@call-me-sensei/toonlab 0.4.22 → 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.
- package/NPM-LIBRARY.md +45 -34
- package/README.md +8 -8
- package/agents/PROMPTS.md +17 -3
- package/agents/README.md +13 -3
- package/agents/claude/CLAUDE.md +3 -0
- package/agents/codex/AGENTS.md +112 -159
- package/agents/cursor/toonlab.mdc +7 -3
- package/agents/examples/game-foundation.mjs +104 -0
- package/agents/references/game-lifecycle.md +57 -0
- package/agents/references/runtime-entry-points.md +26 -0
- package/agents/references/style-bundles.md +4 -1
- package/agents/skills/claude/asset-sourcing/SKILL.md +7 -4
- package/agents/skills/claude/environment/SKILL.md +4 -0
- package/agents/skills/claude/game-dev/SKILL.md +63 -87
- package/agents/skills/claude/lighting/SKILL.md +36 -0
- package/agents/skills/claude/post-processing/SKILL.md +8 -3
- package/agents/skills/claude/rock-ground-shaders/SKILL.md +10 -15
- package/agents/skills/claude/rockgen/SKILL.md +52 -21
- package/agents/skills/claude/scene-style-application/SKILL.md +4 -0
- package/agents/skills/claude/style-presets/SKILL.md +11 -8
- package/agents/skills/claude/toon-shading/SKILL.md +4 -0
- package/agents/skills/claude/vegetation-sky/SKILL.md +13 -7
- package/agents/skills/claude/visual-verification/SKILL.md +45 -119
- package/agents/skills/claude/water/SKILL.md +6 -2
- package/agents/skills/codex/asset-sourcing/SKILL.md +7 -4
- package/agents/skills/codex/environment/SKILL.md +4 -0
- package/agents/skills/codex/game-dev/SKILL.md +63 -87
- package/agents/skills/codex/lighting/SKILL.md +36 -0
- package/agents/skills/codex/post-processing/SKILL.md +8 -3
- package/agents/skills/codex/rock-ground-shaders/SKILL.md +10 -15
- package/agents/skills/codex/rockgen/SKILL.md +52 -21
- package/agents/skills/codex/scene-style-application/SKILL.md +4 -0
- package/agents/skills/codex/style-presets/SKILL.md +11 -8
- package/agents/skills/codex/toon-shading/SKILL.md +4 -0
- package/agents/skills/codex/vegetation-sky/SKILL.md +13 -7
- package/agents/skills/codex/visual-verification/SKILL.md +45 -119
- package/agents/skills/codex/water/SKILL.md +6 -2
- package/database/providers.mjs +1 -0
- package/mcp/lab-management.mjs +11 -8
- package/mcp/public-catalog.mjs +0 -16
- package/mcp/tree-lab-contract.mjs +2381 -0
- package/mcp/vite-plugin.mjs +5 -1
- package/package.json +26 -17
- package/src/cloud/cloudReprojection.js +40 -7
- package/src/cloud/cloudVolume.js +44 -7
- package/src/cloud/noise/baseShapeVolume.js +8 -6
- package/src/cloud/noise/cirrusMap.js +2 -1
- package/src/cloud/noise/curlNoise.js +2 -1
- package/src/cloud/noise/erosionVolume.js +2 -1
- package/src/cloud/noise/textureCache.js +77 -0
- package/src/cloud/noise/weatherMap.js +2 -1
- package/src/core/sha256.js +83 -0
- package/src/ground-shader/groundShaderMaterial.js +12 -3
- package/src/rockgen/index.js +9 -0
- package/src/rockgen/rockDocument.js +326 -40
- package/src/rockgen/surface/c7GeologySurface.js +39 -9
- package/src/rockgen/surface/naturalRockSurface.js +1948 -0
- package/src/shaders-tsl/chunks/projected-water-caustics.js +14 -2
- package/src/shaders-tsl/chunks/water-foam.js +6 -6
- package/src/shaders-tsl/chunks/water-lighting.js +28 -5
- package/src/shaders-tsl/chunks/water-shore-state.js +5 -2
- package/src/shaders-tsl/chunks/water-waves.js +10 -5
- package/src/shaders-tsl/flower.js +7 -4
- package/src/shaders-tsl/grass.js +4 -3
- package/src/shaders-tsl/water-shore-state-simulation.js +3 -2
- package/src/shaders-tsl/water.js +209 -41
- package/src/sky/skySystem.js +30 -7
- package/src/toon/settings/perspectiveRemovalSettings.js +1 -1
- package/src/toon/toonSettings.js +74 -0
- package/src/vegetation/stylizedFlower.js +6 -0
- package/src/version.js +1 -1
- package/src/water/waterDetailSpectrum.js +91 -0
- package/src/water/waterDynamics.js +422 -0
- package/src/water/waterFoamParticles.js +196 -0
- package/src/water/waterFoamTexture.js +57 -0
- package/src/water/waterHydrodynamics.js +209 -0
- package/src/water/waterMaterial.js +1 -0
- package/src/water/waterRenderExtension.js +107 -0
- package/src/water/waterScenePasses.js +14 -6
- package/src/water/waterSettings.js +53 -26
- package/src/water/waterShoreMaterial.js +38 -14
- package/src/water/waterSpectralOcean.js +137 -0
- package/src/water/waterStageSettings.js +19 -1
- package/src/water/waterSurface.js +62 -18
- package/src/water/waterUnderwaterAtmosphere.js +30 -3
- package/types/cloud/noise/baseShapeVolume.d.ts +1 -1
- package/types/cloud/noise/textureCache.d.ts +12 -0
- package/types/core/sha256.d.ts +2 -0
- package/types/index.d.ts +6 -0
- package/types/rockgen/index.d.ts +1 -0
- package/types/rockgen/rockDocument.d.ts +76 -4
- package/types/rockgen/surface/naturalRockSurface.d.ts +100 -0
- package/types/shaders-tsl/chunks/projected-water-caustics.d.ts +7 -1
