@dice-o-rolla/dice-assets 0.3.0 → 0.4.0
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/README.md +5 -4
- package/package.json +2 -2
package/README.md
CHANGED
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@@ -37,10 +37,11 @@ Rapier reports contact force on every simulation step while two colliders remain
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`ImpactSoundGate` combines that stream with collision start/end events so each physical contact
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produces one sound instead of an overlapping retrigger on every fixed step.
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For Three.js, pass a `materialProvider` factory to `ThreeDiceRenderer`; the
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active `WebGLRenderer` and can construct `ThreeAssetMaterialProvider`. Call
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dice using that skin can spawn. It loads KTX2 through Three's `KTX2Loader`,
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packed ORM map for AO/roughness/metalness, and composites the face
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For Three.js, pass a `materialProvider` factory to `ThreeDiceRenderer` or `TopDownDiceRenderer`; the
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factory receives its active `WebGLRenderer` and can construct `ThreeAssetMaterialProvider`. Call
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`prepareSkin()` before dice using that skin can spawn. It loads KTX2 through Three's `KTX2Loader`,
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shares texture instances, uses the packed ORM map for AO/roughness/metalness, and composites the face
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atlas in the material shader.
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## Asset pipeline
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package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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{
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"name": "@dice-o-rolla/dice-assets",
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"version": "0.
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"version": "0.4.0",
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"description": "Optional Web Audio and KTX2/PBR asset system for Dice O Rolla.",
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"keywords": [
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"assets",
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@@ -43,7 +43,7 @@
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"registry": "https://registry.npmjs.org/"
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},
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"dependencies": {
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"@dice-o-rolla/dice-renderer-three": "0.
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"@dice-o-rolla/dice-renderer-three": "0.4.0",
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"@types/three": "^0.185.0",
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"three": "^0.185.0"
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},
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