@forgeax/engine-sdk 0.5.0-dev.15093.89d287422343 → 0.5.0-dev.15095.c10283ee6c8f
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 +3 -2
- package/package.json +1 -1
- package/sdk/AGENTS.md +4 -4
- package/sdk/README.md +3 -2
- package/sdk/docs/DEVKIT.md +11 -4
- package/sdk/package.json +1 -1
- package/sdk/sdk-manifest.json +158 -143
- package/sdk/skills/forgeax-engine-cli/SKILL.md +4 -3
- package/sdk/skills/forgeax-engine-debug/SKILL.md +15 -0
- package/sdk/skills/forgeax-engine-sdk/SDK-AGENTS.md +4 -4
- package/sdk/skills/forgeax-engine-sdk/SDK-README.md +3 -2
- package/sdk/skills/forgeax-engine-sdk/references/browser-capture-and-local-engine.md +2 -2
- package/sdk/templates/empty/package.json +1 -1
- package/sdk/templates/empty/pnpm-lock.yaml +6 -11
- package/sdk/templates/empty/pnpm-workspace.yaml +0 -2
- package/sdk/templates/game-3d/assets/__tests__/uv-primitives.test.ts +88 -0
- package/sdk/templates/game-3d/assets/uv-primitives.pack.ts +155 -0
- package/sdk/templates/game-3d/docs/feedback.md +9 -0
- package/sdk/templates/game-3d/docs/uv-primitives.md +38 -0
- package/sdk/templates/game-3d/package.json +1 -1
- package/sdk/templates/game-3d/pnpm-lock.yaml +6 -11
- package/sdk/templates/game-3d/pnpm-workspace.yaml +0 -2
- package/sdk/templates/game-3d/scripts/runtime-vase-probe.mjs +9 -3
- package/sdk/toolchain/cli-runtime/package.json +2 -2
- package/sdk/toolchain/cli-runtime/pnpm-lock.yaml +12 -17
- package/sdk/toolchain/cli-runtime/pnpm-workspace.yaml +0 -2
package/README.md
CHANGED
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@@ -92,8 +92,9 @@ Bundle the same Web fonts; do not rely on matching system fonts.
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For cross-machine color regression, use --deterministic and ?forgeaxCapture=1. Games pin random
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seed/logical frame/fonts and set readiness only after Canvas/UI stabilize:
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document.documentElement.dataset.forgeaxCaptureReady = 'true'. App also publishes
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-
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forgeax:frame-submitted
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`canvas.forgeaxFrameProgress.submitted` after actual Renderer submission and dispatches
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`forgeax:frame-submitted` as a future-only notification. The CLI reads the canvas snapshot and
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waits for non-flat output before the game marker.
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wait-ms adds settling after these handshakes; it does not identify a deterministic frame.
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For continuous captures, keep one Vite/Xvfb/Chrome/Page/World session and use named ready markers
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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": "@forgeax/engine-sdk",
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"version": "0.5.0-dev.
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"version": "0.5.0-dev.15095.c10283ee6c8f",
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"license": "Apache-2.0",
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"description": "On-demand ForgeaX SDK carrier for the forgeax CLI.",
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"homepage": "https://forgeax.github.io/download/engine-ai.md",
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package/sdk/AGENTS.md
CHANGED
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@@ -134,10 +134,10 @@ pnpm exec forgeax project capture --headless true --backend software --require-u
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This uses source-development assets and browser compositor screenshots; retain adapter/error sidecar evidence.
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For cross-machine comparison, add --deterministic and pin game state in forgeaxCapture mode.
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App
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App retains submitted and completed facts on `canvas.forgeaxFrameProgress` and dispatches
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the Canvas `forgeax:frame-submitted` event as a future-only notification. Capture reads the
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snapshot and waits for non-flat Canvas pixels, then the game's forgeaxCaptureReady checkpoint.
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Elapsed waiting is
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only extra settling, not a deterministic frame or substitute for pixel evidence.
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Use a Node/Bun SDK command-client scenario for input, assertions, and multiple checkpoints in one session.
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Open browser once, drive native session.page, and call session.capture(name)
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package/sdk/README.md
CHANGED
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@@ -92,8 +92,9 @@ Bundle the same Web fonts; do not rely on matching system fonts.
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92
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For cross-machine color regression, use --deterministic and ?forgeaxCapture=1. Games pin random
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93
93
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seed/logical frame/fonts and set readiness only after Canvas/UI stabilize:
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document.documentElement.dataset.forgeaxCaptureReady = 'true'. App also publishes
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95
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-
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-
forgeax:frame-submitted
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95
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+
`canvas.forgeaxFrameProgress.submitted` after actual Renderer submission and dispatches
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96
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+
`forgeax:frame-submitted` as a future-only notification. The CLI reads the canvas snapshot and
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97
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+
waits for non-flat output before the game marker.
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97
98
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wait-ms adds settling after these handshakes; it does not identify a deterministic frame.
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98
99
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For continuous captures, keep one Vite/Xvfb/Chrome/Page/World session and use named ready markers
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package/sdk/docs/DEVKIT.md
CHANGED
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@@ -1,5 +1,12 @@
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# @forgeax/engine-devkit
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Interactive Material resource presentations expose App's native material-preview
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Fiber through the existing workspace provider and browser command transport.
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`engine.preview.material.get/set/rotate/reset` preserve authenticated caller and
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exact preview ownership; reads do not enter the ordered mutation queue. Source
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generation only composes the owner, never implements geometry or rotation math.
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Transparent thumbnails retain their canonical sphere and existing cache policy.
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## Pack authoring sessions
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`forgeax asset inspect <source.pack.ts> --parameters-only --json` is the quick
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@@ -1095,10 +1102,10 @@ session uses the native window and display density. Projects must ship the same
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Web font files on every machine; a system-font fallback is not a colour or layout parity contract.
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For local/remote pixel or colour comparison, add `--deterministic`. The command navigates with
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`?forgeaxCapture=1`. The Engine App
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`
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`?forgeaxCapture=1`. The Engine App retains the submitted and completed frame facts on
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`canvas.forgeaxFrameProgress` after the Renderer crosses its real queue-submit boundary and
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dispatches `forgeax:frame-submitted` on the canvas as a future-only notification. DevKit reads
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the canvas snapshot and waits for a non-flat canvas crop before consuming the game's
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`document.documentElement.dataset.forgeaxCaptureReady` checkpoint; it never guesses startup time. The
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game remains the time authority: in capture mode it must pin its random seed, viewport-independent
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state, local web fonts, and logical time/frame, render that state, then publish the ready marker. A
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