@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.
- package/LICENSE +115 -0
- package/NOTICE +28 -0
- package/README.md +110 -2
- package/bench/LICENSE +674 -0
- package/bench/README.md +10 -0
- package/bench/entrypoint.py +94 -0
- package/bench/handlers/__init__.py +53 -0
- package/bench/handlers/apply_skin.py +192 -0
- package/bench/handlers/apply_texture.py +195 -0
- package/bench/handlers/audit_clips.py +351 -0
- package/bench/handlers/author_clips.py +297 -0
- package/bench/handlers/author_motion.py +298 -0
- package/bench/handlers/bake_emissive.py +136 -0
- package/bench/handlers/build_level.py +395 -0
- package/bench/handlers/decimate.py +220 -0
- package/bench/handlers/fit_rig.py +273 -0
- package/bench/handlers/fracture.py +233 -0
- package/bench/handlers/humanoid.py +119 -0
- package/bench/handlers/inspect.py +212 -0
- package/bench/handlers/level_check.py +68 -0
- package/bench/handlers/level_geo.py +150 -0
- package/bench/handlers/level_proof.py +117 -0
- package/bench/handlers/level_props.py +135 -0
- package/bench/handlers/lod.py +83 -0
- package/bench/handlers/merge_clips.py +122 -0
- package/bench/handlers/mirror_limb.py +336 -0
- package/bench/handlers/motion_specs.json +11 -0
- package/bench/handlers/normalize_materials.py +182 -0
- package/bench/handlers/normalize_transform.py +174 -0
- package/bench/handlers/prune_clips.py +141 -0
- package/bench/handlers/raster.py +98 -0
- package/bench/handlers/render.py +239 -0
- package/bench/handlers/render_views.py +101 -0
- package/bench/handlers/retarget_clips.py +185 -0
- package/bench/handlers/scene.py +311 -0
- package/bench/handlers/sheet.py +118 -0
- package/bench/handlers/texels.py +176 -0
- package/bench/handlers/views.py +232 -0
- package/dist/api/generated/openapi.js +1 -0
- package/dist/api/http.js +71 -0
- package/dist/api/jobs.js +94 -0
- package/dist/assets/bakeoff.js +61 -0
- package/dist/assets/counts.js +60 -0
- package/dist/assets/gen.js +230 -0
- package/dist/assets/lock.js +77 -0
- package/dist/assets/manifest.js +236 -0
- package/dist/assets/palette-fit.js +99 -0
- package/dist/assets/pixelart.js +192 -0
- package/dist/assets/pixels.js +131 -0
- package/dist/assets/plan.js +169 -0
- package/dist/assets/process.js +209 -0
- package/dist/assets/script.js +194 -0
- package/dist/assets/steps.js +294 -0
- package/dist/bin.js +8 -0
- package/dist/board/board.js +99 -0
- package/dist/cast/library.js +102 -0
- package/dist/cast/measure.js +222 -0
- package/dist/cli.js +2917 -0
- package/dist/clip/clip.js +83 -0
- package/dist/commands/account.js +158 -0
- package/dist/commands/assets-pixels.js +106 -0
- package/dist/commands/assets.js +473 -0
- package/dist/commands/beats.js +77 -0
- package/dist/commands/board.js +162 -0
- package/dist/commands/boxes.js +89 -0
- package/dist/commands/capture-all.js +92 -0
- package/dist/commands/cast.js +84 -0
- package/dist/commands/character.js +58 -0
- package/dist/commands/check.js +404 -0
- package/dist/commands/clip.js +112 -0
- package/dist/commands/compare-takes.js +204 -0
- package/dist/commands/compare-target.js +149 -0
- package/dist/commands/compare.js +117 -0
- package/dist/commands/compose-variations.js +202 -0
- package/dist/commands/compose.js +163 -0
- package/dist/commands/cut.js +13 -0
- package/dist/commands/decide.js +90 -0
- package/dist/commands/depth.js +171 -0
- package/dist/commands/dev.js +138 -0
- package/dist/commands/directions.js +106 -0
- package/dist/commands/doctor.js +281 -0
- package/dist/commands/export.js +88 -0
- package/dist/commands/feedback.js +496 -0
- package/dist/commands/feel.js +144 -0
- package/dist/commands/fidelity.js +95 -0
- package/dist/commands/find.js +116 -0
- package/dist/commands/firstlook.js +138 -0
- package/dist/commands/flow.js +600 -0
- package/dist/commands/framing.js +53 -0
- package/dist/commands/gdd.js +227 -0
- package/dist/commands/gen.js +512 -0
- package/dist/commands/greenlight.js +148 -0
- package/dist/commands/hook.js +171 -0
- package/dist/commands/init.js +234 -0
- package/dist/commands/inspect.js +161 -0
- package/dist/commands/job.js +41 -0
- package/dist/commands/jobs.js +87 -0
- package/dist/commands/journal.js +58 -0
- package/dist/commands/journey.js +228 -0
- package/dist/commands/judge.js +191 -0
- package/dist/commands/lanes.js +571 -0
- package/dist/commands/lessons.js +74 -0
- package/dist/commands/life.js +134 -0
- package/dist/commands/login.js +134 -0
- package/dist/commands/look-3d.js +105 -0
- package/dist/commands/look-fit.js +116 -0
- package/dist/commands/look-hud.js +180 -0
- package/dist/commands/look-read.js +162 -0
- package/dist/commands/look-sheet.js +152 -0
- package/dist/commands/look-theme.js +136 -0
- package/dist/commands/look.js +373 -0
- package/dist/commands/loop.js +112 -0
- package/dist/commands/loudness.js +69 -0
- package/dist/commands/mobile-qa.js +119 -0
- package/dist/commands/model.js +256 -0
- package/dist/commands/models.js +93 -0
- package/dist/commands/motion.js +305 -0
- package/dist/commands/next.js +72 -0
- package/dist/commands/note.js +294 -0
- package/dist/commands/optimize.js +212 -0
- package/dist/commands/owner.js +109 -0
- package/dist/commands/pack.js +66 -0
- package/dist/commands/parts.js +635 -0
- package/dist/commands/phone.js +398 -0
- package/dist/commands/pick.js +146 -0
- package/dist/commands/pitch.js +205 -0
- package/dist/commands/places.js +89 -0
- package/dist/commands/play.js +368 -0
- package/dist/commands/playable.js +51 -0
- package/dist/commands/playtest.js +262 -0
- package/dist/commands/profile.js +292 -0
- package/dist/commands/progress.js +537 -0
- package/dist/commands/publish.js +165 -0
- package/dist/commands/reach.js +72 -0
- package/dist/commands/reel.js +177 -0
- package/dist/commands/review.js +112 -0
- package/dist/commands/rooms.js +180 -0
- package/dist/commands/schema.js +29 -0
- package/dist/commands/score.js +326 -0
- package/dist/commands/serve.js +67 -0
- package/dist/commands/setup.js +254 -0
- package/dist/commands/sim.js +179 -0
- package/dist/commands/simulator.js +154 -0
- package/dist/commands/smoke-build.js +305 -0
- package/dist/commands/smoke.js +37 -0
- package/dist/commands/spec.js +114 -0
- package/dist/commands/store.js +154 -0
- package/dist/commands/test.js +104 -0
- package/dist/commands/trailer.js +255 -0
- package/dist/commands/unity-editor.js +322 -0
- package/dist/commands/unity-player.js +672 -0
- package/dist/commands/unity.js +198 -0
- package/dist/commands/upgrade.js +186 -0
- package/dist/commands/variety.js +108 -0
- package/dist/commands/verify.js +293 -0
- package/dist/commands/walk.js +449 -0
- package/dist/commands/widen.js +133 -0
- package/dist/commands/world.js +175 -0
- package/dist/commands/wow.js +143 -0
- package/dist/commands/zero.js +71 -0
- package/dist/compose/adsheet.js +61 -0
- package/dist/compose/contract.js +248 -0
- package/dist/compose/facts.js +81 -0
- package/dist/compose/hyperframes.js +102 -0
- package/dist/compose/page.js +216 -0
- package/dist/compose/probe.js +160 -0
- package/dist/compose/run.js +170 -0
- package/dist/compose/sheet.js +92 -0
- package/dist/compose/starters.js +247 -0
- package/dist/compose/variations.js +203 -0
- package/dist/criteria.js +35 -0
- package/dist/depth/experience.js +61 -0
- package/dist/depth/fill.js +102 -0
- package/dist/depth/inventory.js +161 -0
- package/dist/depth/pacing.js +173 -0
- package/dist/depth/story.js +97 -0
- package/dist/dev/devtools.js +119 -0
- package/dist/dev/hold.js +46 -0
- package/dist/dev/lan.js +15 -0
- package/dist/dev/open.js +30 -0
- package/dist/dev/qr.js +124 -0
- package/dist/devtools/LICENSES/pixi.js.LICENSE +21 -0
