@funpixel/tools 0.0.0-stage → 0.1.1

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.
Files changed (2414) hide show
  1. package/LICENSE +115 -0
  2. package/NOTICE +28 -0
  3. package/README.md +110 -2
  4. package/bench/LICENSE +674 -0
  5. package/bench/README.md +10 -0
  6. package/bench/entrypoint.py +94 -0
  7. package/bench/handlers/__init__.py +53 -0
  8. package/bench/handlers/apply_skin.py +192 -0
  9. package/bench/handlers/apply_texture.py +195 -0
  10. package/bench/handlers/audit_clips.py +351 -0
  11. package/bench/handlers/author_clips.py +297 -0
  12. package/bench/handlers/author_motion.py +298 -0
  13. package/bench/handlers/bake_emissive.py +136 -0
  14. package/bench/handlers/build_level.py +395 -0
  15. package/bench/handlers/decimate.py +220 -0
  16. package/bench/handlers/fit_rig.py +273 -0
  17. package/bench/handlers/fracture.py +233 -0
  18. package/bench/handlers/humanoid.py +119 -0
  19. package/bench/handlers/inspect.py +212 -0
  20. package/bench/handlers/level_check.py +68 -0
  21. package/bench/handlers/level_geo.py +150 -0
  22. package/bench/handlers/level_proof.py +117 -0
  23. package/bench/handlers/level_props.py +135 -0
  24. package/bench/handlers/lod.py +83 -0
  25. package/bench/handlers/merge_clips.py +122 -0
  26. package/bench/handlers/mirror_limb.py +336 -0
  27. package/bench/handlers/motion_specs.json +11 -0
  28. package/bench/handlers/normalize_materials.py +182 -0
  29. package/bench/handlers/normalize_transform.py +174 -0
  30. package/bench/handlers/prune_clips.py +141 -0
  31. package/bench/handlers/raster.py +98 -0
  32. package/bench/handlers/render.py +239 -0
  33. package/bench/handlers/render_views.py +101 -0
  34. package/bench/handlers/retarget_clips.py +185 -0
  35. package/bench/handlers/scene.py +311 -0
  36. package/bench/handlers/sheet.py +118 -0
  37. package/bench/handlers/texels.py +176 -0
  38. package/bench/handlers/views.py +232 -0
  39. package/dist/api/generated/openapi.js +1 -0
  40. package/dist/api/http.js +71 -0
  41. package/dist/api/jobs.js +94 -0
  42. package/dist/assets/bakeoff.js +61 -0
  43. package/dist/assets/counts.js +60 -0
  44. package/dist/assets/gen.js +230 -0
  45. package/dist/assets/lock.js +77 -0
  46. package/dist/assets/manifest.js +236 -0
  47. package/dist/assets/palette-fit.js +99 -0
  48. package/dist/assets/pixelart.js +192 -0
  49. package/dist/assets/pixels.js +131 -0
  50. package/dist/assets/plan.js +169 -0
  51. package/dist/assets/process.js +209 -0
  52. package/dist/assets/script.js +194 -0
  53. package/dist/assets/steps.js +294 -0
  54. package/dist/bin.js +8 -0
  55. package/dist/board/board.js +99 -0
  56. package/dist/cast/library.js +102 -0
  57. package/dist/cast/measure.js +222 -0
  58. package/dist/cli.js +2917 -0
  59. package/dist/clip/clip.js +83 -0
  60. package/dist/commands/account.js +158 -0
  61. package/dist/commands/assets-pixels.js +106 -0
  62. package/dist/commands/assets.js +473 -0
  63. package/dist/commands/beats.js +77 -0
  64. package/dist/commands/board.js +162 -0
  65. package/dist/commands/boxes.js +89 -0
  66. package/dist/commands/capture-all.js +92 -0
  67. package/dist/commands/cast.js +84 -0
  68. package/dist/commands/character.js +58 -0
  69. package/dist/commands/check.js +404 -0
  70. package/dist/commands/clip.js +112 -0
  71. package/dist/commands/compare-takes.js +204 -0
  72. package/dist/commands/compare-target.js +149 -0
  73. package/dist/commands/compare.js +117 -0
  74. package/dist/commands/compose-variations.js +202 -0
  75. package/dist/commands/compose.js +163 -0
  76. package/dist/commands/cut.js +13 -0
  77. package/dist/commands/decide.js +90 -0
  78. package/dist/commands/depth.js +171 -0
  79. package/dist/commands/dev.js +138 -0
  80. package/dist/commands/directions.js +106 -0
  81. package/dist/commands/doctor.js +281 -0
  82. package/dist/commands/export.js +88 -0
  83. package/dist/commands/feedback.js +496 -0
  84. package/dist/commands/feel.js +144 -0
  85. package/dist/commands/fidelity.js +95 -0
  86. package/dist/commands/find.js +116 -0
  87. package/dist/commands/firstlook.js +138 -0
  88. package/dist/commands/flow.js +600 -0
  89. package/dist/commands/framing.js +53 -0
  90. package/dist/commands/gdd.js +227 -0
  91. package/dist/commands/gen.js +512 -0
  92. package/dist/commands/greenlight.js +148 -0
  93. package/dist/commands/hook.js +171 -0
  94. package/dist/commands/init.js +234 -0
  95. package/dist/commands/inspect.js +161 -0
  96. package/dist/commands/job.js +41 -0
  97. package/dist/commands/jobs.js +87 -0
  98. package/dist/commands/journal.js +58 -0
  99. package/dist/commands/journey.js +228 -0
  100. package/dist/commands/judge.js +191 -0
  101. package/dist/commands/lanes.js +571 -0
  102. package/dist/commands/lessons.js +74 -0
  103. package/dist/commands/life.js +134 -0
  104. package/dist/commands/login.js +134 -0
  105. package/dist/commands/look-3d.js +105 -0
  106. package/dist/commands/look-fit.js +116 -0
  107. package/dist/commands/look-hud.js +180 -0
  108. package/dist/commands/look-read.js +162 -0
  109. package/dist/commands/look-sheet.js +152 -0
  110. package/dist/commands/look-theme.js +136 -0
  111. package/dist/commands/look.js +373 -0
  112. package/dist/commands/loop.js +112 -0
  113. package/dist/commands/loudness.js +69 -0
  114. package/dist/commands/mobile-qa.js +119 -0
  115. package/dist/commands/model.js +256 -0
  116. package/dist/commands/models.js +93 -0
  117. package/dist/commands/motion.js +305 -0
  118. package/dist/commands/next.js +72 -0
  119. package/dist/commands/note.js +294 -0
  120. package/dist/commands/optimize.js +212 -0
  121. package/dist/commands/owner.js +109 -0
  122. package/dist/commands/pack.js +66 -0
  123. package/dist/commands/parts.js +635 -0
  124. package/dist/commands/phone.js +398 -0
  125. package/dist/commands/pick.js +146 -0
  126. package/dist/commands/pitch.js +205 -0
  127. package/dist/commands/places.js +89 -0
  128. package/dist/commands/play.js +368 -0
  129. package/dist/commands/playable.js +51 -0
  130. package/dist/commands/playtest.js +262 -0
  131. package/dist/commands/profile.js +292 -0
  132. package/dist/commands/progress.js +537 -0
  133. package/dist/commands/publish.js +165 -0
  134. package/dist/commands/reach.js +72 -0
  135. package/dist/commands/reel.js +177 -0
  136. package/dist/commands/review.js +112 -0
  137. package/dist/commands/rooms.js +180 -0
  138. package/dist/commands/schema.js +29 -0
  139. package/dist/commands/score.js +326 -0
  140. package/dist/commands/serve.js +67 -0
  141. package/dist/commands/setup.js +254 -0
  142. package/dist/commands/sim.js +179 -0
  143. package/dist/commands/simulator.js +154 -0
  144. package/dist/commands/smoke-build.js +305 -0