- package/types/shaders-tsl/chunks/water-lighting.d.ts +4 -3
- package/types/shaders-tsl/water.d.ts +2 -1
- package/types/version.d.ts +1 -1
- package/types/water/waterDetailSpectrum.d.ts +13 -0
- package/types/water/waterDynamics.d.ts +89 -0
- package/types/water/waterFoamParticles.d.ts +32 -0
- package/types/water/waterFoamTexture.d.ts +1 -0
- package/types/water/waterHydrodynamics.d.ts +49 -0
- package/types/water/waterRenderExtension.d.ts +16 -0
- package/types/water/waterScenePasses.d.ts +1 -1
- package/types/water/waterSettings.d.ts +1 -0
- package/types/water/waterSpectralOcean.d.ts +17 -0
- package/types/water/waterStageSettings.d.ts +1 -1
- package/types/water/waterUnderwaterAtmosphere.d.ts +19 -4
package/NPM-LIBRARY.md
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# ToonLab npm library guide
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This guide is included in `@call-me-sensei/toonlab`. It is the package-first
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reference for version 0.4.
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reference for version 0.4.23 and does not require access to the source
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repository.
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## Install
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The npm artifact contains four supported layers:
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1. The JavaScript runtime and TypeScript declarations for the public imports.
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2. Text-only agent guides, prompts, references, and paired Codex/Claude skills
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2. Text-only agent guides, prompts, references, a copyable game example, and paired Codex/Claude skills
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under `agents/`.
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3. The `toonlab` manifest audit CLI and `toonlab-mcp` local stdio MCP server.
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4. The local MCP database/catalog support required for Library and asset
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discovery workflows.
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It does not contain the ToonLab website, Lab application UIs,
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It does not contain the ToonLab website, Lab application UIs, repository demo applications,
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screenshots, models, textures, or other binary media. Optional public fixtures
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are identified by immutable `https://assets.toonlab.io` metadata rather than
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being bundled. Authored tree recipes are assets too: the reviewed public tree
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renderer.setAnimationLoop(() => {
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const delta = clock.getDelta();
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sky?.update(delta);
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look.update(delta, camera);
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// Update host-owned grass/characters here if this scene uses them.
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water?.update(delta, camera);
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if (post) post.render(delta);
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else renderer.render(scene, camera);
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});
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```
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cameras, controls, gameplay, dynamic physics, navigation, persistence, and the
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frame loop. ToonLab does not turn a prompt into a finished world.
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## Realistic rock surface generation
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The public `rockgen` entry includes `createNaturalRockMapData`,
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`createNaturalRockSurfaceSpecification`, `resolveNaturalRockProjection`,
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`NATURAL_ROCK_SURFACE_PROFILES`, and `NATURAL_ROCK_MAP_ROLES`.
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These are the same deterministic realistic material profiles used by the Rock
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Lab. They produce typed RGBA map data; the host creates textures and assigns
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material/projection settings. Saved library rocks retain their surface recipe.