- package/dist/devtools/LICENSES/preact.LICENSE +21 -0
- package/dist/devtools/LICENSES/source-map-js.LICENSE +28 -0
- package/dist/devtools/LICENSES/three.LICENSE +21 -0
- package/dist/devtools/inspector/funpixel-inspector.pixi.min.js +1 -0
- package/dist/devtools/inspector/funpixel-inspector.threejs.min.js +1 -0
- package/dist/devtools/inspector/hooked-engines/pixi.min.js +8 -0
- package/dist/devtools/inspector/hooked-engines/preact.min.js +1 -0
- package/dist/devtools/inspector/hooked-engines/threejs.min.js +12 -0
- package/dist/devtools/kapture/funpixel-kapture.min.js +1 -0
- package/dist/devtools/profiler/funpixel-profiler.pixi.min.js +1 -0
- package/dist/devtools/profiler/funpixel-profiler.threejs.min.js +1 -0
- package/dist/direct/moves.js +234 -0
- package/dist/direct/read.js +59 -0
- package/dist/direct/round.js +80 -0
- package/dist/doctor/host.js +245 -0
- package/dist/doctor/unity-checks.js +380 -0
- package/dist/doctor/unity-history.js +589 -0
- package/dist/doctor/unity-host.js +160 -0
- package/dist/doctor/unity-import-rules.js +874 -0
- package/dist/doctor/unity-meta.js +225 -0
- package/dist/doctor/unity-project.js +297 -0
- package/dist/doctor/unity.js +171 -0
- package/dist/export/export.js +165 -0
- package/dist/export/metadata.js +25 -0
- package/dist/export/runtime.js +119 -0
- package/dist/export/scan.js +78 -0
- package/dist/export/select.js +193 -0
- package/dist/export/strip.js +42 -0
- package/dist/feedback/ab.js +55 -0
- package/dist/feedback/auto.js +44 -0
- package/dist/feedback/learn.js +255 -0
- package/dist/feedback/measure.js +49 -0
- package/dist/feedback/page.js +66 -0
- package/dist/feel/feedback.js +85 -0
- package/dist/feel/judge.js +420 -0
- package/dist/feel/run.js +185 -0
- package/dist/feel/spec.js +124 -0
- package/dist/feel/sweep.js +156 -0
- package/dist/fidelity/consistency.js +205 -0
- package/dist/fidelity/match.js +675 -0
- package/dist/fidelity/run.js +107 -0
- package/dist/find/keywords.js +97 -0
- package/dist/find/names.js +45 -0
- package/dist/find/route.js +59 -0
- package/dist/firstlook/quality.js +261 -0
- package/dist/firstlook/render.js +111 -0
- package/dist/firstlook/set.js +218 -0
- package/dist/flow/flow.js +455 -0
- package/dist/flow/look.js +139 -0
- package/dist/frame/behaviour.js +53 -0
- package/dist/frame/clock.js +117 -0
- package/dist/frame/contract.js +111 -0
- package/dist/frame/genre.js +65 -0
- package/dist/frame/idle.js +58 -0
- package/dist/frame/opening.js +171 -0
- package/dist/frames/loop.js +52 -0
- package/dist/frames/sheet.js +69 -0
- package/dist/gdd/book.js +483 -0
- package/dist/gdd/chapters.js +71 -0
- package/dist/gdd/design.js +135 -0
- package/dist/gdd/doc.js +32 -0
- package/dist/gdd/levelmap.js +428 -0
- package/dist/gdd/measures.js +477 -0
- package/dist/gdd/page.js +111 -0
- package/dist/gdd/rubric.js +250 -0
- package/dist/gdd/size.js +83 -0
- package/dist/gdd/tiers.js +148 -0
- package/dist/gdd/world.js +98 -0
- package/dist/gdd/worth.js +507 -0
- package/dist/gen/kinds.js +451 -0
- package/dist/gen/local/doctor.js +25 -0
- package/dist/gen/local/index.js +3 -0
- package/dist/gen/local/kokoro.js +334 -0
- package/dist/gen/local/master.js +248 -0
- package/dist/gen/local/provider.js +65 -0
- package/dist/gen/local/voice-rules.js +156 -0
- package/dist/gen/models.generated.js +469 -0
- package/dist/gen/models.js +53 -0
- package/dist/gen/prompt-lint.js +35 -0
- package/dist/gen/record.js +73 -0
- package/dist/gen/save.js +101 -0
- package/dist/gen/title.js +55 -0
- package/dist/gen/unity.js +334 -0
- package/dist/goals/goals.js +204 -0
- package/dist/goals/run.js +90 -0
- package/dist/greenlight/ambition.js +42 -0
- package/dist/greenlight/bible.js +138 -0
- package/dist/greenlight/lock.js +48 -0
- package/dist/greenlight/match.js +19 -0
- package/dist/greenlight/md.js +82 -0
- package/dist/greenlight/page.js +100 -0
- package/dist/greenlight/pitches.js +66 -0
- package/dist/greenlight/worth.js +90 -0
- package/dist/guidance.js +24 -0
- package/dist/init/bare.js +114 -0
- package/dist/init/git.js +56 -0
- package/dist/init/starter.js +166 -0
- package/dist/init/starters.js +179 -0
- package/dist/inspect/describe.js +125 -0
- package/dist/inspect/devserver.js +40 -0
- package/dist/journey/diff.js +74 -0
- package/dist/journey/from-round.js +44 -0
- package/dist/journey/record.js +76 -0
- package/dist/journey/run.js +139 -0
- package/dist/journey/script.js +223 -0
- package/dist/judge/common.js +60 -0
- package/dist/judge/identity.js +68 -0
- package/dist/judge/sources.js +37 -0
- package/dist/judge/structure.js +59 -0
- package/dist/keys/device.js +145 -0
- package/dist/keys/store.js +167 -0
- package/dist/lanes/fence.js +108 -0
- package/dist/lanes/gate.js +123 -0
- package/dist/lanes/lanes.js +355 -0
- package/dist/lanes/union.js +62 -0
- package/dist/lanes/where.js +49 -0
- package/dist/lessons/motifs.js +97 -0
- package/dist/lessons/store.js +56 -0
- package/dist/look/anim.js +206 -0
- package/dist/look/boxes.js +209 -0
- package/dist/look/dressing.js +24 -0
- package/dist/look/feedback.js +50 -0
- package/dist/look/fit.js +123 -0
- package/dist/look/held.js +92 -0
- package/dist/look/hook.js +169 -0
- package/dist/look/hud.js +189 -0
- package/dist/look/image-io.js +50 -0
- package/dist/look/life.js +96 -0
- package/dist/look/light.js +42 -0
- package/dist/look/look.js +85 -0
- package/dist/look/loops.js +108 -0
- package/dist/look/made-of.js +242 -0
- package/dist/look/moments.js +32 -0
- package/dist/look/motion.js +44 -0
- package/dist/look/phone-play.js +142 -0
- package/dist/look/player.js +32 -0
- package/dist/look/png.js +117 -0
- package/dist/look/readability.js +100 -0
- package/dist/look/roles.js +109 -0
- package/dist/look/sheet.js +104 -0
- package/dist/look/theme.js +278 -0
- package/dist/look/touch.js +129 -0
- package/dist/look/ui-style.js +102 -0
- package/dist/machine/procs.js +117 -0
- package/dist/managed.js +15 -0
- package/dist/mcp/hosted.js +174 -0
- package/dist/mcp/models.generated.js +538 -0
- package/dist/mcp/models.js +35 -0
- package/dist/mcp/server.js +330 -0
- package/dist/memory/decisions.js +138 -0
- package/dist/memory/journal.js +108 -0
- package/dist/model/bench.js +83 -0
- package/dist/model/blender.js +106 -0
- package/dist/model/clips.js +34 -0
- package/dist/model/finalize.js +33 -0
- package/dist/motion/checks.js +173 -0
- package/dist/motion/contract.js +177 -0
- package/dist/motion/encode.js +37 -0
- package/dist/motion/render.js +167 -0
- package/dist/motion/starter.js +54 -0
- package/dist/optimize/check.js +29 -0
- package/dist/optimize/helper.js +80 -0
- package/dist/owner/bar.js +285 -0
- package/dist/owner/match.js +105 -0
- package/dist/pack/build.js +97 -0
- package/dist/pack/deps.js +28 -0
- package/dist/pack/leaks.js +77 -0
- package/dist/pack/limits.js +51 -0
- package/dist/pack/report.js +35 -0
- package/dist/phone/baguette.js +139 -0
- package/dist/phone/listen.js +65 -0
- package/dist/pipeline/pipeline.js +929 -0
- package/dist/plan/actions.js +18 -0
- package/dist/plan/notes.js +15 -0
- package/dist/play/clock.js +40 -0
- package/dist/play/condition.js +45 -0
- package/dist/play/frames.js +60 -0
- package/dist/play/input.js +118 -0
- package/dist/play/pointer.js +21 -0
- package/dist/play/report.js +124 -0
- package/dist/play/server.js +274 -0
- package/dist/play/session.js +231 -0
- package/dist/play/steps.js +192 -0
- package/dist/playable/build.js +90 -0
- package/dist/playable/cta.js +88 -0
- package/dist/playable/networks.js +33 -0
- package/dist/playable/scan.js +46 -0
- package/dist/playtest/after-round.js +60 -0
- package/dist/playtest/assemble.js +168 -0