  145. package/dist/commands/smoke.js +37 -0
  146. package/dist/commands/spec.js +114 -0
  147. package/dist/commands/store.js +154 -0
  148. package/dist/commands/test.js +104 -0
  149. package/dist/commands/trailer.js +255 -0
  150. package/dist/commands/unity-editor.js +322 -0
  151. package/dist/commands/unity-player.js +672 -0
  152. package/dist/commands/unity.js +198 -0
  153. package/dist/commands/upgrade.js +186 -0
  154. package/dist/commands/variety.js +108 -0
  155. package/dist/commands/verify.js +293 -0
  156. package/dist/commands/walk.js +449 -0
  157. package/dist/commands/widen.js +133 -0
  158. package/dist/commands/world.js +175 -0
  159. package/dist/commands/wow.js +143 -0
  160. package/dist/commands/zero.js +71 -0
  161. package/dist/compose/adsheet.js +61 -0
  162. package/dist/compose/contract.js +248 -0
  163. package/dist/compose/facts.js +81 -0
  164. package/dist/compose/hyperframes.js +102 -0
  165. package/dist/compose/page.js +216 -0
  166. package/dist/compose/probe.js +160 -0
  167. package/dist/compose/run.js +170 -0
  168. package/dist/compose/sheet.js +92 -0
  169. package/dist/compose/starters.js +247 -0
  170. package/dist/compose/variations.js +203 -0
  171. package/dist/criteria.js +35 -0
  172. package/dist/depth/experience.js +61 -0
  173. package/dist/depth/fill.js +102 -0
  174. package/dist/depth/inventory.js +161 -0
  175. package/dist/depth/pacing.js +173 -0
  176. package/dist/depth/story.js +97 -0
  177. package/dist/dev/devtools.js +119 -0
  178. package/dist/dev/hold.js +46 -0
  179. package/dist/dev/lan.js +15 -0
  180. package/dist/dev/open.js +30 -0
  181. package/dist/dev/qr.js +124 -0
  182. package/dist/devtools/LICENSES/pixi.js.LICENSE +21 -0
  183. package/dist/devtools/LICENSES/preact.LICENSE +21 -0
  184. package/dist/devtools/LICENSES/source-map-js.LICENSE +28 -0
  185. package/dist/devtools/LICENSES/three.LICENSE +21 -0
  186. package/dist/devtools/inspector/funpixel-inspector.pixi.min.js +1 -0
  187. package/dist/devtools/inspector/funpixel-inspector.threejs.min.js +1 -0
  188. package/dist/devtools/inspector/hooked-engines/pixi.min.js +8 -0
  189. package/dist/devtools/inspector/hooked-engines/preact.min.js +1 -0
  190. package/dist/devtools/inspector/hooked-engines/threejs.min.js +12 -0
  191. package/dist/devtools/kapture/funpixel-kapture.min.js +1 -0
  192. package/dist/devtools/profiler/funpixel-profiler.pixi.min.js +1 -0
  193. package/dist/devtools/profiler/funpixel-profiler.threejs.min.js +1 -0
  194. package/dist/direct/moves.js +234 -0
  195. package/dist/direct/read.js +59 -0
  196. package/dist/direct/round.js +80 -0
  197. package/dist/doctor/host.js +245 -0
  198. package/dist/doctor/unity-checks.js +380 -0
  199. package/dist/doctor/unity-history.js +589 -0
  200. package/dist/doctor/unity-host.js +160 -0
  201. package/dist/doctor/unity-import-rules.js +874 -0
  202. package/dist/doctor/unity-meta.js +225 -0
  203. package/dist/doctor/unity-project.js +297 -0
  204. package/dist/doctor/unity.js +171 -0
  205. package/dist/export/export.js +165 -0
  206. package/dist/export/metadata.js +25 -0
  207. package/dist/export/runtime.js +119 -0
  208. package/dist/export/scan.js +78 -0
  209. package/dist/export/select.js +193 -0
  210. package/dist/export/strip.js +42 -0
  211. package/dist/feedback/ab.js +55 -0
  212. package/dist/feedback/auto.js +44 -0
  213. package/dist/feedback/learn.js +255 -0
  214. package/dist/feedback/measure.js +49 -0
  215. package/dist/feedback/page.js +66 -0
  216. package/dist/feel/feedback.js +85 -0
  217. package/dist/feel/judge.js +420 -0
  218. package/dist/feel/run.js +185 -0
  219. package/dist/feel/spec.js +124 -0
  220. package/dist/feel/sweep.js +156 -0
  221. package/dist/fidelity/consistency.js +205 -0
  222. package/dist/fidelity/match.js +675 -0
  223. package/dist/fidelity/run.js +107 -0
  224. package/dist/find/keywords.js +97 -0
  225. package/dist/find/names.js +45 -0
  226. package/dist/find/route.js +59 -0
  227. package/dist/firstlook/quality.js +261 -0
  228. package/dist/firstlook/render.js +111 -0
  229. package/dist/firstlook/set.js +218 -0
  230. package/dist/flow/flow.js +455 -0
  231. package/dist/flow/look.js +139 -0
  232. package/dist/frame/behaviour.js +53 -0
  233. package/dist/frame/clock.js +117 -0
  234. package/dist/frame/contract.js +111 -0
  235. package/dist/frame/genre.js +65 -0
  236. package/dist/frame/idle.js +58 -0
  237. package/dist/frame/opening.js +171 -0
  238. package/dist/frames/loop.js +52 -0
  239. package/dist/frames/sheet.js +69 -0
  240. package/dist/gdd/book.js +483 -0
  241. package/dist/gdd/chapters.js +71 -0
  242. package/dist/gdd/design.js +135 -0
  243. package/dist/gdd/doc.js +32 -0
  244. package/dist/gdd/levelmap.js +428 -0
  245. package/dist/gdd/measures.js +477 -0
  246. package/dist/gdd/page.js +111 -0
  247. package/dist/gdd/rubric.js +250 -0
  248. package/dist/gdd/size.js +83 -0
  249. package/dist/gdd/tiers.js +148 -0
  250. package/dist/gdd/world.js +98 -0
  251. package/dist/gdd/worth.js +507 -0
  252. package/dist/gen/kinds.js +451 -0
  253. package/dist/gen/local/doctor.js +25 -0
  254. package/dist/gen/local/index.js +3 -0
  255. package/dist/gen/local/kokoro.js +334 -0
  256. package/dist/gen/local/master.js +248 -0
  257. package/dist/gen/local/provider.js +65 -0
  258. package/dist/gen/local/voice-rules.js +156 -0
  259. package/dist/gen/models.generated.js +469 -0
  260. package/dist/gen/models.js +53 -0
  261. package/dist/gen/prompt-lint.js +35 -0
  262. package/dist/gen/record.js +73 -0
  263. package/dist/gen/save.js +101 -0
  264. package/dist/gen/title.js +55 -0
  265. package/dist/gen/unity.js +334 -0
  266. package/dist/goals/goals.js +204 -0
  267. package/dist/goals/run.js +90 -0
  268. package/dist/greenlight/ambition.js +42 -0
  269. package/dist/greenlight/bible.js +138 -0
  270. package/dist/greenlight/lock.js +48 -0
  271. package/dist/greenlight/match.js +19 -0
  272. package/dist/greenlight/md.js +82 -0
  273. package/dist/greenlight/page.js +100 -0
  274. package/dist/greenlight/pitches.js +66 -0
  275. package/dist/greenlight/worth.js +90 -0
  276. package/dist/guidance.js +24 -0
  277. package/dist/init/bare.js +114 -0
  278. package/dist/init/git.js +56 -0
  279. package/dist/init/starter.js +166 -0
  280. package/dist/init/starters.js +179 -0
  281. package/dist/inspect/describe.js +125 -0
  282. package/dist/inspect/devserver.js +40 -0
  283. package/dist/journey/diff.js +74 -0
  284. package/dist/journey/from-round.js +44 -0
  285. package/dist/journey/record.js +76 -0
  286. package/dist/journey/run.js +139 -0
  287. package/dist/journey/script.js +223 -0
  288. package/dist/judge/common.js +60 -0
  289. package/dist/judge/identity.js +68 -0