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The published realistic GLB is also available through raw catalog acquisition.
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Composite lithologies require authored semantic regions; micro-height maps are
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surface detail, not displacement that replaces a geometric high-to-low bake.
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## Load Nature Reference Rocks
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identities and the
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Version 0.4.23 understands both the original `rock-0001`–`rock-0480`
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identities and the Nature Reference Rocks catalog. Acquiring an asset
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directly returns its realistic PBR GLB. The one-call placement path additionally
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loads that asset's reviewed geology maps and `call_me_sensei` material settings
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before applying the selected style bundle.
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transport: 'public-rock',
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});
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const assets = createOfficialCatalogAssetRuntime({ provider, renderer });
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const catalog = await provider.listAssets();
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const selectedRock = catalog.assets.find((asset) => asset.label.toLowerCase().includes('sandstone'));
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if (!selectedRock) throw new Error('Select an available sandstone rock from the catalog.');
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const realistic = await assets.acquireAsset(selectedRock.id);
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scene.add(realistic.root);
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// Placement loads the same rock's geology maps and applies Call Me Sensei.
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const stylized = await loadOfficialCatalogAsset({
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assetId:
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assetId: selectedRock.id,
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assetRuntime: assets,
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parent: scene,
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styleBundle: CALL_ME_SENSEI_STYLE_BUNDLE,
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});
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// Rock Lab/editor integrations receive the non-destructive authoring contract.
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const rockPackage = await assets.getRockPackage(selectedRock.id);
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const editorSource = createOfficialCatalogRockEditorDescriptor(
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rockPackage.asset,
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rockPackage,
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Everything in this section is present in the installed npm package.
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###
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```bash
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```
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### Use the installed guide
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in the project's existing instructions, or read it directly. Merge relevant
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guidance; do not replace an existing `AGENTS.md` or `CLAUDE.md`. Claude's optional
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wrapper is `agents/claude/CLAUDE.md`; Cursor's is `agents/cursor/toonlab.mdc`.
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### Cursor
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```
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Copy only the feature skills you need into the client's skill directory, while
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preserving any existing skills with the same names. Shared `agents/...`
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references remain relative to the installed package root. Keep the package
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installed; copying a single skill does not copy its reference library.
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Start with `game-dev` for a new game or existing-scene integration, then add
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`asset-sourcing` for Library/Gallery work and the focused rendering skills as
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needed. `agents/PROMPTS.md` contains the prompt cookbook.
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`agents/examples/game-foundation.mjs` is a copyable, playable blockout example;
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it is application code, not an exported ToonLab game engine.
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## Connect MCP
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"command": "npx",
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"args": [
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```
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This server provides the anime-game profile,
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This server provides the anime-game profile, live-Lab
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contracts, deterministic document creation and mutation, policy validation,
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public Gallery search/retrieval, local Library operations, and optional
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provider-backed generation when the developer supplies server-side provider
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package/README.md
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an asset/preset authoring workspace, or as an asset-discovery service—not as a
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one-shot world generator.
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## Versioned expectation: 0.4.
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## Versioned expectation: 0.4.23
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Sensei bundle application is expected to establish the supported visual
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| Toon character shading | `@call-me-sensei/toonlab/toon` | Modern anime character shader: cel bands with art-directed face lighting, skin-tone shadow management, shadow-color HSV control, scene/self/contact shadows, average-shadow smoothing, rim light (fresnel or screen-space depth), stylized + anisotropic hair highlights, eye catchlights, role-aware specular, source map routing (normal/AO/emissive/MatCap/ramp/detail), inverted-hull outlines, glitter, stickers, perspective removal, shell fur, dither fades — 23 settings groups, all preset-serializable. [Docs](https://github.com/call-me-sensei/toonlab/blob/main/docs/toon-shading.md) |
