@chromatic-coherence/generative-engine 1.7.0 → 1.7.1

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Files changed (2) hide show
  1. package/README.md +5 -0
  2. package/package.json +2 -2
package/README.md CHANGED
@@ -44,6 +44,11 @@ w.start();
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  | **Group transforms** | `w.setTransform(group, { translate, rotateY, scale })` — geometry moves rigidly in the vertex stage, zero CPU re-tessellation, shadow pass included. |
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  | **Morph targets** | `w.meshMorph(geoA, geoB, opts)` + `w.morph(group, t)` — blend between two vertex sets in the shader (breathing, becoming). Eased like `fade`. |
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  | **8 point lights** | Up from 4; `lights[0]` casts the shadows. HDR intensities welcome — bloom catches what exceeds 1.0. |
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+ | **GPU crowds** | `meshInstanced` — a forest in one draw call; `sway` gives every instance its own wind, `flight: true` makes the batch a ten-thousand-bird murmuration — all evaluated in the vertex stage, zero CPU per frame. |
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+ | **Real water** | `w.water` — the scene renders a second time through the reflected camera (flocks included) under a wave-displaced fresnel surface. Carve a basin, get a lake. |
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+ | **Skeletal figures** | `humanoid()` / `quadruped()` / your own rig + `w.figure()` — bones grown from code, bent in the vertex stage, with `walkPose` / `trotPose` procedural cycles. |
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+ | **Objectives** | `attachObjectives(w)` — give a scene a goal and it drives itself there; a live movement meter tells you what is moving and when it has settled. |
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+ | **Cinema + flight** | Depth of field, camera motion blur, filmic grade — and `controls: "fly"`: drag to look, scroll to fly. |
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  | **The carried light model** | Everything the chart edition learned rides along: GGX + Fresnel specular, procedural micro-relief, the perfusion term (`blood`, `bloodPulse`), pore noise, subsurface rim, coloured hemispheric ambient, fog — now resolving toward a real background colour the engine owns. |
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  **The ink edition** (`theme: "light"`) still renders any recipe on paper instead of night —
package/package.json CHANGED
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  {
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  "name": "@chromatic-coherence/generative-engine",
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- "version": "1.7.0",
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- "description": "THE THIRD ENGINE — a zero-dependency WebGL2 graphics engine grown from generative-charts-3d: HDR + bloom + SSAO post chain, hardware-PCF shadow maps, a geometry stdlib, ribbon strokes, group transforms and morph targets. The charts API rides on top unchanged.",
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+ "version": "1.7.1",
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+ "description": "A zero-dependency WebGL2 graphics engine where everything is grown from code — no models, no textures, no asset pipeline. Real light and shadow with a cinematic HDR finish (bloom, SSAO, filmic grade, depth of field, motion blur), a geometry stdlib, GPU crowds (instanced wind, ten-thousand-bird flocks), real water with planar reflections, skeletal figures with procedural walk cycles, free-flight controls, and scenes that drive themselves toward objectives. The Generative Charts API rides on top unchanged.",
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  "type": "module",
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  "main": "./dist/index.js",
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  "module": "./dist/index.js",