  290. package/dist/judge/sources.js +37 -0
  291. package/dist/judge/structure.js +59 -0
  292. package/dist/keys/device.js +145 -0
  293. package/dist/keys/store.js +167 -0
  294. package/dist/lanes/fence.js +108 -0
  295. package/dist/lanes/gate.js +123 -0
  296. package/dist/lanes/lanes.js +355 -0
  297. package/dist/lanes/union.js +62 -0
  298. package/dist/lanes/where.js +49 -0
  299. package/dist/lessons/motifs.js +97 -0
  300. package/dist/lessons/store.js +56 -0
  301. package/dist/look/anim.js +206 -0
  302. package/dist/look/boxes.js +209 -0
  303. package/dist/look/dressing.js +24 -0
  304. package/dist/look/feedback.js +50 -0
  305. package/dist/look/fit.js +123 -0
  306. package/dist/look/held.js +92 -0
  307. package/dist/look/hook.js +169 -0
  308. package/dist/look/hud.js +189 -0
  309. package/dist/look/image-io.js +50 -0
  310. package/dist/look/life.js +96 -0
  311. package/dist/look/light.js +42 -0
  312. package/dist/look/look.js +85 -0
  313. package/dist/look/loops.js +108 -0
  314. package/dist/look/made-of.js +242 -0
  315. package/dist/look/moments.js +32 -0
  316. package/dist/look/motion.js +44 -0
  317. package/dist/look/phone-play.js +142 -0
  318. package/dist/look/player.js +32 -0
  319. package/dist/look/png.js +117 -0
  320. package/dist/look/readability.js +100 -0
  321. package/dist/look/roles.js +109 -0
  322. package/dist/look/sheet.js +104 -0
  323. package/dist/look/theme.js +278 -0
  324. package/dist/look/touch.js +129 -0
  325. package/dist/look/ui-style.js +102 -0
  326. package/dist/machine/procs.js +117 -0
  327. package/dist/managed.js +15 -0
  328. package/dist/mcp/hosted.js +174 -0
  329. package/dist/mcp/models.generated.js +538 -0
  330. package/dist/mcp/models.js +35 -0
  331. package/dist/mcp/server.js +330 -0
  332. package/dist/memory/decisions.js +138 -0
  333. package/dist/memory/journal.js +108 -0
  334. package/dist/model/bench.js +83 -0
  335. package/dist/model/blender.js +106 -0
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  337. package/dist/model/finalize.js +33 -0
  338. package/dist/motion/checks.js +173 -0
  339. package/dist/motion/contract.js +177 -0
  340. package/dist/motion/encode.js +37 -0
  341. package/dist/motion/render.js +167 -0
  342. package/dist/motion/starter.js +54 -0
  343. package/dist/optimize/check.js +29 -0
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  345. package/dist/owner/bar.js +285 -0
  346. package/dist/owner/match.js +105 -0
  347. package/dist/pack/build.js +97 -0
  348. package/dist/pack/deps.js +28 -0
  349. package/dist/pack/leaks.js +77 -0
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  355. package/dist/plan/actions.js +18 -0
  356. package/dist/plan/notes.js +15 -0
  357. package/dist/play/clock.js +40 -0
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  363. package/dist/play/server.js +274 -0
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  388. package/dist/playtest/report.js +209 -0
  389. package/dist/playtest/route.js +139 -0
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  394. package/dist/production/contract.js +61 -0
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  396. package/dist/production/tier.js +66 -0
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  404. package/dist/publish/funpixel.js +96 -0
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  2305. package/templates/common/src/world.ts +91 -0
  2306. package/templates/common/test/feel.json +36 -0
  2307. package/templates/common/test/platform.test.ts +42 -0
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  2320. package/templates/spec/common/test/rooms.test.ts +59 -0
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@@ -0,0 +1,126 @@
1
+ # Animation by actor role
2
+
3
+ Choose state changes for the brief. A walking fox needs locomotion and readable contact; a chess
4
+ piece can remain still until moved. Missing promised animation is a defect; an idle bob is not a
5
+ universal quality requirement. Evaluate normal play and reduced motion.
6
+
7
+ ## Optional action-character recipes
8
+
9
+ | Role | Meaning to communicate | Techniques to try |
10
+ |---|---|---|
11
+ | Hero | movement, action, damage, resolution | walk cycle, contact pose, recoil, a clear end state |
12
+ | Enemy | intent, danger, damage | readable wind-up, directional attack, defeat transition |
13
+ | Pickup | availability and collection | distinct silhouette, collection cue; idle glint only if useful |
14
+ | Board piece | selection, legality, committed move | outline, preview, settle; stillness between actions |
15
+
16
+ Use drawn frames, pose edits or authored transforms as appropriate. Timing and frame counts
17
+ below illustrate a fox; choose them from the action, budget and readability at the real size.
18
+
19
+ ## Frames: `generate_spritesheet`
20
+
21
+ Once the sprite is accepted, animate it, never a fresh prompt: the sprite is the base every frame
22
+ is edited from, so the frames stay that character.
23
+
24
+ ```json
25
+ { "asset_id": "<the accepted sprite's asset id>", "prompt": "the fox knight",
26
+ "animations": [{ "name": "idle", "frames": 2 }, { "name": "walk", "frames": 6 },
27
+ { "name": "attack", "frames": 4 }, { "name": "hit", "frames": 2 }],
28
+ "frame_size": 256, "game_id": "<the game's id>" }
29
+ ```
30
+
31
+ - Names: idle, walk, run, jump, attack, act, hit, death. Each frame's pose is the server's own beat
32
+ for that cycle (a walk is contact, down, passing, up for each leg).
33
+ - Check the current per-frame estimate against the authorized budget before submitting.
34
+ Without the MCP: `npx @funpixel/tools gen sheet --asset public/assets/sprites/fox.png
35
+ --cycles idle:2,walk:6,attack:4,hit:2`.
36
+ - A frame whose colours or mass drift from the base is redrawn once, then the job fails
37
+ uncharged; `result.frames` shows each frame's match. Look at `sheet.png` before wiring: count
38
+ the distinct poses per cycle.
39
+ - The frames share one scale and one ground line; the feet are each frame's anchor.
40
+ - The sheet draws every frame from the side or the front. An actor seen from above (a maze
41
+ chase, a twin-stick arena) has no ground line, and one run got a side-view gecko back
42
+ for a top-down maze (57 credits, discarded). Give such an actor its two to four key poses as
43
+ `edit_image` pose edits of the top-down sprite (below), stepped at the stride rate.
44
+ - Measured (the studio's animation evals): the character holds across frames, but each
45
+ frame is its own drawing, so a stance can shift between idle frames. Keep the idle at the
46
+ low end of the sheet table's 2–4 frames and add `living.ts` breathing only where the role wants
47
+ motion at rest; in that eval a walk of six (the top of its 4–6) read as walking.
