
108
  the repo); `.toonlab/creations/` is the shared surface labs and later
@@ -3,6 +3,10 @@ name: environment
3
3
  description: Help developers use ToonLab environment shading, lighting rigs, ambient probes, reflections, fog, cloud shadows, or vertex AO in an app.
4
4
  ---
5
5
 
6
+ References beginning `agents/` resolve from the installed ToonLab package root
7
+ (normally `node_modules/@call-me-sensei/toonlab/`), even when this skill is copied.
8
+
9
+
6
10
  # Environment
7
11
 
8
12
  Use this skill when a developer wants stylized scene materials, material-role
@@ -1,100 +1,76 @@
1
1
  ---
2
2
  name: game-dev
3
- description: Starting point for integrating ToonLab into an existing anime-style game or scene, including focused runtime routing, Gallery/MCP sourcing policy, and experimental/host-owned boundaries.
3
+ description: Build a new playable game or integrate ToonLab into an existing Three.js game using public rendering, character, surface, collision, and asset workflows.
4
4
  ---
5
5
 
6
- # Integrating ToonLab into an Anime-Style Game
6
+ # Develop a game with ToonLab
7
7
 
8
- Use this skill when an existing game, level, character, or scene spans more
9
- than one ToonLab system. Do not use it to promise a complete polished world
10
- from one prompt.
8
+ Use this for game development and integration spanning several ToonLab systems.
9
+ For a single shader or asset edit, use its focused skill. References beginning
10
+ `agents/` are relative to the installed `@call-me-sensei/toonlab` package root.
11
11
 
12
- Read first:
13
- - `agents/references/anime-art-direction.md`
14
- - `agents/references/style-bundles.md`
15
- - `agents/references/mcp-asset-discovery.md`
16
- - `agents/references/asset-sourcing-policy.md`
17
- - `agents/references/runtime-entry-points.md`
12
+ Read `agents/references/runtime-entry-points.md` for supported APIs. Read
13
+ `agents/references/game-lifecycle.md` when wiring the renderer, movement,
14
+ update loop, or teardown. Read art-direction/style references when applying a
15
+ look, and `asset-sourcing` when asset discovery or generation is needed.
18
16
 
19
- ## Assembly order
17
+ ## New game
20
18
 
21
- 1. Inventory the supplied scene, approved cameras, existing asset/library
22
- content, and the exact targets the developer wants ToonLab to change. Treat
23
- layout, terrain, coastline, biome, lighting, camera, and gameplay
24
- as protected host work unless the developer requests an experiment.
25
- 2. Load the selected v2 bundle and its `artDirection`; use
26
- `CALL_ME_SENSEI_STYLE_BUNDLE` when no other approved bundle is selected.
27
- 3. Locate the asset-sourcing policy. Ask the developer when it is missing;
28
- continue library-first in advisory mode only while reporting that decision.
29
- 4. Feature-detect ToonLab OSS local and/or ToonLab Pro remote MCP. Reuse the
30
- project/library first, search the released Gallery for named gaps, validate
31
- finalists, then download only selected assets with provenance.
32
- 5. Let the host game retain its renderer, scene layout, cameras, controls,
33
- animation, physics, storage, and loading pipeline. When the same scene has
34
- terrain-bound objects, grass, or shoreline water, create one
35
- `createSceneSurfaceRuntime({ bounds, heightAt, waterLevel })`. The host owns
36
- authored XZ layout and the terrain sampler; the surface runtime owns every
37
- derived Y placement, bounds-grounding, water bed/shore wiring, and its
38
- readiness audit. Never independently assign those values.
39
- Label only the requested character, manufactured, tree, grass, flower,
40
- ground, rock, water, and post targets.
41
- When creating or modifying 3D content, also inventory every render material:
42
- each slot needs a stable material ID and valid semantic role in the target's
43
- versioned material contract. A root label alone never makes a multi-material
44
- model bundle-ready.
45
- Imported manufactured models should go through
46
- `proposeManufacturedStyleTargetLabel()` and a reviewed proposal; every
47
- low-confidence or generic entry needs an explicit override before
48
- `applyManufacturedStyleTargetLabelProposal()` writes durable metadata.
49
- Create one `createSceneStyleRuntime()` for the scene. Its default collision
50
- runtime makes labeled manufactured, rock, prop, and tree targets solid;
51
- generated trees use trunk geometry. Do not write parallel blocker arrays.
52
- 6. Run `auditStyleBundleApplication()` and resolve every missing label, mixed
53
- material, unsupported renderer, missing slot, or custom adapter before the
54
- first mutation. Then call atomic `applyStyleBundle()`.
55
- 7. Add focused procedural grass with `surface.createGrassField()`, ground
56
- objects with `surface.place()`, and create shoreline Water with
57
- `surface.createWaterSurface()`. This makes terrain sampling, water masking,
58
- shoaling, nearshore phase, and persistent shore state the default. Do not
59
- silently redesign the level to make a subsystem fit.
60
- 8. Run `styleRuntime.collision.assertReady()`, report every target plan, and
61
- probe representative tree, rock, and manufactured objects. Use explicit
62
- collision metadata when bounds are inappropriate and the public Rapier
63
- adapter when the host already owns a Rapier world. Then run
64
- `surface.assertReady({ camera, styleRuntime, requireShadowDomains })`
65
- after the shared shadow pass has rendered. A build, `castShadow` flag, or
66
- target count is not proof of grounding, texture preservation, shoreline
67
- wiring, or actual caster coverage. Then inspect the developer-supplied cameras plus relevant
68
- close/far and lit/shadowed views. Iterate one material or asset family at a
69
- time and report every remaining host or experimental gap.
19
+ Implement the requested host game: input, camera, rules, HUD, level layout,
20
+ dynamic physics or lightweight movement, and persistence if requested.
21
+ Host-owned does not mean forbidden. Use ToonLab for the capabilities it
22
+ actually exports; do not promise that a package call generates a finished world.
70
23
 