- package/dist/playtest/experience-run.js +69 -0
- package/dist/playtest/experience.js +77 -0
- package/dist/playtest/facts.js +90 -0
- package/dist/playtest/fidelity.js +179 -0
- package/dist/playtest/history.js +115 -0
- package/dist/playtest/hits.js +48 -0
- package/dist/playtest/hosted.js +98 -0
- package/dist/playtest/keep.js +110 -0
- package/dist/playtest/ledger.js +77 -0
- package/dist/playtest/length.js +113 -0
- package/dist/playtest/measure.js +181 -0
- package/dist/playtest/mobile-qa.js +391 -0
- package/dist/playtest/mockups.js +198 -0
- package/dist/playtest/moments.js +28 -0
- package/dist/playtest/prepare.js +162 -0
- package/dist/playtest/rank.js +184 -0
- package/dist/playtest/report.js +209 -0
- package/dist/playtest/route.js +139 -0
- package/dist/playtest/seats.js +128 -0
- package/dist/playtest/sheet.js +38 -0
- package/dist/playtest/stop.js +54 -0
- package/dist/playtest/stuck.js +47 -0
- package/dist/production/contract.js +61 -0
- package/dist/production/mirror.js +96 -0
- package/dist/production/tier.js +66 -0
- package/dist/profile/compare.js +171 -0
- package/dist/progress/answers.js +35 -0
- package/dist/progress/holds.js +106 -0
- package/dist/progress/notify.js +25 -0
- package/dist/progress/progress.js +300 -0
- package/dist/publish/build.js +54 -0
- package/dist/publish/folder.js +106 -0
- package/dist/publish/funpixel.js +96 -0
- package/dist/publish/hosts.js +48 -0
- package/dist/reach/envelope.js +111 -0
- package/dist/reach/load.js +84 -0
- package/dist/reach/side.js +320 -0
- package/dist/reach/spec3d.js +338 -0
- package/dist/reach/tiles.js +163 -0
- package/dist/reel/encode.js +34 -0
- package/dist/reel/tour.js +81 -0
- package/dist/relay/bots.js +62 -0
- package/dist/relay/bridge.js +54 -0
- package/dist/relay/local.js +82 -0
- package/dist/relay/redis.js +40 -0
- package/dist/review/audio.js +72 -0
- package/dist/review/ledger.js +60 -0
- package/dist/review/media.js +114 -0
- package/dist/review/model.js +348 -0
- package/dist/review/picture.js +113 -0
- package/dist/review/specs.js +134 -0
- package/dist/review/video.js +248 -0
- package/dist/schema/game.js +308 -0
- package/dist/score/comfort.js +79 -0
- package/dist/score/light.js +62 -0
- package/dist/score/measure.js +386 -0
- package/dist/score/vision.js +59 -0
- package/dist/serve/webgl.js +415 -0
- package/dist/setup/lsp.js +42 -0
- package/dist/sim/curve.js +122 -0
- package/dist/sim/judge.js +240 -0
- package/dist/sim/skeleton.js +65 -0
- package/dist/simulator/lease.js +159 -0
- package/dist/simulator/orient.js +57 -0
- package/dist/simulator/screen.js +113 -0
- package/dist/simulator/simctl.js +79 -0
- package/dist/smoke/art.js +20 -0
- package/dist/smoke/checks.js +165 -0
- package/dist/smoke/logic.js +73 -0
- package/dist/smoke/orphans.js +78 -0
- package/dist/smoke/palette.js +16 -0
- package/dist/smoke/sources.js +36 -0
- package/dist/sound/beats.js +95 -0
- package/dist/sound/loudness.js +94 -0
- package/dist/spec/extract.js +123 -0
- package/dist/spec/lint.js +261 -0
- package/dist/spec/presets.js +30 -0
- package/dist/spec/rooms.js +188 -0
- package/dist/spec/scaffold.js +457 -0
- package/dist/spec/sections.js +16 -0
- package/dist/spec/tunables.js +74 -0
- package/dist/stage/harnessignore.js +90 -0
- package/dist/stage/stage.js +57 -0
- package/dist/stage/tar.js +41 -0
- package/dist/status/board.js +172 -0
- package/dist/status/file.js +112 -0
- package/dist/status/inbox.js +55 -0
- package/dist/status/status.js +311 -0
- package/dist/store/answers.js +47 -0
- package/dist/store/doctor.js +120 -0
- package/dist/store/images.js +65 -0
- package/dist/store/init.js +101 -0
- package/dist/store/lint.js +392 -0
- package/dist/store/plan.js +133 -0
- package/dist/store/sdks.js +107 -0
- package/dist/studio/forks.js +93 -0
- package/dist/studio/pitch.js +294 -0
- package/dist/studio/widen.js +212 -0
- package/dist/suite/node-run.js +81 -0
- package/dist/suite/test-types.js +71 -0
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- package/templates/common/.agents/skills/funpixel-store/references/readiness.md +107 -0
- package/templates/common/.agents/skills/funpixel-store/references/steam.md +38 -0
- package/templates/common/.agents/skills/funpixel-store/references/unity-store.md +55 -0
- package/templates/common/.agents/skills/funpixel-store/references/web-portals.md +43 -0
- package/templates/common/.agents/skills/funpixel-unity-game/SKILL.md +103 -0
- package/templates/common/.agents/skills/funpixel-unity-game/references/agent-ops.md +54 -0
- package/templates/common/.agents/skills/funpixel-unity-game/references/fixes.md +40 -0
- package/templates/common/.agents/skills/funpixel-unity-game/references/from-a-web-game.md +108 -0
- package/templates/common/.agents/skills/funpixel-unity-game/references/handing-off.md +42 -0
- package/templates/common/.agents/skills/funpixel-unity-game/references/performance.md +59 -0
- package/templates/common/.agents/skills/funpixel-unity-game/references/probe.md +80 -0
- package/templates/common/.agents/skills/funpixel-unity-game/references/shared-mac.md +121 -0
- package/templates/common/.agents/skills/funpixel-unity-game/references/traps.md +108 -0
- package/templates/common/.agents/skills/funpixel-verify/SKILL.md +109 -0
- package/templates/common/.agents/skills/funpixel-verify/references/actors.md +94 -0
- package/templates/common/.agents/skills/funpixel-verify/references/bar.md +62 -0
- package/templates/common/.agents/skills/funpixel-verify/references/checks.md +69 -0
- package/templates/common/.agents/skills/funpixel-verify/references/experience.md +67 -0
- package/templates/common/.agents/skills/funpixel-verify/references/eyes.md +54 -0
- package/templates/common/.agents/skills/funpixel-verify/references/fidelity.md +126 -0
- package/templates/common/.agents/skills/funpixel-verify/references/hit-bar.md +31 -0
- package/templates/common/.agents/skills/funpixel-verify/references/journeys.md +77 -0
- package/templates/common/.agents/skills/funpixel-verify/references/mobile-qa.md +123 -0
- package/templates/common/.agents/skills/funpixel-verify/references/playtest.md +161 -0
- package/templates/common/.agents/skills/funpixel-verify/references/review.md +105 -0
- package/templates/common/.agents/skills/funpixel-verify/references/rubric.md +67 -0
- package/templates/common/.agents/skills/funpixel-verify/references/scenes.md +49 -0
- package/templates/common/.agents/skills/funpixel-verify/references/unity.md +60 -0
- package/templates/common/.agents/skills/funpixel-world-and-story/SKILL.md +99 -0
- package/templates/common/.agents/skills/funpixel-world-and-story/references/atmosphere.md +208 -0
- package/templates/common/.agents/skills/funpixel-world-and-story/references/forged-world.md +79 -0
- package/templates/common/.agents/skills/funpixel-world-and-story/references/living-world.md +237 -0
- package/templates/common/.agents/skills/funpixel-world-and-story/references/opening-and-chapters.md +215 -0
- package/templates/common/.agents/skills/funpixel-world-and-story/references/shelf.md +80 -0
- package/templates/common/.agents/skills/funpixel-world-and-story/references/story-at-size.md +159 -0
- package/templates/common/.agents/skills/funpixel-world-and-story/references/voice.md +175 -0
- package/templates/common/.agents/skills/funpixel-world-and-story/references/world-kit.md +154 -0
- package/templates/common/.claude/settings.json +3 -0
- package/templates/common/.harnessignore +28 -0
- package/templates/common/AGENTS.md +135 -0
- package/templates/common/CLAUDE.md +1 -0
- package/templates/common/assets/assets.example.json +9 -0
- package/templates/common/index.html +13 -0