48
+
49
+ ```ts
50
+ import { AnimatedSprite, Assets } from 'pixi.js';
51
+
52
+ const sheet = await Assets.load('assets/sprites/fox-sheet/sheet.json');
53
+ const cycles = sheet.data.meta.funpixel.animations; // { walk: { fps, loop, frames } }
54
+ const fox = new AnimatedSprite(sheet.animations.idle); // the anchor is the feet
55
+ fox.label = 'player';
56
+ function play(state: 'idle' | 'walk' | 'attack' | 'hit') {
57
+ if (fox.textures === sheet.animations[state]) return;
58
+ fox.textures = sheet.animations[state];
59
+ fox.animationSpeed = cycles[state].fps / 60;
60
+ fox.loop = cycles[state].loop;
61
+ fox.gotoAndPlay(0);
62
+ }
63
+ ```
64
+
65
+ Switch by state; never loop the whole sheet. Match a walk's fps to the move speed so the feet do
66
+ not slide, and land the hit on the attack's contact frame, not on the press.
67
+
68
+ ## Poses: `edit_image`
69
+
70
+ For a state with no cycle, one pose from the accepted sprite: `mode: "pose"` and the one change,
71
+ for example "eyes closed", "recoiling from a hit, eyes squeezed shut", "arms up, cheering", "mid
72
+ stride, left leg forward". The source rides as the reference and a cut-out stays a cut-out.
73
+ Show a blink for 80–120 ms every 2–5 s; swap two step poses at the step rate under the bob.
74
+ Seen from above, name the view in each edit and the limbs by side: "the same gecko seen from
75
+ directly above, left front and right back legs reaching forward", then the mirror pair, a mouth
76
+ wide open for the bite, a curled-up frightened pose.
77
+
78
+ ## Motion in code: `src/living.ts`
79
+
80
+ The scaffold's optional living layer (use it when its motion fits the actor). Each actor's motion is data in
81
+ tuned ranges; a value outside a range throws, naming the actor and the field.
82
+
83
+ ```ts
84
+ import { Living, ROLE } from './living';
85
+
86
+ const life = new Living('player', ROLE.hero); // or ROLE.enemy, ROLE.pickup, or your own dials
87
+ // every frame, with speed as a share of top speed (its sign is the heading):
88
+ const p = life.update(dt, vx / TOP_SPEED);
89
+ sprite.scale.set(baseScale * p.scaleX * (p.flip ? -1 : 1), baseScale * p.scaleY);
90
+ sprite.rotation = p.rotation;
91
+ sprite.y = groundY + p.offsetY * bodyHeight;
92
+ if (blinkTexture) sprite.texture = p.blink ? blinkTexture : idleTexture;
93
+ // on landing or being hit:
94
+ life.squash(); // held 3–6 frames at 20–45%, then springs back
95
+ ```
96
+
97
+ What it does: breathe 3% at half a cycle a second at rest, a phase of its own per actor; a step bob
98
+ of 8% of the height, a tilt of 8° per step and a lean of 8° at full speed; a facing flip toward the
99
+ heading; a blink; a squash held at its peak so a capture sees it. Tune the timing for play, then capture the relevant
100
+ phase; never lengthen a response solely to please a still-frame critic.
101
+
102
+ ## Read the motion evidence
103
+
104
+ `npx @funpixel/tools scene --motion --view playing` samples about a second from the engine's
105
+ scene graph and records `.funtools/scene/motion.json` with the source fingerprint. Re-run after
106
+ source changes. Its `still`, `slides` and `animated` labels describe that sample, not quality.
107
+
108
+ - Name the Pixi node or Three object, or configure `actors` in `funpixel.json`, to inspect a
109
+ particular character. No supported graph or named actors means unobserved, not a pass.
110
+ - Compare the sample with the actor's role. A still board token is fine. A promised walk cycle
111
+ that slides is a finding when the action was actually sampled.
112
+ - Trigger attack, hurt and resolution through real inputs and capture their response. Use blind
113
+ `play` reports for controls and timing; the critic checks visible state feedback. Keep missing
114
+ feedback open even when a motion counter or average score is green.
115
+
116
+ ## A cycle from a clip, eight ways from one model
117
+
118
+ - **A generated clip as a cycle.** `funtools gen video` from the accepted sprite (it is the still),
119
+ then `npx @funpixel/tools loop <clip> --name walk`: it samples frames, finds the window whose next
120
+ frame matches its first, keys the ground, cuts every frame to one shared box (no jitter) and packs a
121
+ sheet with the cycle as one animation. It reports the jump back against an ordinary step; a still clip
122
+ (the model held the pose) is named, not looped.
123
+ - **Eight directions from one GLB.** `funtools gen render` makes the turntable; `npx @funpixel/tools
124
+ directions <render folder>` names the views S, SW … SE (angle 0 faces the viewer), keys the stage and
125
+ packs one sheet with an animation per direction, the feet on one line. Repainting each view in the
126
+ game's 2D style is a paid image edit per view, printed, never run.
@@ -0,0 +1,73 @@
1
+ # The cast: lock first, check second
2
+
3
+ A game with a cast draws each member dozens of times: one heist game drew its keepers 6 to 13 times
4
+ each and its crew in rest, brace and cover poses; another kept front, back and left pictures of
5
+ every character. What kept them on model was never a better sentence. It was the same picture
6
+ attached to every call, and a look at each result against that picture before it was kept.
7
+
8
+ Adapted from scenario-labs/skills (MIT, © 2026 Scenario; the identity-library, consistency and
9
+ refine-loop skills); see THIRD_PARTY_NOTICES.md. The words and the tools are ours.
10
+
11
+ ## 1. Accept one master per recurring design
12
+
13
+ At the first look, pick the best picture of each character, creature, vehicle or structure the
14
+ game keeps returning to, and accept it:
15
+
16
+ ```bash
17
+ npx @funpixel/tools cast add ren --master design/first-look/ren-best.png \
18
+ --turnaround design/first-look/ref-ren.png --name Ren \
19
+ --pins "short dark hair, scar through the left brow, burnt-orange flight jacket, brass goggles" \
20
+ --features "scar;orange jacket;goggles" --may-change "the pose and the expression" --by owner
21
+ ```
22
+
23
+ That writes `design/cast/ren/`: `master.png`, `turnaround.png`, `palette.json` (measured from the
24
+ master), and the identity card (`card.json`, `card.md`). The pins are the design in words: what
25
+ must never change. A sheet is assembled from accepted pictures, never generated as one.
26
+
27
+ ## 2. Every later picture is made from it
28
+
29
+ A manifest item of the member (`"cast": "ren"`, or any name that is the id or starts with it:
30
+ `ren_walk`, `ren-hit`, `ren3d`) is made from the master with no extra field:
31
+
32
+ | Kind | How the master rides |
33
+ |---|---|
34
+ | `image`, `sprite`, `texture`, `strip` | reference 1 (the turnaround 2), and the card's keep-line in the prompt: "Keep this design exactly as in the first reference image: … Change only the pose." |
35
+ | `pose` | the job is an edit of the master (`edit_image`, mode pose): the subject names the pose |
36
+ | `sheet` | the strip is cut from the master (`asset_id`), one action per sheet |
37
+ | `model3d` | the model is made from the master (`image_asset_id`) |
38
+
39
+ The same holds for one-off calls: `npx @funpixel/tools gen sprite "Ren vaulting" --cast ren`, and
40
+ on the MCP: the first `assets gen` batch pins every master as the game's `ref-<id>` sheet, so
41
+ `generate_image` / `generate_sprite` with `game_id` and a name like `ren_walk` (or `cast: "ren"`)
42
+ are drawn to it by the server.
43
+
44
+ The default pose set by role (research 16 §7): a hero idle, step, act, hit and a second step; an
45
+ enemy idle and act; a pickup one. A pose is cheaper and closer than a fresh draw: one edit of a
46
+ picture that is already right.