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| Environment shading | `@call-me-sensei/toonlab/environment` | Modern anime-style scene shader for texture packs, standard glTF, and untextured scenes: material-role classification, wrapped lighting, packed-map hints, window cutouts, sun/lamp rigs, time-of-day, six-direction ambient probe, planar floor reflections, BVH vertex-AO baking, height fog, cloud shadows. [Docs](https://github.com/call-me-sensei/toonlab/blob/main/docs/environment.md) |
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| Water | `@call-me-sensei/toonlab/water` | Focused water treatment for a host-authored water footprint, continuous shore, and closed seabed: Gerstner waves, absorption color, refraction/caustics/foam, ripples, splashes, wakes, kelp, underwater treatment, and CPU buoyancy sampling. It does not design the coast or underwater habitat. [Docs](https://github.com/call-me-sensei/toonlab/blob/main/docs/water.md) |
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| Vegetation | `@call-me-sensei/toonlab/vegetation` | Tree/grass/flower construction and shader runtimes, including the focused procedural broadleaf `BranchTree` with deterministic branching,
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| Vegetation | `@call-me-sensei/toonlab/vegetation` | Tree/grass/flower construction and shader runtimes, including the focused procedural broadleaf `BranchTree` with deterministic branching, eight leaf silhouettes, caller-supplied leaf/bark textures, and a portable recipe. No authored tree asset collection is bundled or exported: reviewed tree recipes remain searchable Gallery assets delivered through MCP with their CC0 metadata. Package-generated trees preserve authored bark first and otherwise select a registered deterministic bark surface instead of a bare trunk. The experimental species roster remains repository-only. [Docs](https://github.com/call-me-sensei/toonlab/blob/main/docs/vegetation-sky.md) |
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| Rock shader | `@call-me-sensei/toonlab/rock-shader` | Detailed, versioned rock-material profiles with projected detail, distance tint, normal fading, striping, moss and optional top layers, plus explicit source-albedo and vertex-color/AO integration. Call Me Sensei is the default. Geometry generation remains separate in `rockgen`. [Docs](https://github.com/call-me-sensei/toonlab/blob/main/docs/rock-shader.md) |
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| Ground shader | `@call-me-sensei/toonlab/ground-shader` | Splat-weighted anime terrain with slope/cliff detail, shoreline and weather response, HDR sun/shade controls, safe shadow defaults, and flat-albedo ground-field output for vegetation adoption. [Docs](https://github.com/call-me-sensei/toonlab/blob/main/docs/ground-shader.md) |
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| Sky | `@call-me-sensei/toonlab/sky` | Reusable atmosphere, palette, sun, moon, stars, and god-ray settings authored by Sky Lab and Sky & Cloud Lab. Your application coordinates final lighting and scene state. [Docs](https://github.com/call-me-sensei/toonlab/blob/main/docs/sky.md) |
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- [Rock shader](https://github.com/call-me-sensei/toonlab/blob/main/docs/rock-shader.md) — the separate generator/material
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architecture, schema-defined public configuration, import policy, and bundle use.
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- [Styles, style bundles, and asset routing](https://github.com/call-me-sensei/toonlab/blob/main/docs/styles-and-bundles.md) —
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rendering domains, required asset labels, fallback policy, bundle ownership,
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OSS application boundaries, and the shader/lab migration contract.
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@@ -655,7 +655,7 @@ stack, with WebGL2 fallback through the same TSL path.
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- [Post-processing](https://github.com/call-me-sensei/toonlab/blob/main/docs/post-processing.md)
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- [Texture Lab and texgen](https://github.com/call-me-sensei/toonlab/blob/main/docs/texture-lab.md)
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- [Characters and animation](https://github.com/call-me-sensei/toonlab/blob/main/docs/characters.md)
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- [Settings reference](https://github.com/call-me-sensei/toonlab/blob/main/docs/settings-reference.md) —
|
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- [Settings reference](https://github.com/call-me-sensei/toonlab/blob/main/docs/settings-reference.md) — selected runtime and repository settings,
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generated from the schemas (`node scripts/generate-settings-reference.mjs`).
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- [Shader constants](https://github.com/call-me-sensei/toonlab/blob/main/docs/shader-constants.md) — the deliberately unexposed
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constants and where they live.
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@@ -667,14 +667,14 @@ Cursor, …). The recommended setup has three parts: give the agent the ToonLab
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skills, connect whichever ToonLab OSS local or ToonLab Pro remote MCP surface
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the developer has, then start from a goal prompt and iterate. The npm package
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ships runtime source and the small text-only `agents/` guidance bundle. It
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-
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-
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+
includes a copyable playable blockout in `agents/examples/game-foundation.mjs`;
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models, textures, Lab apps, repository demos and review media are not bundled.
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### 1. Install the ToonLab skills in your game project
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The skills teach the agent the runtime boundary, asset-discovery order,
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frame-loop contract, and each focused subsystem API. Start with `game-dev` for
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-
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new-game development or integration, and `asset-sourcing` for Gallery/MCP work.
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Experimental whole-world, natural-cliff, Weather/Climate, camera, game-feel,
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and gameplay-VFX skills are intentionally not included in the npm artifact.
