@forgeax/engine-devkit 0.1.3 → 0.1.4

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package/README.md CHANGED
@@ -46,6 +46,13 @@ the project root, public URL base, and dedicated output directory; DevKit owns
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  the generated host, asset cooking, shader compilation, Pack index, and
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  `forgeax-dist.json` closure.
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+ > [!IMPORTANT]
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+ > DevKit also closes the Engine builtin-mesh dependency boundary. During a
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+ > standalone build it adds a generated Pack descriptor only for builtin mesh
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+ > GUIDs absent from the project; the Geometry decoder turns those descriptors
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+ > into validated primitive meshes. Project-authored descriptors remain the
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+ > single declaration, so the generated Pack never creates a GUID collision.
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+
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  ```bash
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  forgeax build ./games/my-game \
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  --base /games/my-game/ \
@@ -140,6 +147,10 @@ RhiNull readiness are not visual proof.
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  Game projects keep authority in `forge.json`, package manifests,
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  `package.json#forgeax.assets`, source Meta/Pack files, and imported game code.
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  DevKit derives Vite and producer assembly from those facts.
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+ The [asset authority audit schema](../../asset-authority.schema.json) records
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+ the subject, execution, lifecycle, and runtime boundary for each producer; use
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+ the producer's inspect/rebuild or cold-cook evidence when a derived Catalog is
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+ stale instead of treating the runtime projection as author authority.
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  `forge.json#entry` is the required game bootstrap authority. When that module
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  is not also named by `forge.json.plugins[]`, DevKit adapts its named