47
+
48
+ ## 3. Every result is held to the master
49
+
50
+ When a picture of a member lands, `assets gen` measures it against the master, free: the outline's
51
+ overlap after framing both the same way, the share of its colour on the master's colours (on the
52
+ saturated ones for a mostly dark design), the signature colours it lost, its proportions. A pose
53
+ is allowed a new outline; a redraw of the master view is not.
54
+
55
+ A drift gets one round at a time, one change per round, and two rounds at most:
56
+
57
+ 1. **One targeted edit** of the result, the fix in words from the facts ("restore the colours
58
+ #b1116b, #4d1535 where the design has them … The design: …").
59
+ 2. **One redraw** of the same request, if the edit did not bring it back.
60
+ 3. **Kept as the best and named.** The item is `off_model` in the lock and on the next progress
61
+ card. Read the flaw list, not the score, before a third try: a change to the subject or the
62
+ master beats a fourth draw.
63
+
64
+ Every round is in `.funtools/assets.lock.json` (`identity.rounds`: made, edit, redraw, each with
65
+ its numbers, job and credits). `npx @funpixel/tools cast check ren <pictures…>` runs the same
66
+ measure on any picture.
67
+
68
+ ## What the numbers cannot see
69
+
70
+ They catch a recolour, a lost signature colour, the wrong subject and a changed build. Two crew
71
+ members in one uniform read close by numbers (one heist game's two crew members: 58% outline
72
+ overlap, the same colours). Named features (the face, the earring, what the hand holds) are the
73
+ identity seat's: `npx @funpixel/tools judge identity --concept design/cast/ren/master.png <views…>`.
@@ -0,0 +1,49 @@
1
+ # The character library (2D)
2
+
3
+ Characters that already move. When one fits the game, it is the fastest way to a living
4
+ character; when none does, draw your own (steps 3–8) — the library is an option on the shelf,
5
+ not a rule.
6
+
7
+ ## What is on the shelf
8
+
9
+ `list_characters` (free) answers the shelf: each character's id, body, what it suits, and its
10
+ cycles. Today's 2D characters (`medium: "2d"`, side view, facing right, flat cartoon with a dark
11
+ outline):
12
+
13
+ | id | body | cycles |
14
+ |---|---|---|
15
+ | `adventurer-2d` | biped | idle 2 · blink 1 · walk 6 · run 6 · jump 4 · attack 4 · hit 2 · death 4 |
16
+ | `goblin-2d` | biped | the same |
17
+ | `fox-2d` | quadruped | the same, walking and galloping on four legs |
18
+ | `bat-2d` | flyer | idle 4 (a hover) · blink 1 · walk 6 · run 4 (flying) · attack 4 · hit 2 · death 4 |
19
+
20
+ Every character has the same cycle names, so the code that plays one plays any.
21
+
22
+ ## Using one
23
+
24
+ - `get_character` with the id (free; `npx @funpixel/tools character get fox-2d`) copies
25
+ `base.png`, `sheet.png`, `sheet.json` and `clips.json` into
26
+ `public/assets/characters/<id>/`. `sheet.json` is the `generate_spritesheet` manifest: every
27
+ frame's anchor is the feet, `animations` lists each cycle, `meta.funpixel.animations` gives
28
+ each cycle's fps and whether it loops.
29
+ - The scaffold's `src/character.ts` (Pixi) loads it as one `AnimatedSprite` with `play(name)`,
30
+ `face(dx)` and `blink()`; `src/characters.ts` picks idle, walk or run from speed with tuned
31
+ ranges (a value outside one throws, naming the field, like `living.ts`).
32
+ - Keep `living.ts` on top: breathe at rest, squash on land and hit, blink on its timer.
33
+
34
+ ## Your look, the same motion
35
+
36
+ `restyle_character` (paid, per frame; `character restyle fox-2d "an arctic fox in blue" --game-id
37
+ <id>`) redraws the base in the new look, then every frame of the cycles you name with that base as
38
+ the look to match, so the pose comes from the master and the look from one drawing. Each frame is
39
+ checked against the new base and redrawn once if it drifted. Name only the cycles the game plays
40
+ (`animations: ["idle", "walk", "blink"]`) to pay for fewer frames. With `game_id`, the game's style
41
+ lock and anchors shape it. Check the estimate first; the answer's `frames` has each frame's colour
42
+ match and mass.
43
+
44
+ ## Where it is weak
45
+
46
+ - Side view only: a top-down or four-direction game still draws its own.
47
+ - A drawn cycle is poses more than tweens: at 6 frames a walk reads as walking, not as
48
+ hand-animated. `living.ts` and speed-tied rates help.
49
+ - A flyer's frames stand on the ground line like the others: hover it in code.
@@ -0,0 +1,107 @@
1
+ # What effects cost, and how to find out
2
+
3
+ Numbers from the recipe lab (28 Sep 2026): a scratch scaffold per engine, each recipe a declared
4
+ view, profiled with `npx @funpixel/tools profile` at the phone viewport (844×390 CSS px, DPR 2, so
5
+ a 1688×780 canvas). "Desktop GPU" = Apple M4 Max through ANGLE/Metal, where everything held the
6
+ display's 60 fps. "Software" = SwiftShader (`--software`), a CPU renderer much slower than any
7
+ phone GPU, which is exactly why fill cost shows there. The machine was busy (load average near 34
8
+ from other jobs), which is why the timing numbers carry their spread.
9
+
10
+ ## The profile loop (the Astra method)
11
+
12
+ 1. Name a view (`playing`, `boss`, `reveal`) and pin what varies: viewport, seed (`--seed`, which
13
+ sets `window.__FPX_SEED__` before the game runs; read it in your RNG), renderer.
14
+ 2. `npx @funpixel/tools profile --views reveal,playing --repeat 3` before the change. The file
15
+ lands in `.funtools/profile/<view>-<viewport>.json`.
16
+ 3. Change one thing. Run the same command. It prints each number that moved, with its percentage.
17
+ 4. Keep a control view in the same run (a view you did not touch). If the control moved as much as
18
+ the view you changed, the timing difference is the machine, not your change.
19
+
20
+ Which numbers to trust:
21
+
22
+ | Signal | Stable between runs? | What it tells you |
23
+ |---|---|---|
24
+ | draw calls, triangles | yes | how many times and how much the GPU is asked to draw |
25
+ | scene counts (sprites, meshes, instances, particles, filtered objects, shadow lights) | yes | what the frame is made of |
26
+ | texture MB (estimated) | yes | memory the effect holds (filters and bloom allocate render textures) |
27
+ | fetched KB, dist KB by kind | yes | what a player downloads |
28
+ | JS work a frame | fairly | CPU time in the game's frame callbacks; not capped by vsync |
29
+ | frame ms p50/p95 | no, on a busy or fast machine | on a desktop GPU it sits at 16.7 (vsync); on software it moves with load |
30
+
31
+ ## Measured, Pixi 8.21 (phone viewport)
32
+
33
+ | View | Draw calls | Texture MB | Notes |
34
+ |---|---|---|---|
35
+ | base (the lab world) | 1 | 0.1 | everything batches into one call |
36
+ | additive glow sprites | 3 | 0.2 | cheapest way to make light |
37
+ | `AdvancedBloomFilter` on the lantern layer | 9 | 2.1 | filters allocate render textures |
38
+ | `OutlineFilter` on the hero | 3 | 0.1 | |
39
+ | grade: colour matrix + vignette on the world, `resolution: 'inherit'` | 3 | 10.2 | full-screen at DPR 2 |
40
+ | the same grade at resolution 1 | 3 | 4.1 | softer on a DPR 2 screen |
41
+ | `DisplacementFilter` on the pond | 4 | 0.3 | |
42
+ | 400 particles in a `ParticleContainer` | 2 | 0.1 | one call for all particles |
43
+ | `MeshRope` trail | 2 | 0.1 | |
44
+ | night (multiply layer + additive lights) | 3 | 0.4 | |
45
+ | godrays + shockwave + blur on the world | 8 | 8.1 | a moment, not a steady state |
46
+
47
+ Software renderer, grade at `'inherit'` vs resolution 1, median of 3: frame p50 66.6 → 50 ms,
48
+ while the untouched base view moved 50 → 83 ms between the same runs. The texture memory
49
+ (10.2 → 4.1 MB) is the reliable part of that comparison.