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@@ -714,7 +714,7 @@ the public tree collection—those recipes are not npm built-ins:
|
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"mcpServers": {
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"toonlab-local": {
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"command": "npx",
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"args": ["-y", "
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"args": ["-y", "--package=@call-me-sensei/toonlab@latest", "toonlab-mcp", "--workspace", "/absolute/path/to/your-game/.toonlab"],
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"env": { "TOONLAB_LEGACY_WORKSPACE": "1" }
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}
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package/agents/PROMPTS.md
CHANGED
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@@ -1,7 +1,21 @@
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1
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# ToonLab agent prompts
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These prompts are included with the npm package. They use only the supported
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0.4.
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0.4.23 runtime, agent skills, and MCP workflows.
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## New playable game
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```text
|
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|
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Use the installed ToonLab game-dev skill to build the game described in my
|
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|
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request. Implement the host gameplay, input, camera, UI and level structure;
|
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|
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use ToonLab's public APIs for the supported visual and runtime systems. Start
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with a playable slice that has movement, collision, one objective and restart,
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then replace placeholders and apply the selected style. Use the installed
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version's export map, preserve asset/material identities, assign one update
|
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+
owner per system, and verify actual keyboard/pointer input, resize and teardown.
|
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Do not invent package APIs or describe the result as polished before inspecting
|
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+
it at the gameplay camera. Report remaining limitations concretely.
|
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|
+
```
|
|
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## Existing-scene integration
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@@ -71,8 +85,8 @@ species engine.
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```text
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Using the ToonLab rockgen and rock-ground-shaders skills, create or edit the
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requested rock asset with @call-me-sensei/toonlab/rockgen and style it with
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@call-me-sensei/toonlab/rock-shader.
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collision, and
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@call-me-sensei/toonlab/rock-shader. Preserve geometry identity, seed, surface recipe, authored masks, LOD,
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+
collision, and bake provenance; keep reusable appearance in
|
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|
the rock shader profile. Validate the portable documents and verify the result
|
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91
|
from multiple useful views. Do not deep-import repository compilers or test
|
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fixtures.
|
package/agents/README.md
CHANGED
|
@@ -4,7 +4,8 @@ These are downloadable AI coding agent resources for developers using ToonLab
|
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runtime features in their own apps. They are not maintenance instructions for
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this repository.
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-
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For a new game, implement a playable host-game slice and then apply ToonLab.
|
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For an existing scene, preserve its authorized layout and systems: apply the
|
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9
|
focused character, manufactured, ground, rock, vegetation, water, sky, cloud,
|
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lighting, and post runtimes; find assets through Gallery or MCP; and author
|
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bounded portable outputs. The package does not promise reliable one-shot scene
|
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@@ -22,12 +23,14 @@ Layout:
|
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runtime-boundary, sourcing-policy, and custom-gap contracts used by every
|
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agent integration.
|
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|
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Recommended feature skills (start with `game-dev` for existing-scene
|
|
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|
+
Recommended feature skills (start with `game-dev` for new-game development or existing-scene
|
|
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|
integration and `asset-sourcing` for Gallery/MCP work):
|
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- `asset-sourcing`
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- `environment`
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- `game-dev`
|
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- `lighting`
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+
- `scene-style-application`
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- `post-processing`
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- `rock-ground-shaders`
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- `rockgen`
|
|
@@ -42,7 +45,7 @@ artifact. This includes whole-world construction, natural cliff formation,
|
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42
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Weather/Climate composition, camera behavior, game feel, and gameplay VFX.
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46
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These text-only resources ship with the npm package beside the runtime source.
|
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-
The package does not include ToonLab lab applications,
|
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+
The package does not include ToonLab lab applications, repository demo applications, review
|
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fixtures, models, textures, or other redistributed visual/media assets.
|
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|
First-party grass geometry and materials are generated by runtime code; the
|
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48
51
|
optional CC0 mannequin resolves from immutable public R2 rather than npm.
|
|
@@ -52,3 +55,10 @@ root needs a stable target ID/domain, and every material slot needs a stable
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material ID plus semantic role in the versioned ToonLab material contract.
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Root-only labels do not make multi-material assets bundle-ready. Strict mode
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blocks incomplete assets; advisory mode must report them as incomplete.
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+
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References beginning `agents/` resolve under the installed package root. Do not
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copy the shared guide over an existing game instruction file: add a reference
|
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to it, or merge only relevant guidance. Individual skills copied to an agent's
|
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+
skill directory still read shared references from the installed package.