71
- ## Runtime boundary
24
+ Start with a playable vertical slice: move, collide, interact with one objective,
25
+ and restart. Use simple host-authored geometry until the loop works. Replace
26
+ placeholders with accepted assets and the chosen style incrementally. Record
27
+ performance and visual checks at the gameplay camera, not just a flyover.
28
+ The copyable `agents/examples/game-foundation.mjs` demonstrates a small
29
+ host-authored loop with public ToonLab labeling, styling and static collision;
30
+ it is an example, not a new package API or a full physics controller.
72
31
 
73
- The host render loop advances gameplay and explicitly installed scene systems,
74
- then renders once. Do not invent undocumented ToonLab imports. One-shot world
75
- generation; terrain/biome/coast/cliff formation; automatic set dressing;
76
- current Sky/Cloud composition; and full Lighting, Weather, Climate, VFX,
77
- camera, game-feel, navigation, physics, and streaming composition are
78
- experimental or host-owned.
32
+ ## Existing game
79
33
 
80
- Asset identity never belongs in a v2 style bundle. Strict tree and rock tests
81
- accept only project/ToonLab libraries or the ToonLab gallery. A similar-looking
82
- external or generated replacement is still denied under that policy.
34
+ Inventory the existing renderer, loop, cameras, physics, loading and cleanup
35
+ paths. Preserve them unless the task authorizes replacement. Integrate only the
36
+ requested targets and avoid starting another animation loop. Use adapters for
37
+ the host physics world and existing controllers rather than parallel systems.
83
38
 