50
+
51
+ ## Measured, three 0.170 (phone viewport)
52
+
53
+ | View | Draw calls | Triangles | Software p50 (median of 3) |
54
+ |---|---|---|---|
55
+ | base (60 instanced trees, pond, hero, lanterns) | 15 | 5,168 | 16.7 ms |
56
+ | `UnrealBloomPass` + `OutputPass`, half-res on phones | 29 | 5,182 | 49.9 ms |
57
+ | fog + sky dome | 16 | 5,696 | 16.7 ms |
58
+ | shadow map (PCF soft, fitted camera) | 28 | 10,256 | 16.7 ms |
59
+ | blob shadow instead | 16 | 5,170 | 16.7 ms |
60
+ | AgX tone mapping | 15 | 5,168 | 16.7 ms |
61
+ | 1,200 additive points | 16 | 5,168 | 16.7 ms |
62
+ | inverted-hull outline on the hero | 16 | 5,576 | 16.7 ms |
63
+ | wow (bloom swell + camera ease + 1,200 sparks) | 30 | 5,182 | 66.7 ms |
64
+
65
+ Reading it: post-processing is the expensive thing (a full-screen pass per bloom mip, every
66
+ frame); a shadow map doubles the draw calls and triangles (the scene is drawn again from the
67
+ light); fog, tone mapping, points and a hull outline are nearly free.
68
+
69
+ ## Quality tiers
70
+
71
+ Decide once, from the device, and step down if the first seconds run slow:
72
+
73
+ ```ts
74
+ const coarse = matchMedia('(pointer: coarse)').matches;
75
+ export const quality = {
76
+ dpr: Math.min(devicePixelRatio, coarse ? 2 : 2.5),
77
+ bloomScale: coarse ? 0.5 : 1, // UnrealBloomPass resolution, or a Pixi filter's resolution
78
+ shadowMap: coarse ? 1024 : 2048, // or 0 for blob shadows
79
+ particles: coarse ? 300 : 1200,
80
+ filterResolution: coarse ? 1 : 'inherit' as const,
81
+ };
82
+ // After the first 2 s of play: if the median frame is over ~22 ms, drop a tier (bloom off, fewer particles).
83
+ ```
84
+
85
+ Headless numbers are not a phone's. When a phone is at hand, play the heaviest view on it; the
86
+ profile tells you what changed, the phone tells you whether it matters.
87
+
88
+ ## Reduced motion and comfort
89
+
90
+ - `matchMedia('(prefers-reduced-motion: reduce)')`: keep colour, light and glow; drop camera
91
+ moves, screen shake, big distortion (shockwave, heavy displacement), fast flicker; cut particles.
92
+ - Avoid full-screen flashes brighter than the scene for more than a frame or two, and anything
93
+ flashing three or more times a second.
94
+ - A settings toggle for effects the game leans on (bloom, shake, particles) is cheap and kind.
95
+
96
+ ## Silent traps met in the lab
97
+
98
+ - Pixi: a top-level `await app.init()` in the entry module never resolved (Vite's renderer chunk
99
+ imports the entry back). No error; the canvas never appeared. Initialise inside a function.
100
+ - Pixi: a custom filter redeclaring `uInputSize` in its fragment shader failed to link
101
+ ("precisions differ"), and everything under it rendered black. Pass a varying from the vertex.
102
+ - Pixi: filters render at resolution 1 by default, soft on a DPR 2 phone.
103
+ - Three: with an `EffectComposer`, tone mapping and sRGB conversion happen in `OutputPass`; leave
104
+ it out and the image is dark.
105
+ - `profile` reads Three through `window.__THREEJS_RENDERER__` and `__THREEJS_SCENE__`, and Pixi
106
+ through `window.__PIXI_APP__`; without them it still counts WebGL draw calls but cannot say what
107
+ the scene holds.
@@ -0,0 +1,85 @@
1
+ # Visual effects: light, air and the big moment
2
+
3
+ Effects are how a flat scene becomes a place at a time of day, and how a payoff becomes a moment
4
+ someone remembers. They are also the easiest way to lose a phone's frame rate. This skill is a
5
+ shelf of working recipes for Pixi 8 and Three.js, each run and captured in a scratch scaffold, with
6
+ what each one measured. Pick what serves the look the game chose; a clean flat style may want none.
7
+
8
+ ## Tools
9
+
10
+ - `capture_view`, or `npx @funpixel/tools capture --view <name> --viewport phone`, to see an effect
11
+ at phone size; `capture_view` on a `moment: true` view shoots a burst of the payoff.
12
+ - `npx @funpixel/tools profile --views <name>`: frame times, the JS work of a frame, draw calls,
13
+ triangles, the scene by kind, texture memory and load, saved per view; the next run prints the
14
+ change. `--software` renders on the CPU so fill cost shows; `--repeat 3` steadies a noisy machine.
15
+ Funpixel's in-app builder samples with the same page script, so the numbers read alike.
16
+ - `inspect_scene`, locally `npx @funpixel/tools scene`, lists what the scene holds.
17
+ - `generate_skybox` for a 3D sky, `find_material` and `get_material` for Poly Haven HDRIs;
18
+ `generate_image` for a light cookie, a noise map or a painted sky gradient if code will not do.
19
+
20
+ ## The shelf
21
+
22
+ | Effect | Pixi 8 | Three.js | Recipe |
23
+ |---|---|---|---|
24
+ | Glow around bright things | additive light sprite; `AdvancedBloomFilter` on the bright layer | emissive + `UnrealBloomPass` | [pixi](pixi.md#glow-and-bloom), [three](three.md#bloom) |
25
+ | Mood and colour | `ColorMatrixFilter` + a custom vignette/shadow-tint filter | tone mapping (ACES, AgX) + exposure | [pixi](pixi.md#grade), [three](three.md#tone-mapping) |
26
+ | A readable hero | `OutlineFilter` | inverted-hull outline | [pixi](pixi.md#outline), [three](three.md#outline) |
27
+ | Water, heat, magic | `DisplacementFilter` with a scrolling noise map | a shader on the surface | [pixi](pixi.md#water) |
28
+ | Particles | `ParticleContainer` + `Particle`, a fixed pool | `Points` with an additive soft sprite | [pixi](pixi.md#particles), [three](three.md#particles) |
29
+ | Trails | `MeshRope` along recent positions | a ribbon or `Points` history | [pixi](pixi.md#trail) |
30
+ | Night and lights | multiply darkness + additive lights | light colour, intensity, fog | [pixi](pixi.md#night), [three](three.md#time-of-day) |
31
+ | Depth and air | lighter, bluer far layers | fog in the sky's colour + a sky dome | [three](three.md#atmosphere) |
32
+ | Shadows | a soft blob under each actor | fitted shadow map, or blob shadows | [three](three.md#shadows) |
33
+ | Time of day | keyframed tints | sun angle, colours, fog, sky | [pixi](pixi.md#time-of-day), [three](three.md#time-of-day) |
34
+ | The reveal | shockwave + godrays + a blur settle | camera ease-in + bloom swell + sparks | [pixi](pixi.md#the-wow-beat), [three](three.md#the-wow-beat) |
35
+
36
+ ## Craft on the shelf
37
+
38
+ 1. **Start from the frame you want.** Name the time of day, the light source and what should glow.
39
+ An effect that is not in that sentence is probably noise.