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|
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See `references/game-lifecycle.md` for update ownership and
|
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|
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`examples/game-foundation.mjs` for a copyable, verified playable blockout.
|
package/agents/claude/CLAUDE.md
CHANGED
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@@ -2,6 +2,9 @@
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## Claude Code
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4
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- Resolve `agents/` references from the installed package root.
|
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+
- Use the `game-dev` skill for new games and integration; host-owned input,
|
|
7
|
+
gameplay and layout are part of requested game development.
|
|
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8
|
- Use `agents/skills/claude/` as the user-facing usage guides for ToonLab
|
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|
runtime features.
|
|
7
10
|
- Keep this file short; shared guidance belongs in `agents/codex/AGENTS.md`.
|
package/agents/codex/AGENTS.md
CHANGED
|
@@ -1,161 +1,114 @@
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1
1
|
# ToonLab Agent Guide
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|
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and `fetchStyleBundle` are optional. Scene discovery remains explicit;
|
|
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|
-
manufactured assets have a conservative proposal/review/apply labeling path,
|
|
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|
-
and strict bundle application reconciles declared roles against live slots
|
|
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|
-
before the first mutation.
|
|
119
|
-
- New bundles use `treeShader`, `grassShader`, `flowerShader`, and
|
|
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|
-
`groundShader`. V1 `vegetationShader`, `tree`, `grass`, and `flowers`
|
|
121
|
-
selections are migration inputs only and never serialize into v2. Do not
|
|
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|
-
serialize asset recipes, tree geometry, scatter, or live wind/weather
|
|
123
|
-
into shader slots.
|
|
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|
-
- Treat `call_me_sensei` as the first-party reference bundle. Optimize the
|
|
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|
-
canonical domain implementations for the best coordinated result and apply
|
|
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|
-
the completion gate in `agents/references/style-bundles.md`. Assigning the same
|
|
127
|
-
style id to every slot is not completion, and compatibility flattening for
|
|
128
|
-
incomplete assets must not define the signature look.
|
|
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|
-
- For sourcing or generation, read
|
|
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|
-
`agents/references/mcp-asset-discovery.md` and
|
|
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|
-
`agents/references/asset-sourcing-policy.md`. Reuse an
|
|
132
|
-
accepted asset first. If a procedural family has an approved stylized base
|
|
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|
-
set and passed the reliability gate, generate directly and skip gallery
|
|
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|
-
search. Otherwise use curated CC0, then properly attributed CC-BY; reserve
|
|
135
|
-
image-to-3D for a named remaining gap. Preserve base-set version, recipe,
|
|
136
|
-
seed, domain/material labels, license provenance, and the Call Me Sensei
|
|
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|
-
verification result. Pro may author/review base sets; OSS consumes portable
|
|
138
|
-
artifacts without a database.
|
|
139
|
-
- For Sky/Cloud and Water work, `.settings` is the portable authored baseline and
|
|
140
|
-
`.renderedSettings` is the current composition. Give Lighting, Weather, and
|
|
141
|
-
other transient owners unique `setSceneOverrideLayer` ids and clear only the
|
|
142
|
-
same id; never export composed scene state.
|
|
143
|
-
- In a composed-world test, use the public Lighting bundle slot and scene style
|
|
144
|
-
runtime for the coordinated sun, sky probe, and shared shadow contract. Keep
|
|
145
|
-
host-owned Weather and any custom local-light adapters coordinated with Sky,
|
|
146
|
-
Water, and vegetation scene inputs.
|
|
147
|
-
- Sky documents contain exactly 46 portable art fields. Radius and compile-time
|
|
148
|
-
quality are not portable: named tiers use 2/3/4 cloud octaves, custom quality
|
|
149
|
-
accepts `{ cloudOctaves: 1..5 }`, and `sky.setQuality()` rebuilds the material.
|
|
150
|
-
Water quality is chosen when constructing/replacing `WaterSurface`, not via
|
|
151
|
-
`applySettings()`.
|
|
152
|
-
- Do not depend on ToonLab sample assets, generated manifests, or lab-only
|
|
153
|
-
model/environment discovery.
|
|
154
|
-
- Keep these downloadable resources focused on runtime usage.
|
|
155
|
-
|
|
156
|
-
## Developer Verification
|
|
157
|
-
|
|
158
|
-
- For consumer apps, run that app's normal typecheck, test, build, and visual
|
|
159
|
-
smoke checks.