84
- ## Definition of done
39
+ ## Integrate the supported runtime
85
40
 
86
- - Every requested supported treatment routes to an explicit labeled target;
87
- unused or experimental bundle slots are not a completion requirement.
88
- - Every render material on every created/imported target has a stable ID and
89
- semantic role; incompatible atlas regions are split or carry an ID mask.
90
- - No raw PBR material escapes without the selected anime treatment.
91
- - Every used asset has stable ID, source class, provenance, license, anime-fit
92
- review status, and a policy decision.
93
- - Supplied verification cameras pass the requested material, asset, vegetation,
94
- water, shadow, and LOD checks without changing protected host composition.
95
- - `.toonlab/reports/style-asset-gaps.json` and `TOONLAB_ASSET_GAPS.md` exist
96
- when custom work was required, and state what feedback is requested.
97
- - The consumer build and a real gameplay smoke test pass.
98
- - The shared scene-surface audit passes with no off-surface grass/objects,
99
- disconnected water bed, missing shore state, lost source texture inputs,
100
- invalid review camera, or incomplete required shadow domain.
41
+ 1. Resolve the installed package version, export map, and selected style bundle.
42
+ Call Me Sensei's bundle ID is `call-me-sensei`; domain selectors can differ.
43
+ 2. Create or reuse the host scene and renderer. Use `createCharacterRuntime()`
44
+ for supported loaded characters, and the walkable runtime when its movement
45
+ integration fits. Keep host input, movement intent and camera separate.
46
+ 3. If terrain placement and shoreline systems share a heightfield, provide its
47
+ world bounds and `heightAt(x, z)` once to `createSceneSurfaceRuntime()`.
48
+ Use its placement, grass and water helpers for that coordinated scene.
49
+ Ordinary rooms or flat arenas do not need a surface runtime.
50
+ 4. Assign stable target IDs, rendering domains, material IDs and roles. Use
51
+ `proposeManufacturedStyleTargetLabel()` and explicit reviewed corrections
52
+ for ambiguous imported materials; persist the accepted contract.
53
+ 5. Create one `createSceneStyleRuntime()` for the scene, then call its `apply()`
54
+ with the chosen bundle and labeled targets/discovery in strict mode. This
55
+ coordinates the renderer, lighting, ground field, shadows and static
56
+ collision. Resolve strict failures before application; do not bypass them
57
+ by calling an adapter directly.
58
+ 6. Use its default labeled static blockers and explicit collision metadata
59
+ where bounds are inappropriate. Prefer `createRapierCollisionAdapter()`
60
+ when integrating with an existing Rapier world. Do not maintain a second
61
+ blocker list for the same assets. Test real movement, not just flags.
62
+ 7. Assign one update owner per system and one final render owner. See the
63
+ lifecycle reference: style updates do not replace Sky, Water, grass or
64
+ character updates. When post is active, render through its documented path.
65
+ 8. Run `styleRuntime.collision.assertReady()`. For heightfield scenes, also run
66
+ `surface.assertReady({ camera, styleRuntime, requireShadowDomains })` after
67
+ the shared passes have rendered, scoped to the domains actually present.
68
+
69
+ ## Completion
70
+
71
+ The requested gameplay loop, controls, camera, UI and restart work. Applicable
72
+ build/type checks pass. Targets have complete material contracts; assets retain
73
+ provenance and editable recipes. Inspect lit/shadowed and near/far views where
74
+ relevant, and exercise startup, resize, pause/resume and disposal. Report
75
+ remaining defects honestly. Do not require every optional ToonLab domain in a
76
+ scene that does not use it, or treat user-approved host code as a package defect.
@@ -0,0 +1,36 @@
1
+ ---
2
+ name: lighting
3
+ description: Integrate ToonLab's public lighting and scene-style runtime, diagnose shared shadows and sky alignment, and coordinate host-owned local lights.
4
+ ---
5
+
6
+ # Lighting and shared shadows
7
+
8
+ References beginning `agents/` resolve from the installed ToonLab package root.
9
+ Read `agents/references/runtime-entry-points.md` and the selected bundle's
10
+ art direction. Public imports are `@call-me-sensei/toonlab/lighting` and
11
+ `@call-me-sensei/toonlab/styles`.
12
+
13
+ Prefer `createSceneStyleRuntime({ renderer, scene, sky, water, post })` and
14
+ `styleRuntime.apply(bundle, ...)` for a coordinated game scene. The public
15
+ lighting bundle slot owns the supported sun/fill/probe settings; scene-style
16
+ updates coordinate lighting, shared shadows and the ground field. Do not add
17
+ an independent default directional rig that doubles the package key light.
18
+
19
+ The host owns the time progression, authored local lights, camera and gameplay
20
+ conditions. Use `styleRuntime.setTimeOfDay(hour)` to synchronize supported
21
+ bound systems. Choose unique named override layers for independent live owners,
22
+ and remove only the layer that owner created. Do not serialize composed state
23
+ back over authored presets.
24
+
25
+ Every relevant caster/receiver must participate in the shared shadow contract.
26
+ Label targets, preserve cast/receive flags, and inspect the actual shared-pass
27
+ coverage. Native `renderer.shadowMap` alone does not feed every ToonLab TSL
28
+ receiver. If the host integrates focused APIs without scene-style ownership,
29
+ explicitly wire the same light direction, shadow pass and scene-state adapters.
30
+
31
+ Check the visible sky sun against the shadow direction, key/fill balance,
32
+ near-white clipping, dark-material readability and relevant indoor/outdoor
33
+ views. Frame shadow coverage around the area the game actually uses. Tune
34
+ quality/resolution against a measured frame budget. Use additional coastal or
35
+ underwater checks only when water is present. Record an integration gap only
36
+ when the supported contract cannot meet the requested treatment.
@@ -3,6 +3,10 @@ name: post-processing
3
3
  description: Help developers use ToonLab post-processing, bloom, color grade, LUT, vignette, outlines, depth cue, or motion blur.
4
4
  ---
5
5
 