40
+ 2. **Effect the few, not the stage.** A filter on the whole stage re-renders every pixel every
41
+ frame; put it on the layer that needs it (the lanterns, the water, the hero). Save full-screen
42
+ passes for the grade and the reveal.
43
+ 3. **Glow picks its source.** In Three, bloom whatever is emissive above the threshold and keep
44
+ the rest under it; in Pixi, bloom the bright layer only, or fake glow with additive sprites.
45
+ 4. **Budgets as constants.** Particles come from a fixed pool whose size is one number you can
46
+ change per quality tier; a burst reuses dead particles.
47
+ 5. **Quality tiers.** Decide once at start (and after a slow first second): phones get half-res
48
+ bloom, a 1024 shadow map or blob shadows, fewer particles, a DPR cap of 2. Details and the
49
+ measured costs: [cost.md](cost.md).
50
+ 6. **Reduced motion.** Under `prefers-reduced-motion`, keep light and colour, drop shake, big
51
+ distortion and camera moves, cut particle counts. The recipes read this flag.
52
+ 7. **Measure the change.** Profile the view before and after an effect, same viewport, same seed.
53
+ Counts (draw calls, triangles, texture MB) are stable; frame times move with the machine, so
54
+ repeat and compare against a control view in the same run.
55
+ 8. **Look at it at phone size.** Capture before, during and after a reveal; effects that read at
56
+ 1440 px can turn to mush at 390.
57
+ 9. **In a whole 3D game, read the slow frames.** Averages hide hitches: read p95/p99 at a named
58
+ beat (the first fight, not the whole run), and name what appeared on each slow frame (a shader
59
+ compile, a texture upload) before fixing it. Warm-up, culling skinned actors, a pixel budget,
60
+ pacing to the refresh, and the leaks one game met: [frames.md](frames.md).
61
+
62
+ ## Worked example
63
+
64
+ A dusk valley in Pixi with five lanterns. The lab's base view profiled at 1 draw call; additive
65
+ halos per lantern took it to 3 with no change in JS work, and read as warm light in the capture.
66
+ `AdvancedBloomFilter` on the lantern layer only: 9 draw calls and 2.1 MB of filter textures. A
67
+ full-screen grade (colour matrix and vignette) at `resolution: 'inherit'` held 10.2 MB of filter
68
+ textures; at resolution 1 it held 4.1 MB, and on the software renderer its frame p50 went 66.6 →
69
+ 50 ms (the control view moved 50 → 83 ms in the same runs: the texture number is the solid one). The game kept the halos, the lantern bloom and a resolution-1 grade.
70
+
71
+ ## Common mistakes
72
+
73
+ - A filter or bloom on the whole stage when one layer needed it: every pixel pays, every frame.
74
+ - Top-level `await app.init()` in the entry module: Vite's renderer chunk imports the entry back
75
+ and the page never starts, with no error. Initialise inside an async function.
76
+ - A custom Pixi filter that redeclares `uInputSize` in the fragment shader: the precisions differ
77
+ from the vertex stage and the program fails to link (a black screen). Pass a varying instead.
78
+ - `EffectComposer` without `OutputPass`: colours come out dark and tone mapping is skipped.
79
+ - A white starburst or full-screen flash on contact: one racer's (Oct 2026) read as glare, one 38% clipped.
80
+ A small warm glow at the contact point, about 0.16 s, answers the hit.
81
+ - Dither or halftone transparency in a shader: at phone size it reads as a glitch. Fade in broad, slow bands or
82
+ real alpha. To find which module owns a fault, capture with one module off
83
+ ([judging-frames.md](judging-frames.md)).
84
+ - An additive volume checked only at the hero distance: seen down its own axis at melee range, a
85
+ summed beam became a white disc that hid the enemy. Soft-clip the sum and look up close.
@@ -0,0 +1,87 @@
1
+ # Smooth frames in a whole 3D game
2
+
3
+ The recipe lab ([cost](cost.md)) measures one effect in a small scene. A whole game adds things a
4
+ lab never meets: first-use compiles, a crowd of skinned actors, level rebuilds, big retina windows
5
+ and displays faster than 60 Hz. This is what one game (a three.js third-person horror game, 29 Sep
6
+ 2026, `design/PERF.md` in its repo) measured, and what each fix bought. The numbers are that game's
7
+ on that machine; the causes recur.
8
+
9
+ ## Smooth is a distribution, not an average
10
+
11
+ At 78 fps average that game still stuttered. Read p95, p99 and the worst frame, and where the slow
12
+ frames land. Then name each slow frame's cause before changing anything: on a hitch frame, read
13
+ `renderer.info` for what appeared (new shader programs, textures, geometries). Every hitch it
14
+ found had a cause that showed there.
15
+
16
+ Profile the named beat, not the whole run. A whole-run phone profile read p95 16.8 ms, mostly
17
+ exploring; `funtools profile --views firstWalker --viewport phone --throttle 4` on the first fight
18
+ read p95 33.4 ms (about 41 fps). The fight is the phone's worst case, and the average hid it.
19
+
20
+ Profile vsync-capped, as a player sees it. An uncapped run (`--disable-frame-rate-limit`) fooled
21
+ the game's own refresh detection into cutting resolution at 2.5 ms frames. And profile on a machine
22
+ nobody is playing on: films and profilers share the GPU and read as lag to the player.
23
+
24
+ ## What that game found, and what each fix bought
25
+
26
+ | Symptom | Cause (measured) | Fix |
27
+ |---|---|---|
28
+ | 57–88 ms hitches at 0.7–1.3 s and at the first fight | a new shader program compiling on first use (her first steps; the first severed limb, a static copy of a skinned material, is its own program) | a warm-up behind the chapter card: `renderer.compile`, `initTexture` on every texture, then one frame with everything visible and nothing culled, plus one throwaway of each thing that can spawn mid-play. All 88 programs compiled before play |
29
+ | a 76 ms phone frame at 1.2 s | 57 bone textures created lazily when the rigs first updated, after the warm-up | build every rig before the warm frame |
30
+ | phone frames flipping 15 ↔ 33 ms (p95 31.5) | CPU-bound on three's per-object work: 506 draw calls, 1.3 M triangles, 274 shadow casters | the next five rows |
31
+ | every enemy drawn, animated and shadowed everywhere | skinned meshes run with `frustumCulled = false` (bind-pose bounds lie), so nothing culled them | cull by hand: drawn and animated within 8 m, or on screen within 30 m (a sphere against the frustum); hidden rigs set `matrixWorldAutoUpdate = false` so three skips their bones |
32
+ | the torch's shadow pass redrew most of the level | 274 casters, every wall module and prop | the environment receives but does not cast; one merged wall mesh still casts so light never leaks through a wall |
33
+ | static geometry never culled | batches merged per material across the whole level | merge per material and per 10 m tile |
34
+ | everything drawn to 80 m | fog is total by about 34 m (FogExp2 0.058) | `camera.far = 36` |
35
+ | 594 matrices recomputed a frame | statics left with `matrixAutoUpdate` on | off for statics, and `matrixWorldAutoUpdate = false` once placed |
36
+ | 3–4% of main-thread time in one HUD helper | reading `innerWidth` after the HUD wrote styles forces a layout, several times a frame | cache the size on `resize`; read the cache |
37
+
38
+ Results on the same recorded run: desktop 1600×900 @2x worst frame 87 → 29 ms (5 hitches → 0 over
39
+ 33 ms); phone 844×390 @3x with the CPU ×4, p95 31.5 → 16.8 ms; draw calls 506 → 298 and triangles
40
+ 1.3 M → 0.69 M on the first-fight frame.