- package/templates/common/src/art/files.mjs +27 -0
- package/templates/common/src/assets.ts +62 -0
- package/templates/common/src/beat.ts +50 -0
- package/templates/common/src/characters.ts +54 -0
- package/templates/common/src/expose.ts +63 -0
- package/templates/common/src/feel.ts +78 -0
- package/templates/common/src/fpx-hooks.ts +46 -0
- package/templates/common/src/frame.ts +63 -0
- package/templates/common/src/grade.ts +47 -0
- package/templates/common/src/hud-kit.css +29 -0
- package/templates/common/src/hud-kit.tsx +85 -0
- package/templates/common/src/hud.tsx +55 -0
- package/templates/common/src/icons.tsx +35 -0
- package/templates/common/src/input.ts +70 -0
- package/templates/common/src/juice.ts +92 -0
- package/templates/common/src/levels.ts +43 -0
- package/templates/common/src/living.ts +91 -0
- package/templates/common/src/look.json +19 -0
- package/templates/common/src/look.ts +54 -0
- package/templates/common/src/main.tsx +31 -0
- package/templates/common/src/markers.ts +60 -0
- package/templates/common/src/motion-sample.ts +71 -0
- package/templates/common/src/motion.ts +92 -0
- package/templates/common/src/pin.ts +32 -0
- package/templates/common/src/platform.ts +67 -0
- package/templates/common/src/pose.ts +22 -0
- package/templates/common/src/probe-human.ts +29 -0
- package/templates/common/src/probe-kit.ts +99 -0
- package/templates/common/src/rules.ts +99 -0
- package/templates/common/src/save.ts +21 -0
- package/templates/common/src/screens.css +34 -0
- package/templates/common/src/screens.tsx +95 -0
- package/templates/common/src/selftests.ts +22 -0
- package/templates/common/src/session.ts +99 -0
- package/templates/common/src/sound.ts +85 -0
- package/templates/common/src/splash-funpixel/OFL.txt +94 -0
- package/templates/common/src/splash-funpixel/card.css +18 -0
- package/templates/common/src/splash-funpixel/card.tsx +22 -0
- package/templates/common/src/splash.css +15 -0
- package/templates/common/src/splash.tsx +86 -0
- package/templates/common/src/store.ts +68 -0
- package/templates/common/src/strike.ts +82 -0
- package/templates/common/src/styles.css +81 -0
- package/templates/common/src/toasts.ts +75 -0
- package/templates/common/src/world.ts +91 -0
- package/templates/common/test/feel.json +36 -0
- package/templates/common/test/platform.test.ts +42 -0
- package/templates/common/test/probes.ts +72 -0
- package/templates/common/test/rules.test.ts +88 -0
- package/templates/common/tsconfig.json +16 -0
- package/templates/common/vite.config.ts +6 -0
- package/templates/pixi/src/character.ts +63 -0
- package/templates/pixi/src/game.ts +99 -0
- package/templates/pixi/src/world-hud.ts +16 -0
- package/templates/spec/common/src/chapters.ts +97 -0
- package/templates/spec/common/src/levels.ts +68 -0
- package/templates/spec/common/src/probe-rooms.ts +63 -0
- package/templates/spec/common/src/room-map.tsx +30 -0
- package/templates/spec/common/src/tune.ts +93 -0
- package/templates/spec/common/test/rooms.test.ts +59 -0
- package/templates/spec/common/test/rooms.ts +53 -0
- package/templates/spec/three-world/test/rooms.ts +54 -0
- package/templates/three/src/character.ts +65 -0
- package/templates/three/src/game.ts +99 -0
- package/templates/three/src/world-hud.ts +22 -0
- package/templates/three-world/src/bot.ts +43 -0
- package/templates/three-world/src/budget.ts +73 -0
- package/templates/three-world/src/camera-rig.ts +99 -0
- package/templates/three-world/src/controls.tsx +49 -0
- package/templates/three-world/src/cutout-atlas.ts +26 -0
- package/templates/three-world/src/cutout-math.ts +47 -0
- package/templates/three-world/src/cutouts.ts +99 -0
- package/templates/three-world/src/dressing-math.ts +98 -0
- package/templates/three-world/src/dressing.ts +84 -0
- package/templates/three-world/src/expose.ts +82 -0
- package/templates/three-world/src/feel.ts +79 -0
- package/templates/three-world/src/game.ts +99 -0
- package/templates/three-world/src/hud.tsx +44 -0
- package/templates/three-world/src/icons.tsx +36 -0
- package/templates/three-world/src/input.ts +73 -0
- package/templates/three-world/src/juice.ts +91 -0
- package/templates/three-world/src/layout.ts +73 -0
- package/templates/three-world/src/light-math.ts +78 -0
- package/templates/three-world/src/light.ts +77 -0
- package/templates/three-world/src/look.json +30 -0
- package/templates/three-world/src/main.tsx +38 -0
- package/templates/three-world/src/models.ts +62 -0
- package/templates/three-world/src/palette.ts +21 -0
- package/templates/three-world/src/places.json +50 -0
- package/templates/three-world/src/places.ts +56 -0
- package/templates/three-world/src/pose.ts +22 -0
- package/templates/three-world/src/post.ts +47 -0
- package/templates/three-world/src/rest-math.ts +29 -0
- package/templates/three-world/src/rules.ts +89 -0
- package/templates/three-world/src/screens.css +45 -0
- package/templates/three-world/src/screens.tsx +96 -0
- package/templates/three-world/src/selftests.ts +25 -0
- package/templates/three-world/src/session.ts +99 -0
- package/templates/three-world/src/shots.ts +59 -0
- package/templates/three-world/src/sky.ts +48 -0
- package/templates/three-world/src/stage.ts +83 -0
- package/templates/three-world/src/styles.css +95 -0
- package/templates/three-world/src/surfaces.ts +55 -0
- package/templates/three-world/src/world.ts +70 -0
- package/templates/three-world/test/feel.json +29 -0
- package/templates/three-world/test/probes.ts +65 -0
- package/templates/three-world/test/resolve.mjs +13 -0
- package/templates/three-world/test/rules.test.ts +81 -0
- package/unity/com.funpixel.probe/Editor/Funpixel.Probe.Editor.asmdef +16 -0
- package/unity/com.funpixel.probe/Editor/Funpixel.Probe.Editor.asmdef.meta +7 -0
- package/unity/com.funpixel.probe/Editor/ProbeBuild.cs +97 -0
- package/unity/com.funpixel.probe/Editor/ProbeBuild.cs.meta +11 -0
- package/unity/com.funpixel.probe/Editor/ReleaseGuard.cs +23 -0
- package/unity/com.funpixel.probe/Editor/ReleaseGuard.cs.meta +11 -0
- package/unity/com.funpixel.probe/Editor.meta +8 -0
- package/unity/com.funpixel.probe/Runtime/Api/Funpixel.Probe.asmdef +14 -0
- package/unity/com.funpixel.probe/Runtime/Api/Funpixel.Probe.asmdef.meta +7 -0
- package/unity/com.funpixel.probe/Runtime/Api/FunpixelProbe.cs +146 -0
- package/unity/com.funpixel.probe/Runtime/Api/FunpixelProbe.cs.meta +11 -0
- package/unity/com.funpixel.probe/Runtime/Api.meta +8 -0
- package/unity/com.funpixel.probe/Runtime/Player/Args.cs +87 -0
- package/unity/com.funpixel.probe/Runtime/Player/Args.cs.meta +11 -0
- package/unity/com.funpixel.probe/Runtime/Player/Boot.cs +67 -0
- package/unity/com.funpixel.probe/Runtime/Player/Boot.cs.meta +11 -0
- package/unity/com.funpixel.probe/Runtime/Player/Bridge.cs +559 -0
- package/unity/com.funpixel.probe/Runtime/Player/Bridge.cs.meta +11 -0
- package/unity/com.funpixel.probe/Runtime/Player/Capture.cs +145 -0
- package/unity/com.funpixel.probe/Runtime/Player/Capture.cs.meta +11 -0
- package/unity/com.funpixel.probe/Runtime/Player/Funpixel.Probe.Player.asmdef +32 -0
- package/unity/com.funpixel.probe/Runtime/Player/Funpixel.Probe.Player.asmdef.meta +7 -0
- package/unity/com.funpixel.probe/Runtime/Player/Inject.cs +127 -0
- package/unity/com.funpixel.probe/Runtime/Player/Inject.cs.meta +11 -0
- package/unity/com.funpixel.probe/Runtime/Player/Json.cs +246 -0
- package/unity/com.funpixel.probe/Runtime/Player/Json.cs.meta +11 -0
- package/unity/com.funpixel.probe/Runtime/Player/Probe.cs +194 -0
- package/unity/com.funpixel.probe/Runtime/Player/Probe.cs.meta +11 -0
- package/unity/com.funpixel.probe/Runtime/Player/Stats.cs +266 -0
- package/unity/com.funpixel.probe/Runtime/Player/Stats.cs.meta +11 -0