|
|
160
|
-
- For generated rock assets, use a fixed seed and compare the output your app
|
|
161
|
-
expects.
|
|
3
|
+
Use ToonLab's public runtime to develop the game the user requested. Build the
|
|
4
|
+
host game systems when needed; “host-owned” means your application implements
|
|
5
|
+
that part, not that the task must be refused or called an experiment. Preserve
|
|
6
|
+
existing gameplay and layout unless the request authorizes changing them.
|
|
7
|
+
|
|
8
|
+
## Find the installed contract
|
|
9
|
+
|
|
10
|
+
Resolve `@call-me-sensei/toonlab` in this project and read its `package.json`
|
|
11
|
+
version and export map. In this guide and the feature skills, `agents/...` and
|
|
12
|
+
`NPM-LIBRARY.md` are relative to that package root, normally
|
|
13
|
+
`node_modules/@call-me-sensei/toonlab/`, not the game repository root. In a
|
|
14
|
+
workspace with hoisted dependencies, resolve the installed location first.
|
|
15
|
+
|
|
16
|
+
Start with `NPM-LIBRARY.md`, `agents/references/runtime-entry-points.md`, and the
|
|
17
|
+
`game-dev` skill. Read other skills only for the systems the task uses. The
|
|
18
|
+
installed package has the supported guides and references; a source checkout,
|
|
19
|
+
Lab UI, Pro account, and generative AI are not prerequisites for building a game.
|
|
20
|
+
Do not overwrite the game's existing agent instructions when installing this guide.
|
|
21
|
+
|
|
22
|
+
## Divide responsibilities correctly
|
|
23
|
+
|
|
24
|
+
| Application work | ToonLab support |
|
|
25
|
+
| --- | --- |
|
|
26
|
+
| Game rules, input, camera, UI, objectives, spawning, scene layout, navigation, dynamic physics, networking, persistence | Host code composed with the runtime; do not invent ToonLab APIs for these |
|
|
27
|
+
| Renderer construction, resize, frame loop, shutdown | `renderer` helpers and scene-style configuration; use Three's `WebGPURenderer` for TSL, including its WebGL2 fallback |
|
|
28
|
+
| Character loading, rig/clips, conversion, animation update/disposal | `createCharacterRuntime()`; `createWalkableCharacterRuntime()` connects locomotion and grounding to host movement/physics |
|
|
29
|
+
| Terrain-bound placement, grass, shore and water-bed coordination | `createSceneSurfaceRuntime()` when the host supplies a heightfield |
|
|
30
|
+
| Labeled static blockers | `createSceneStyleRuntime().collision`; use explicit collision metadata or the Rapier adapter where needed |
|
|
31
|
+
| Coordinated lighting, sky inputs, ground field and shared shadows | `createSceneStyleRuntime()` and the public `lighting` domain |
|
|
32
|
+
| Materials, vegetation, water, sky/cloud, post and procedural assets | Focused exports listed in `agents/references/runtime-entry-points.md` |
|
|
33
|
+
|
|
34
|
+
A hand-built level is valid application work. Reliable automatic world layout,
|
|
35
|
+
terrain/geology synthesis, navigation, camera controllers, gameplay VFX and the
|
|
36
|
+
experimental species engine are not promises of the npm package. Do not import
|
|
37
|
+
repository-only implementations or turn a Lab route into a runtime dependency.
|
|
38
|
+
|
|
39
|
+
## Build in useful increments
|
|
40
|
+
|
|
41
|
+
For a new game, make a playable vertical slice first: controls, movement,
|
|
42
|
+
collision, camera, one objective, and restart. Then apply the selected art
|
|
43
|
+
direction and add assets. For an existing game, integrate the requested domains
|
|
44
|
+
without replacing its renderer or update loop unnecessarily. The `game-dev`
|
|
45
|
+
skill gives the integration order and the frame ownership contract.
|
|
46
|
+
|
|
47
|
+
Use focused package imports. Choose the selected bundle's treatment explicitly;
|
|
48
|
+
Call Me Sensei is the first-party default when the user has not chosen another.
|
|
49
|
+
Its bundle ID is `call-me-sensei`; many domain preset/style selectors instead
|
|
50
|
+
use `call_me_sensei`. Use the documented selector for each API.
|
|
51
|
+
|
|
52
|
+
Use `style-presets` before style-aware construction.