41
+
42
+ ## Big windows and fast displays
43
+
44
+ A 1950×1090 window at pixel ratio 1.5 is 4.8 M pixels through AO, depth of field and bloom:
45
+ GPU-bound (p99 26 ms). On a 120 Hz display, 9 ms frames flip between 8 and 16 ms and judder.
46
+
47
+ - **A pixel budget** caps the ratio by pixel count (that game: 2.6 M on desktop, 1.3 M on a phone);
48
+ the DOM HUD stays at full retina.
49
+ - **Pace to the refresh.** Detect the refresh from the fastest frames, judge each second's p90
50
+ against that slot, and when 120 cannot hold, lock to 60 (render every other refresh) before
51
+ lowering resolution.
52
+ - **Hysteresis.** Each resolution change rebuilds the post-processing targets (41 textures, a 70–100
53
+ ms frame), so an oscillating scaler stutters every few seconds. Its rule: no step up within
54
+ 12 s of a step down, five fast seconds to earn one, none after two downs.
55
+
56
+ Result: 119.2 fps on a 120 Hz display at 1950×1090 @2x, p99 9.4 ms, worst 17.5 ms, zero hitches.
57
+
58
+ ## Leaks that read as "it gets laggy after a while"
59
+
60
+ The Funpixel profiler (`funtools profile`, and `window.__funpixelProfiler.getReport()` in dev) found
61
+ what the game's own tools missed: +405 textures on every level rebuild, never freed, which every
62
+ death's Retry triggered. `renderer.info.memory` went 957 → 1362 → 1767 → 2172 → 2577 over four
63
+ rebuilds. A rebuild disposes each old `SkinnedMesh.skeleton` (its bone texture), the per-build
64
+ materials and their canvas textures, and keeps the shared model materials whose images are reused.
65
+ Reading `renderer.info.memory` before and after a Retry catches it.
66
+
67
+ Draw calls counted at the WebGL call (verify's renderer note: 494 desktop, 511 phone) include
68
+ every pass (shadow, AO, beauty, post); one `composer.render()` counted 298. Know which one a number
69
+ is before comparing.
70
+
71
+ A title faded to opacity 0 kept animating its Ken Burns and motes over the canvas every frame, and
72
+ `audit-screens` saw it cover the play in 25 of 25 views. `visibility: hidden` once the fade ends,
73
+ with its animations paused, removed it.
74
+
75
+ ## When something glows that should not
76
+
77
+ "Anything that looks like a white ball is a light" held four times in that game: the torch's
78
+ hotspot on a close surface, the beam cone seen end-on, coral pushed past the bloom's white point,
79
+ and the worst one, an additive ray-marched beam seen down its own axis. From the camera behind her,
80
+ the view ray ran down the whole lit cone and eight summed samples bloomed into a white disc that
81
+ hid an enemy at knife range. It was found only by asking "what is that?" of a melee still and hiding
82
+ one thing at a time.
83
+
84
+ - Soft-clip any additive sum (`1 - exp(-x)`), and thin a volume when the view runs along its axis.
85
+ - Check effects at melee range, not only at the hero distance the recipe was tuned at.
86
+ - An on/off A/B is only honest when the frame's own update does not re-set what you turned off
87
+ (the torch and emissives were re-posed every frame; the albedo was not).
@@ -0,0 +1,64 @@
1
+ # Judging frames against the targets: a fixed rubric, fixes by module, eye comfort
2
+
3
+ From a Unity 6 3D racer (Oct 2026) built by several module agents (world, racers, levels) and one
4
+ integrator. An independent judge scored real captures against the painted targets every round; what follows is
5
+ what held up, with its numbers. `funtools score` measures the same frames (layout, palette and light, density,
6
+ comfort); this is the judge that reads what numbers cannot.
7
+
8
+ ## The rubric, fixed before the frames
9
+
10
+ | Category | Points | What it reads |
11
+ |---|---|---|
12
+ | Composition | 30 | the camera, where the eye goes, what fills the frame, the pack or cast on screen |
13
+ | Light | 25 | a key light, a rim, depth in the air, the contrast range (deep darks under bright cores) |
14
+ | Detail | 25 | authored surfaces (rivets, frost, glass) rather than primitives with a streaky texture |
15
+ | Effects | 20 | trails, glows and weather that read as the target's and do not strain the eye |
16
+
17
+ - **The same rubric every round**, written before seeing the frames, so a score moves only when a frame changed.
18
+ - **Full-resolution phone captures from the real build** (the player on the target device size, not the editor, not
19
+ a web stand-in): the racer judged 1172×2532 frames; half-size shots hid the material detail being scored.
20
+ - **Per frame:** a total, the four category scores, the change since last round, and one eye-comfort word
21
+ (yes, mild, glare, busy, no): could a person look at it for a minute without strain?
22
+
23
+ ## Fix lists tagged by module
24
+
25
+ Every fix names the module that owns it, `[WORLD]`, `[RACERS]`, `[LEVELS]` (or the game's own lanes), with the
26
+ frame, the pixel region and the number: "[WORLD] the sun bloom washes out the upper right (11% clipped): bloom
27
+ intensity −50%, exposure −0.4 EV". The integrator routes each tag to that module's agent (its lane, where
28
+ `funtools lanes` runs them), so no agent reads another's list. End with the five changes that would raise the average most,
29
+ each with its expected gain; the racer's round-2 list predicted 76–80 from 64.
30
+
31
+ **Find the owner before assigning a fault.** Capture the same frame with one module turned off (a launch flag
32
+ per module: no world dressing, no racer effects). The fault that disappears belongs to the module that was off;
33
+ a stripe under the racer that stays with the effects off is not the effects agent's.
34
+
35
+ ## Read the categories, not only the total
36
+
37
+ The racer's round 2 rose 55.6 → 64.2, but composition gave +5.1 and effects +2.2 while light gave +0.7 and
38
+ detail +0.6: the gain came from removing noise (a white halo, crossing speed lines, a fourth trail), not from
39
+ adding quality. Calm is not finished. When light and detail stall, give materials and lighting a round of their
40
+ own (per place: a key light, a rim, a regrade, authored hero surfaces, a bake-off of each hero asset against
41
+ its target) rather than another effects pass.
42
+
43
+ ## Eye comfort: match the targets' quality, not their density
44
+
45
+ Generated targets are busier than a game should be. The owner rejects crowded, noisy, tiring worlds, and calmer
46
+ frames than the targets are the goal, as long as the quality matches.
47
+
48
+ - `funtools score` prints each frame's **busyness** (the mean brightness step between neighbouring pixels on a grey
49
+ copy 360 px on its short side) and **clipped share** (pixels at luma ≤ 2 or ≥ 253) beside its target's, and
50
+ stamps the zero board's `comfort` counter. It warns, never fails: over 14, over 1.25× the targets' busiest, or
51
+ over 6% clipped. The racer's painted targets read 9.2–15.4 there and its web frames 6.9–8.5; our liked
52
+ games' frames 2.0–11.9; one heist game's room read 7.8% clipped before its light round and 0 after.
53
+ - A calm frame has room for detail: add mid-ground surface detail at about half the target's density, low
54
+ contrast and slow (the racer's near road, on its judge's own scale: a bottom-quarter gradient of about 3,
55
+ against 1–2 then and 5–6 in the targets).
56
+ - Clip sources are fixes, not taste: blown bloom, a white flash, an emissive that clips to white instead of
57
+ keeping its colour (clamp it).
58
+
59
+ ## Framing calls are the owner's
60
+
61
+ A rubric's framing numbers are a judge's proposal. The racer's rubric asked for the racer at 80% of the frame
62
+ width; the owner settled on about 40%. Record the owner's number as a rule in the GDD (a tuning row), tell the
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+ judge it is fixed and not to mark it down, and judge what fills the space the smaller hero leaves instead. Ask
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+ the owner before a judge's hero size, camera height or crop becomes a fix.