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- package/unity/com.funpixel.probe/Runtime/Player/UiTargets.cs.meta +11 -0
- package/unity/com.funpixel.probe/Runtime/Player.meta +8 -0
- package/unity/com.funpixel.probe/Runtime/link.xml +7 -0
- package/unity/com.funpixel.probe/Runtime/link.xml.meta +7 -0
- package/unity/com.funpixel.probe/Runtime.meta +8 -0
- package/unity/com.funpixel.probe/Tests/Editor/Funpixel.Probe.Tests.asmdef +25 -0
- package/unity/com.funpixel.probe/Tests/Editor/Funpixel.Probe.Tests.asmdef.meta +7 -0
- package/unity/com.funpixel.probe/Tests/Editor/StatsTests.cs +147 -0
- package/unity/com.funpixel.probe/Tests/Editor/StatsTests.cs.meta +11 -0
- package/unity/com.funpixel.probe/Tests/Editor/WireTests.cs +86 -0
- package/unity/com.funpixel.probe/Tests/Editor/WireTests.cs.meta +11 -0
- package/unity/com.funpixel.probe/Tests/Editor.meta +8 -0
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# What effects cost, and how to find out
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Numbers from the recipe lab (28 Sep 2026): a scratch scaffold per engine, each recipe a declared
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view, profiled with `npx @funpixel/tools profile` at the phone viewport (844×390 CSS px, DPR 2, so
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a 1688×780 canvas). "Desktop GPU" = Apple M4 Max through ANGLE/Metal, where everything held the
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display's 60 fps. "Software" = SwiftShader (`--software`), a CPU renderer much slower than any
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phone GPU, which is exactly why fill cost shows there. The machine was busy (load average near 34
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from other jobs), which is why the timing numbers carry their spread.
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## The profile loop (the Astra method)
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1. Name a view (`playing`, `boss`, `reveal`) and pin what varies: viewport, seed (`--seed`, which
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sets `window.__FPX_SEED__` before the game runs; read it in your RNG), renderer.
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2. `npx @funpixel/tools profile --views reveal,playing --repeat 3` before the change. The file
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lands in `.funtools/profile/<view>-<viewport>.json`.
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3. Change one thing. Run the same command. It prints each number that moved, with its percentage.
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4. Keep a control view in the same run (a view you did not touch). If the control moved as much as
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the view you changed, the timing difference is the machine, not your change.
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Which numbers to trust:
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| Signal | Stable between runs? | What it tells you |
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|---|---|---|
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| draw calls, triangles | yes | how many times and how much the GPU is asked to draw |
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| scene counts (sprites, meshes, instances, particles, filtered objects, shadow lights) | yes | what the frame is made of |
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| texture MB (estimated) | yes | memory the effect holds (filters and bloom allocate render textures) |
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| fetched KB, dist KB by kind | yes | what a player downloads |
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| JS work a frame | fairly | CPU time in the game's frame callbacks; not capped by vsync |
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| 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 |
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## Measured, Pixi 8.21 (phone viewport)
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| View | Draw calls | Texture MB | Notes |
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| base (the lab world) | 1 | 0.1 | everything batches into one call |
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| additive glow sprites | 3 | 0.2 | cheapest way to make light |
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| `AdvancedBloomFilter` on the lantern layer | 9 | 2.1 | filters allocate render textures |
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| `OutlineFilter` on the hero | 3 | 0.1 | |
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| grade: colour matrix + vignette on the world, `resolution: 'inherit'` | 3 | 10.2 | full-screen at DPR 2 |
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| the same grade at resolution 1 | 3 | 4.1 | softer on a DPR 2 screen |
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| `DisplacementFilter` on the pond | 4 | 0.3 | |
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| 400 particles in a `ParticleContainer` | 2 | 0.1 | one call for all particles |
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| `MeshRope` trail | 2 | 0.1 | |
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| night (multiply layer + additive lights) | 3 | 0.4 | |
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| godrays + shockwave + blur on the world | 8 | 8.1 | a moment, not a steady state |
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Software renderer, grade at `'inherit'` vs resolution 1, median of 3: frame p50 66.6 → 50 ms,
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while the untouched base view moved 50 → 83 ms between the same runs. The texture memory
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(10.2 → 4.1 MB) is the reliable part of that comparison.
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## Measured, three 0.170 (phone viewport)
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| View | Draw calls | Triangles | Software p50 (median of 3) |
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|---|---|---|---|
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| base (60 instanced trees, pond, hero, lanterns) | 15 | 5,168 | 16.7 ms |
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| `UnrealBloomPass` + `OutputPass`, half-res on phones | 29 | 5,182 | 49.9 ms |
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| fog + sky dome | 16 | 5,696 | 16.7 ms |
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| shadow map (PCF soft, fitted camera) | 28 | 10,256 | 16.7 ms |
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| blob shadow instead | 16 | 5,170 | 16.7 ms |
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| AgX tone mapping | 15 | 5,168 | 16.7 ms |
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| 1,200 additive points | 16 | 5,168 | 16.7 ms |
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| inverted-hull outline on the hero | 16 | 5,576 | 16.7 ms |
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| wow (bloom swell + camera ease + 1,200 sparks) | 30 | 5,182 | 66.7 ms |
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Reading it: post-processing is the expensive thing (a full-screen pass per bloom mip, every
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frame); a shadow map doubles the draw calls and triangles (the scene is drawn again from the
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light); fog, tone mapping, points and a hull outline are nearly free.
