@chromatic-coherence/generative-engine 1.9.0 → 1.9.1

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  1. package/README.md +13 -0
  2. package/package.json +1 -1
package/README.md CHANGED
@@ -166,6 +166,19 @@ The engine's founding frontiers are landed. What comes next, the scenes will ask
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  organisation. Full terms in [LICENSE](./LICENSE); commercial licensing:
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  [hello@chromaticcoherence.ai](mailto:hello@chromaticcoherence.ai).
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+ ## Versions
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+
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+ - **1.9.1** — docs: this version ledger.
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+ - **1.9.0** — **collision control**: `mesh(geo, { collider: true })` bounding-sphere registration,
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+ `addCollider` / `removeCollider`, `collide` / `collideAll` (push-out normal + depth),
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+ `rayHit` (swept-sphere via `r`); colliders ride their group's `setTransform`. The pure kit
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+ (`sphereHit` · `raySphere` · `boundingSphere`) exported and node-tested.
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+ - **1.8.0** — **poster frames**: `World.poster(t)` renders the window's first frame as a still;
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+ `capturePoster(opts, build, width, height, t?)` renders it off-screen → PNG data URL with the
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+ GL context released.
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+ - **1.7.x** — the third engine: HDR post chain (bloom, SSAO, filmic, FXAA), hardware-PCF shadows,
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+ GPU crowds and flight, real water, skeletal figures, objectives.
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+
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  ---
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  <div align="center">
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@chromatic-coherence/generative-engine",
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- "version": "1.9.0",
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+ "version": "1.9.1",
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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",