|
|
53
|
+
For anime treatment, read `agents/references/anime-art-direction.md` and
|
|
54
|
+
`agents/references/style-bundles.md`. Preserve source PBR maps and material
|
|
55
|
+
identity. Realistic rock maps are valid asset inputs and may also be the user's
|
|
56
|
+
requested output; do not confuse them with an accidentally unstyled anime scene.
|
|
57
|
+
|
|
58
|
+
Label style targets by domain and give every material slot a stable material
|
|
59
|
+
ID and semantic role. A root-only label is incomplete for a multi-material
|
|
60
|
+
asset. Strict mode blocks incomplete coverage. Use the manufactured-material proposal/review/apply
|
|
61
|
+
helpers for imported props. Report automatic and assisted results separately.
|
|
62
|
+
Do not infer a physical material solely from its color or filename. Split mixed
|
|
63
|
+
atlases or supply the required mask. Strict style application must reject
|
|
64
|
+
incomplete coverage before mutation; advisory results must disclose gaps.
|
|
65
|
+
|
|
66
|
+
Apply scene-wide styles through `styleRuntime.apply(...)`. It manages the
|
|
67
|
+
lighting, renderer, shadow, and collision integrations as well as material
|
|
68
|
+
transactions. Use the lower-level `applyStyleBundle()` only when the app owns
|
|
69
|
+
those integrations deliberately. A `createStyleTarget()` descriptor alone is
|
|
70
|
+
not durable labeling: use `labelStyleTarget()` for scene-label discovery.
|
|
71
|
+
|
|
72
|
+
## Assets and MCP
|
|
73
|
+
|
|
74
|
+
Use `asset-sourcing` when discovering/importing assets or requesting generation.
|
|
75
|
+
Inspect the connected server's tool schemas: local and Pro tools with the same
|
|
76
|
+
name can mean different things. Follow the project's actual policy; the strict
|
|
77
|
+
acceptance fixture is not a universal rule for every game.
|
|
78
|
+
|
|
79
|
+
Reuse project/Library assets, shortlist Gallery results from metadata, then
|
|
80
|
+
retrieve selected artifacts. Preserve IDs, license, provenance, dimensions,
|
|
81
|
+
recipe and seed. First-party rock dimensions and taxonomy support shortlisting
|
|
82
|
+
without rendering GLBs just to measure them. Use returned IDs and public labels;
|
|
83
|
+
internal production identifiers are not product names.
|
|
84
|
+
|
|
85
|
+
MCP also creates and mutates portable Lab documents. Call `list_live_labs`,
|
|
86
|
+
`get_lab_features`, then `create_lab_document`; its result wraps the portable
|
|
87
|
+
JSON in `document`. Save through the relevant Library tool when persistence is
|
|
88
|
+
part of the task. A valid document does not guarantee its preview or generated
|
|
89
|
+
asset has passed visual review.
|
|
90
|
+
|
|
91
|
+
Local `generate_asset` is procedural; local provider work uses
|
|
92
|
+
`generate_ai_asset` and the user's keys. Pro `generate_asset` spends separately
|
|
93
|
+
purchased credits. A free Pro month grants MCP access without AI credits.
|
|
94
|
+
Generation capability is not permission to spend; follow existing authorization
|
|
95
|
+
and the server's sourcing-policy requirements. Keep provider keys out of source
|
|
96
|
+
and portable documents.
|
|
97
|
+
|
|
98
|
+
## Verify and hand off
|
|
99
|
+
|
|
100
|
+
Test through the app's real input and render path. Run its applicable checks,
|
|
101
|
+
wait for asset/render readiness, inspect the console, and capture the requested
|
|
102
|
+
views. Test restart/teardown and verify that listeners, resources, and animation
|
|
103
|
+
loops are not duplicated. Each system has one update owner and each frame has
|
|
104
|
+
one final render owner. Read `visual-verification` for a visual review.
|
|
105
|
+
|
|
106
|
+
For a heightfield scene, run the shared surface audit after the required passes
|
|
107
|
+
have rendered. Run `styleRuntime.collision.assertReady()` before relying on its
|
|
108
|
+
blockers. Test actual movement around representative obstacles. Include LOD,
|
|
109
|
+
shadow and shoreline views only when those systems are used.
|
|
110
|
+
|
|
111
|
+
Record missing package capabilities and material-policy exceptions when they
|
|
112
|
+
matter to the requested result. Ordinary host gameplay code is not a ToonLab
|
|
113
|
+
failure. Report what works, what was tested, and any remaining limitation;
|
|
114
|
+
never describe a build alone as a finished or visually approved game.
|