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## Quality tiers
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Decide once, from the device, and step down if the first seconds run slow:
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```ts
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const coarse = matchMedia('(pointer: coarse)').matches;
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export const quality = {
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dpr: Math.min(devicePixelRatio, coarse ? 2 : 2.5),
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bloomScale: coarse ? 0.5 : 1, // UnrealBloomPass resolution, or a Pixi filter's resolution
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shadowMap: coarse ? 1024 : 2048, // or 0 for blob shadows
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particles: coarse ? 300 : 1200,
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filterResolution: coarse ? 1 : 'inherit' as const,
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};
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// After the first 2 s of play: if the median frame is over ~22 ms, drop a tier (bloom off, fewer particles).
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```
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Headless numbers are not a phone's. When a phone is at hand, play the heaviest view on it; the
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profile tells you what changed, the phone tells you whether it matters.
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## Reduced motion and comfort
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- `matchMedia('(prefers-reduced-motion: reduce)')`: keep colour, light and glow; drop camera
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moves, screen shake, big distortion (shockwave, heavy displacement), fast flicker; cut particles.
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- Avoid full-screen flashes brighter than the scene for more than a frame or two, and anything
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flashing three or more times a second.
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- A settings toggle for effects the game leans on (bloom, shake, particles) is cheap and kind.
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## Silent traps met in the lab
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- Pixi: a top-level `await app.init()` in the entry module never resolved (Vite's renderer chunk
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imports the entry back). No error; the canvas never appeared. Initialise inside a function.
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- Pixi: a custom filter redeclaring `uInputSize` in its fragment shader failed to link
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("precisions differ"), and everything under it rendered black. Pass a varying from the vertex.
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- Pixi: filters render at resolution 1 by default, soft on a DPR 2 phone.
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- Three: with an `EffectComposer`, tone mapping and sRGB conversion happen in `OutputPass`; leave
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it out and the image is dark.
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- `profile` reads Three through `window.__THREEJS_RENDERER__` and `__THREEJS_SCENE__`, and Pixi
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through `window.__PIXI_APP__`; without them it still counts WebGL draw calls but cannot say what
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the scene holds.
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# Visual effects: light, air and the big moment
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Effects are how a flat scene becomes a place at a time of day, and how a payoff becomes a moment
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someone remembers. They are also the easiest way to lose a phone's frame rate. This skill is a
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shelf of working recipes for Pixi 8 and Three.js, each run and captured in a scratch scaffold, with
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what each one measured. Pick what serves the look the game chose; a clean flat style may want none.
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## Tools
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- `capture_view`, or `npx @funpixel/tools capture --view <name> --viewport phone`, to see an effect
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at phone size; `capture_view` on a `moment: true` view shoots a burst of the payoff.
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- `npx @funpixel/tools profile --views <name>`: frame times, the JS work of a frame, draw calls,
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triangles, the scene by kind, texture memory and load, saved per view; the next run prints the
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change. `--software` renders on the CPU so fill cost shows; `--repeat 3` steadies a noisy machine.
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Funpixel's in-app builder samples with the same page script, so the numbers read alike.
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- `inspect_scene`, locally `npx @funpixel/tools scene`, lists what the scene holds.
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- `generate_skybox` for a 3D sky, `find_material` and `get_material` for Poly Haven HDRIs;
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`generate_image` for a light cookie, a noise map or a painted sky gradient if code will not do.
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## The shelf
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| Effect | Pixi 8 | Three.js | Recipe |
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|---|---|---|---|
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| Glow around bright things | additive light sprite; `AdvancedBloomFilter` on the bright layer | emissive + `UnrealBloomPass` | [pixi](pixi.md#glow-and-bloom), [three](three.md#bloom) |
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| Mood and colour | `ColorMatrixFilter` + a custom vignette/shadow-tint filter | tone mapping (ACES, AgX) + exposure | [pixi](pixi.md#grade), [three](three.md#tone-mapping) |
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| A readable hero | `OutlineFilter` | inverted-hull outline | [pixi](pixi.md#outline), [three](three.md#outline) |
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| Water, heat, magic | `DisplacementFilter` with a scrolling noise map | a shader on the surface | [pixi](pixi.md#water) |
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| Particles | `ParticleContainer` + `Particle`, a fixed pool | `Points` with an additive soft sprite | [pixi](pixi.md#particles), [three](three.md#particles) |
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| Trails | `MeshRope` along recent positions | a ribbon or `Points` history | [pixi](pixi.md#trail) |
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| Night and lights | multiply darkness + additive lights | light colour, intensity, fog | [pixi](pixi.md#night), [three](three.md#time-of-day) |
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| Depth and air | lighter, bluer far layers | fog in the sky's colour + a sky dome | [three](three.md#atmosphere) |
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| Shadows | a soft blob under each actor | fitted shadow map, or blob shadows | [three](three.md#shadows) |
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| Time of day | keyframed tints | sun angle, colours, fog, sky | [pixi](pixi.md#time-of-day), [three](three.md#time-of-day) |
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| 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) |
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## Craft on the shelf
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1. **Start from the frame you want.** Name the time of day, the light source and what should glow.
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An effect that is not in that sentence is probably noise.
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2. **Effect the few, not the stage.** A filter on the whole stage re-renders every pixel every
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frame; put it on the layer that needs it (the lanterns, the water, the hero). Save full-screen
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passes for the grade and the reveal.
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3. **Glow picks its source.** In Three, bloom whatever is emissive above the threshold and keep
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the rest under it; in Pixi, bloom the bright layer only, or fake glow with additive sprites.
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4. **Budgets as constants.** Particles come from a fixed pool whose size is one number you can
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change per quality tier; a burst reuses dead particles.
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5. **Quality tiers.** Decide once at start (and after a slow first second): phones get half-res
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bloom, a 1024 shadow map or blob shadows, fewer particles, a DPR cap of 2. Details and the
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measured costs: [cost.md](cost.md).
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6. **Reduced motion.** Under `prefers-reduced-motion`, keep light and colour, drop shake, big
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distortion and camera moves, cut particle counts. The recipes read this flag.
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7. **Measure the change.** Profile the view before and after an effect, same viewport, same seed.
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Counts (draw calls, triangles, texture MB) are stable; frame times move with the machine, so
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repeat and compare against a control view in the same run.
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8. **Look at it at phone size.** Capture before, during and after a reveal; effects that read at
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1440 px can turn to mush at 390.
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9. **In a whole 3D game, read the slow frames.** Averages hide hitches: read p95/p99 at a named
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beat (the first fight, not the whole run), and name what appeared on each slow frame (a shader
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compile, a texture upload) before fixing it. Warm-up, culling skinned actors, a pixel budget,
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pacing to the refresh, and the leaks one game met: [frames.md](frames.md).
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## Worked example
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A dusk valley in Pixi with five lanterns. The lab's base view profiled at 1 draw call; additive
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halos per lantern took it to 3 with no change in JS work, and read as warm light in the capture.
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`AdvancedBloomFilter` on the lantern layer only: 9 draw calls and 2.1 MB of filter textures. A
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full-screen grade (colour matrix and vignette) at `resolution: 'inherit'` held 10.2 MB of filter
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textures; at resolution 1 it held 4.1 MB, and on the software renderer its frame p50 went 66.6 →
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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.
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## Common mistakes
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- A filter or bloom on the whole stage when one layer needed it: every pixel pays, every frame.
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- Top-level `await app.init()` in the entry module: Vite's renderer chunk imports the entry back
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and the page never starts, with no error. Initialise inside an async function.
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- A custom Pixi filter that redeclares `uInputSize` in the fragment shader: the precisions differ
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from the vertex stage and the program fails to link (a black screen). Pass a varying instead.
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- `EffectComposer` without `OutputPass`: colours come out dark and tone mapping is skipped.
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- A white starburst or full-screen flash on contact: one racer's (Oct 2026) read as glare, one 38% clipped.
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A small warm glow at the contact point, about 0.16 s, answers the hit.
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- Dither or halftone transparency in a shader: at phone size it reads as a glitch. Fade in broad, slow bands or
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real alpha. To find which module owns a fault, capture with one module off
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([judging-frames.md](judging-frames.md)).