6
+ References beginning `agents/` resolve from the installed ToonLab package root
7
+ (normally `node_modules/@call-me-sensei/toonlab/`), even when this skill is copied.
8
+
9
+
6
10
  # Post Processing
7
11
 
8
12
  Use this skill when a developer wants ToonLab's optional post-processing
@@ -22,9 +26,10 @@ Generating looks (no lab UI required):
22
26
  - `createPostGeneratorRecipe(id, { seed, locks, configuration })` defines an
23
27
  editable domain; `createGeneratedPostPresetDocument(recipe, { quality })`
24
28
  resolves it into a flat, portable preset deterministically per seed.
25
- - The packaged MCP server is reserved for asset discovery, provenance,
26
- sourcing-policy decisions, and custom-gap records. Generate post profiles
27
- in code and commit any resolved document that the project needs to retain.
29
+ - MCP supports portable Lab document creation and mutation as well as asset
30
+ discovery. Inspect `get_lab_features` for the available Lab contract; use
31
+ code for procedural profile generation and keep any resolved document the
32
+ project needs to retain.
28
33
  - Ship the resolved preset in the app; keep the recipe only if runtime
29
34
  re-rolling is a feature.
30
35
 
@@ -3,6 +3,10 @@ name: rock-ground-shaders
3
3
  description: Apply, configure, and verify ToonLab rock and ground shaders in outdoor scenes, including textures, close detail, HDR sun response, cast/receive shadows, ground-field adoption, shoreline wet bands, and Call Me Sensei defaults.
4
4
  ---
5
5
 
6
+ References beginning `agents/` resolve from the installed ToonLab package root
7
+ (normally `node_modules/@call-me-sensei/toonlab/`), even when this skill is copied.
8
+
9
+
6
10
  # Rock and ground shaders
7
11
 