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- An additive volume checked only at the hero distance: seen down its own axis at melee range, a
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summed beam became a white disc that hid the enemy. Soft-clip the sum and look up close.
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# Smooth frames in a whole 3D game
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The recipe lab ([cost](cost.md)) measures one effect in a small scene. A whole game adds things a
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lab never meets: first-use compiles, a crowd of skinned actors, level rebuilds, big retina windows
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and displays faster than 60 Hz. This is what one game (a three.js third-person horror game, 29 Sep
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2026, `design/PERF.md` in its repo) measured, and what each fix bought. The numbers are that game's
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on that machine; the causes recur.
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## Smooth is a distribution, not an average
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At 78 fps average that game still stuttered. Read p95, p99 and the worst frame, and where the slow
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frames land. Then name each slow frame's cause before changing anything: on a hitch frame, read
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`renderer.info` for what appeared (new shader programs, textures, geometries). Every hitch it
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found had a cause that showed there.
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Profile the named beat, not the whole run. A whole-run phone profile read p95 16.8 ms, mostly
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exploring; `funtools profile --views firstWalker --viewport phone --throttle 4` on the first fight
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read p95 33.4 ms (about 41 fps). The fight is the phone's worst case, and the average hid it.
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Profile vsync-capped, as a player sees it. An uncapped run (`--disable-frame-rate-limit`) fooled
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the game's own refresh detection into cutting resolution at 2.5 ms frames. And profile on a machine
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nobody is playing on: films and profilers share the GPU and read as lag to the player.
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## What that game found, and what each fix bought
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| Symptom | Cause (measured) | Fix |
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|---|---|---|
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| 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 |
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| 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 |
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| 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 |
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| 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 |
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| 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 |
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| static geometry never culled | batches merged per material across the whole level | merge per material and per 10 m tile |
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| everything drawn to 80 m | fog is total by about 34 m (FogExp2 0.058) | `camera.far = 36` |
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| 594 matrices recomputed a frame | statics left with `matrixAutoUpdate` on | off for statics, and `matrixWorldAutoUpdate = false` once placed |
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| 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 |
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Results on the same recorded run: desktop 1600×900 @2x worst frame 87 → 29 ms (5 hitches → 0 over
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33 ms); phone 844×390 @3x with the CPU ×4, p95 31.5 → 16.8 ms; draw calls 506 → 298 and triangles
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1.3 M → 0.69 M on the first-fight frame.
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## Big windows and fast displays
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A 1950×1090 window at pixel ratio 1.5 is 4.8 M pixels through AO, depth of field and bloom:
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GPU-bound (p99 26 ms). On a 120 Hz display, 9 ms frames flip between 8 and 16 ms and judder.
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- **A pixel budget** caps the ratio by pixel count (that game: 2.6 M on desktop, 1.3 M on a phone);
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the DOM HUD stays at full retina.
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- **Pace to the refresh.** Detect the refresh from the fastest frames, judge each second's p90
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against that slot, and when 120 cannot hold, lock to 60 (render every other refresh) before
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lowering resolution.
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- **Hysteresis.** Each resolution change rebuilds the post-processing targets (41 textures, a 70–100
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ms frame), so an oscillating scaler stutters every few seconds. Its rule: no step up within
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12 s of a step down, five fast seconds to earn one, none after two downs.
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Result: 119.2 fps on a 120 Hz display at 1950×1090 @2x, p99 9.4 ms, worst 17.5 ms, zero hitches.
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## Leaks that read as "it gets laggy after a while"
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The Funpixel profiler (`funtools profile`, and `window.__funpixelProfiler.getReport()` in dev) found
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what the game's own tools missed: +405 textures on every level rebuild, never freed, which every
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death's Retry triggered. `renderer.info.memory` went 957 → 1362 → 1767 → 2172 → 2577 over four
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rebuilds. A rebuild disposes each old `SkinnedMesh.skeleton` (its bone texture), the per-build
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materials and their canvas textures, and keeps the shared model materials whose images are reused.
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Reading `renderer.info.memory` before and after a Retry catches it.
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Draw calls counted at the WebGL call (verify's renderer note: 494 desktop, 511 phone) include
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every pass (shadow, AO, beauty, post); one `composer.render()` counted 298. Know which one a number
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is before comparing.
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A title faded to opacity 0 kept animating its Ken Burns and motes over the canvas every frame, and
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`audit-screens` saw it cover the play in 25 of 25 views. `visibility: hidden` once the fade ends,
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with its animations paused, removed it.
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## When something glows that should not
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"Anything that looks like a white ball is a light" held four times in that game: the torch's
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hotspot on a close surface, the beam cone seen end-on, coral pushed past the bloom's white point,
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and the worst one, an additive ray-marched beam seen down its own axis. From the camera behind her,
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the view ray ran down the whole lit cone and eight summed samples bloomed into a white disc that
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hid an enemy at knife range. It was found only by asking "what is that?" of a melee still and hiding
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one thing at a time.
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- Soft-clip any additive sum (`1 - exp(-x)`), and thin a volume when the view runs along its axis.
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- Check effects at melee range, not only at the hero distance the recipe was tuned at.
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- An on/off A/B is only honest when the frame's own update does not re-set what you turned off
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(the torch and emissives were re-posed every frame; the albedo was not).
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# Judging frames against the targets: a fixed rubric, fixes by module, eye comfort
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From a Unity 6 3D racer (Oct 2026) built by several module agents (world, racers, levels) and one
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integrator. An independent judge scored real captures against the painted targets every round; what follows is
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what held up, with its numbers. `funtools score` measures the same frames (layout, palette and light, density,
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comfort); this is the judge that reads what numbers cannot.
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## The rubric, fixed before the frames
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| Category | Points | What it reads |
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|---|---|---|
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| Composition | 30 | the camera, where the eye goes, what fills the frame, the pack or cast on screen |
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| Light | 25 | a key light, a rim, depth in the air, the contrast range (deep darks under bright cores) |
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| Detail | 25 | authored surfaces (rivets, frost, glass) rather than primitives with a streaky texture |
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| Effects | 20 | trails, glows and weather that read as the target's and do not strain the eye |
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- **The same rubric every round**, written before seeing the frames, so a score moves only when a frame changed.
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- **Full-resolution phone captures from the real build** (the player on the target device size, not the editor, not
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a web stand-in): the racer judged 1172×2532 frames; half-size shots hid the material detail being scored.
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- **Per frame:** a total, the four category scores, the change since last round, and one eye-comfort word
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(yes, mild, glare, busy, no): could a person look at it for a minute without strain?
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## Fix lists tagged by module
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Every fix names the module that owns it, `[WORLD]`, `[RACERS]`, `[LEVELS]` (or the game's own lanes), with the
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frame, the pixel region and the number: "[WORLD] the sun bloom washes out the upper right (11% clipped): bloom
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intensity −50%, exposure −0.4 EV". The integrator routes each tag to that module's agent (its lane, where
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`funtools lanes` runs them), so no agent reads another's list. End with the five changes that would raise the average most,
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each with its expected gain; the racer's round-2 list predicted 76–80 from 64.
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**Find the owner before assigning a fault.** Capture the same frame with one module turned off (a launch flag
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per module: no world dressing, no racer effects). The fault that disappears belongs to the module that was off;
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a stripe under the racer that stays with the effects off is not the effects agent's.
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## Read the categories, not only the total
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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
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detail +0.6: the gain came from removing noise (a white halo, crossing speed lines, a fourth trail), not from
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adding quality. Calm is not finished. When light and detail stall, give materials and lighting a round of their
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own (per place: a key light, a rim, a regrade, authored hero surfaces, a bake-off of each hero asset against
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its target) rather than another effects pass.
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## Eye comfort: match the targets' quality, not their density
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Generated targets are busier than a game should be. The owner rejects crowded, noisy, tiring worlds, and calmer
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frames than the targets are the goal, as long as the quality matches.
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- `funtools score` prints each frame's **busyness** (the mean brightness step between neighbouring pixels on a grey
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copy 360 px on its short side) and **clipped share** (pixels at luma ≤ 2 or ≥ 253) beside its target's, and
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stamps the zero board's `comfort` counter. It warns, never fails: over 14, over 1.25× the targets' busiest, or
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over 6% clipped. The racer's painted targets read 9.2–15.4 there and its web frames 6.9–8.5; our liked
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games' frames 2.0–11.9; one heist game's room read 7.8% clipped before its light round and 0 after.