8
12
  Use this skill when terrain, cliffs, catalog rocks, beaches, or grass-ground
@@ -35,21 +39,12 @@ if (report.usedGeneratedTextures) {
35
39
  setRockShaderSceneState(rockRoot, { waterLevel });
36
40
  ```
37
41
 
38
- For the representative semantic hoodoo, validate before styling:
39
-
40
- ```js
41
- import { inspectRockRegionBindings } from '@call-me-sensei/toonlab/rock-shader';
42
-
43
- const regions = inspectRockRegionBindings(hoodooRoot);
44
- if (regions.totalVertices !== 134981) throw new Error('Unexpected hoodoo binding');
45
- ```
46
-
47
- The v1 binding is fixed to profile `hoodoo-caprock-normalized-height-v1` and
48
- channels `base/shaft/neck/cap`. Do not apply it to another family. Use only
49
- material styling (`detail: null`) on the annotated mesh; any position/topology
50
- edit requires semantic regeneration and rebaking. Prove repeated
51
- `applyRockShader()` / `restoreRockShader()` cycles restore exact material,
52
- texture, geometry, index, attribute, shadow, and user-data identities.
42
+ For an asset with authored semantic regions, use `inspectRockRegionBindings()`
43
+ and its matching versioned contract before styling. Do not copy region names
44
+ or vertex-count assumptions from a single research fixture onto other rocks.
45
+ Preserve authored masks and their geometry binding; topology/UV edits require
46
+ updated bindings and any required rebakes. Qualify apply/revert cycles on the
47
+ actual asset.
53
48
 
54
49
  `applyRockShader` sets `castShadow` and `receiveShadow` true by default.
55
50
  Override them only for an explicit rendering reason. It reports whether
@@ -1,30 +1,61 @@
1
1
  ---
2
2
  name: rockgen
3
- description: Help developers use ToonLab procedural rock, cliff, heightfield, erosion, SDF, mesh, preset, sculpt, or GLB export tools.
3
+ description: Create or edit ToonLab procedural rocks and portable rock recipes, including deterministic realistic surface maps, semantic masks, LOD, collision and export.
4
4
  ---
5
5
 
6
- # Rockgen
6
+ # Procedural rocks and realistic surfaces
7
7
 
8
- Use this skill when a developer wants procedural rock, cliff, or heightfield
9
- generation; stylized erosion; SDF composition; surface-nets meshing; rock
10
- presets; sculpt edits; or GLB export.
8
+ Use public `@call-me-sensei/toonlab/rockgen` for geometry and deterministic
9
+ surface data, and `@call-me-sensei/toonlab/rock-shader` for reusable appearance.
10
+ References beginning `agents/` resolve from the installed package root, even
11
+ when this skill is copied. Read `agents/references/runtime-entry-points.md` and
12
+ `rock-ground-shaders` for material application and shared shadow integration.
11
13
 
12
- Public imports:
13
- - `@call-me-sensei/toonlab/rockgen`
14
+ ## Geometry and sourcing
14
15
 
15
- Read first:
16
- - `README.md` feature table for the exported rockgen surface.
16
+ Use the project's accepted sourcing policy. Strict anime sourcing admits
17
+ library/gallery rocks; a newly generated procedural rock needs an explicitly
18
+ permitted workflow. An explicit rock-authoring request is not a request for a
19
+ complete terrain or automatic world builder. Keep the host's layout and game
20
+ logic separate from the asset recipe.
17
21
 
18
- Developer guidance:
19
- - Use fixed seeds when an app needs repeatable generated assets.
20
- - Store app-specific presets or generated outputs in the host app's asset
21
- pipeline, not in ToonLab sample folders.
22
- - Treat Rock Lab as an optional local authoring example, not a runtime
23
- dependency.
24
- - Heightfield erosion is provided by ToonLab's first-party stylized erosion
25
- path; do not advise developers to depend on the old terrain-editor fork or
26
- third-party simulator.
22
+ Use a fixed seed and stable asset ID. Preserve the geometry recipe, transforms,
23
+ units, surface specification, LODs, collision and provenance in the host asset
24
+ pipeline. Use MCP `get_lab_features` for the current portable document contract
25
+ before `create_lab_document`; read the result's `document` field. Save to the
26
+ Library when persistence is requested. Do not import Labs, repository compilers
27
+ or fixture data into the consumer app.
27
28
 
28
- Verify:
29
- - In consumer apps, regenerate with the same preset/seed and compare the asset
30
- shape or exported file the app expects.
29
+ ## Realistic material support
30
+
31
+ The npm generator supports realistic rock surfaces without generative AI
32
+ credits. Use `NATURAL_ROCK_SURFACE_PROFILES` to discover IDs and display labels,
33
+ `createNaturalRockMapData` to produce deterministic channel data, and
34
+ `createNaturalRockSurfaceSpecification` to persist its reproducible recipe.
35
+ Display “Nature Reference Rocks” or the profile label, never internal production
36
+ names. Do not replace a requested realistic finish with a stylized one.
37
+
38
+ `result.maps` contains RGBA byte arrays for `baseColor`, `normalGL`, `roughness`,
39
+ `ao`, `orm`, `smoothness` and `heightMicro`. The host constructs textures and
40
+ assigns the projection: Base Color is sRGB, other maps are linear data. ORM is
41
+ AO/roughness/metallic in R/G/B; metallic is zero. Preserve source UV mapping
42
+ when applying baked maps. A shader profile alone does not load or bind maps.
43
+
44
+ Homogeneous profiles need an explicit profile and seed. Mixed-material profiles
45
+ also require authored semantic masks bound to the current geometry SHA-256.
46
+ Persist the specification's encoded masks and hashes unchanged. Do not fabricate
47
+ regions or discard masks on save, clone or MCP edits. Topology/UV changes need
48
+ new bindings. Use 64–4096 maps for previews; production surface specifications
49
+ require 1024–4096. Budget memory for all channels before choosing resolution.
50
+
51
+ Micro-height describes material detail, not a signed high-to-low geometry bake.
52
+ Geometry edits can invalidate LOD, collision, projection and bake provenance;
53
+ regenerate affected outputs before declaring the variation ready.
54
+
55
+ ## Verify the asset
56
+
57
+ Regenerate with the same recipe and compare shape/map hashes; save and reopen
58
+ when persistence is part of the task. Inspect the requested finish, seams,
59
+ silhouette, near/far transitions and shadows at relevant views. Check physical
60
+ scale and collision by moving against the object. Use targeted runtime tests
61
+ and rendered evidence; metadata alone is insufficient.
@@ -3,6 +3,10 @@ name: scene-style-application
3
3
  description: Inspect, plan, apply, and verify ToonLab style bundles on labeled scenes without copying Lab or showcase code.
4
4
  ---
5
5
 
6
+ References beginning `agents/` resolve from the installed ToonLab package root
7
+ (normally `node_modules/@call-me-sensei/toonlab/`), even when this skill is copied.
8
+
9
+
6
10
  # Scene style application
7
11
 
8
12
  Ask the developer whether application should be **strict** or **advisory** before