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- 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
|
|
63
|
+
judge it is fixed and not to mark it down, and judge what fills the space the smaller hero leaves instead. Ask
|
|
64
|
+
the owner before a judge's hero size, camera height or crop becomes a fix.
|
|
@@ -0,0 +1,102 @@
|
|
|
1
|
+
# Art direction for a Funpixel game
|
|
2
|
+
|
|
3
|
+
Choose a look that serves the player, then prove it in the running game. A simple style still owes
|
|
4
|
+
clear silhouettes, coherent screens and feedback. Name stand-ins as stand-ins.
|
|
5
|
+
|
|
6
|
+
## Match the scope
|
|
7
|
+
|
|
8
|
+
For an asset repair or a supplied look, use the accepted asset, style guide and real background.
|
|
9
|
+
Identify what is locked (identity, palette, silhouette) and what may change. A moodboard offers
|
|
10
|
+
possibilities; only the brief or agreed style rules make them binding.
|
|
11
|
+
|
|
12
|
+
For an unresolved direction, explore a few alternatives, a familiar one and an unexpected one;
|
|
13
|
+
`npx @funpixel/tools variety` shows which games on this machine a choice sits close to. For a new complete
|
|
14
|
+
game, the moves below are what held our bar games' looks together.
|
|
15
|
+
|
|
16
|
+
## Establish the look
|
|
17
|
+
|
|
18
|
+
1. **State the choice.** In the design document (`design/GDD.md`, skill `funpixel-gdd`), name
|
|
19
|
+
the medium, palette roles, camera and why they suit this game's audience and actions. Before a new complete
|
|
20
|
+
game's code, the style bible (skill `funpixel-gdd`, the greenlight) holds it: several directions
|
|
21
|
+
tried, a plain one pushed up with a concrete note ("too simple: richer colour, more contrast"),
|
|
22
|
+
and a route for every asset (generated, authored, or
|
|
23
|
+
procedural proven by a rendered study; "primitives for now" is a stand-in, not a route).
|
|
24
|
+
At the first look the world's kit stands beside the hero: sheets of its structures, ground,
|
|
25
|
+
props and living cast, cut (`npx @funpixel/tools cut`) before the slice is built from them;
|
|
26
|
+
without it one fresh build coded its world from shapes.
|
|
27
|
+
2. **Write five AD rules.** The critic panel reads them:
|
|
28
|
+
each checkable in a frame (colour roles, outline weight, light, material, actor readability at
|
|
29
|
+
a stated phone size); no universal percentage for hero size.
|
|
30
|
+
3. **Make a target frame,** so captures have something to be measured against: `design/target.png`
|
|
31
|
+
at the real aspect, showing play area, player, threat or puzzle element, an action moment and HUD. It may be drawn, generated or rendered
|
|
32
|
+
from a small procedural study. Label its origin and status; a mock-up describes intent, never
|
|
33
|
+
proves gameplay or approval.
|
|
34
|
+
4. **Compare the implementation.** Capture at the target's viewport and measure gaps in
|
|
35
|
+
play-area share, actor size, HUD coverage and colour roles. Fix framing in layout before
|
|
36
|
+
paying for new art. Check phone and desktop; a rule revised to excuse a defect stops measuring anything.
|
|
37
|
+
For a game with a moment ladder, a target frame per moment and captures of the same seconds
|
|
38
|
+
from a recorded run make a loop: name the biggest difference, fix it, recapture. Judge
|
|
39
|
+
generated models under the game's own light, where one game's near-black textures were
|
|
40
|
+
lifted into white blow-outs. Both, with what they found:
|
|
41
|
+
[prompts.md](prompts.md#target-frames-at-moments-and-the-loop-that-closes-the-gap).
|
|
42
|
+
Match the targets' quality, not their density (`score` warns on a busy or clipped frame); the rubric,
|
|
43
|
+
fixes by module and the owner's framing calls: [judging-frames.md](judging-frames.md).
|
|
44
|
+
5. **Direct the UI too.** The HUD and the screens are part of the look: plates of the world's
|
|
45
|
+
material made as art, a display face, one icon family drawn like the art, a target for the HUD
|
|
46
|
+
and one for the title, the game's first promise. Undirected, every game kept the scaffold's
|
|
47
|
+
dark pills: [ui.md](ui.md).
|
|
48
|
+
|
|
49
|
+
## Tools
|
|
50
|
+
|
|
51
|
+
- Use `generate_image` for a target or world art, `generate_sprite` for isolated objects;
|
|
52
|
+
[2d-assets](2d-assets.md) covers sheets, transparency, packing and loading.
|
|
53
|
+
- Check the tool's current estimate, total the planned jobs and follow the brief's spending
|
|
54
|
+
authorization. Reuse accepted assets first. Candidate batches are optional and reserved for
|
|
55
|
+
a target, hero or key art where the comparison is worth its cost.
|
|
56
|
+
- Before the game exists, `npx @funpixel/tools look --sheet` puts every sprite at play heights
|
|
57
|
+
(24, 48, 96 px) on a neutral band and on the real ground colour (`roles.ground` or `--ground`)
|
|
58
|
+
and measures each against it. One game's sheet found its terracotta army vanishing on the
|
|
59
|
+
pass floor at 24 px before any game code.
|
|
60
|
+
- A pixel-art look can be exact rather than imitated: `pixelArt` (scale, palette) in
|
|
61
|
+
`funpixel.json` has `assets process` and `gen` snap every picture to the grid and palette, and
|
|
62
|
+
`npx @funpixel/tools assets pixels` measures soft edges and stray inks ([2d-assets](2d-assets.md)).
|
|
63
|
+
- For a new asset family, record `assets/style.json` before expanding the set
|
|
64
|
+
([style-file.md](style-file.md)). Reuse its medium, family clause and
|
|
65
|
+
exclusions; vary the intended subject or repair while keeping the other choices stable. Pass a world style frame for scenery and an isolated hero
|
|
66
|
+
reference for characters. A landscape reference alone tends to produce scenery.
|
|
67
|
+
- Write three to six measurable acceptance lines per asset type before seeing the result.
|
|
68
|
+
Examples: [prompts.md](prompts.md).
|
|
69
|
+
- Fix the cheapest way that preserves identity: layout, crop/alpha repair, an edit, or a new
|
|
70
|
+
generation. Keep the source; recheck edges, silhouettes and palette on the real background. One variable per round keeps each change attributable; Scenario's
|
|
71
|
+
stop rule (three rounds without a clean one, or one line failing two fixes) is where naming the
|
|
72
|
+
remaining miss usually beats another paid round.
|
|
73
|
+
- Start independent jobs together and collect by id with `get_job`; after a timeout, collect
|
|
74
|
+
rather than submit again. `npx @funpixel/tools job <id> --wait --out <path>` saves provenance.
|
|
75
|
+
Without MCP, `gen image|sprite` uses a paid key; lacking a key does not preclude authored art.
|
|
76
|
+
|
|
77
|
+
## Check before handing back
|
|
78
|
+
|
|
79
|
+
For a focused repair, compare the accepted baseline and repaired asset on the actual background
|
|
80
|
+
at display size, then the changed in-game view. Check the stated repair and preserved
|
|
81
|
+
identity; no new target or full critic panel is required.
|
|
82
|
+
|
|
83
|
+
For a new asset family, compare contact sheets on the actual ground and current in-game captures.
|
|
84
|
+
For a complete-game review, the `art-director` checks target consistency and the blind `critic`
|
|
85
|
+
panel judges what shipped. Generation receipts prove origin and spend, not visual quality.
|
|
86
|
+
Name failed jobs, stand-ins and provisional choices. In a 3D game, `npx @funpixel/tools look --3d`
|
|
87
|
+
says whether the heroes are code primitives or models; code-built heroes are a style only when
|
|
88
|
+
funpixel.json `art3d` declares it with its reason and a proof frame (skill `funpixel-3d`).
|
|
89
|
+
|
|
90
|
+
## Worked example
|
|
91
|
+
|
|
92
|
+
One game's sandstone rooms wore dark pills: `look --hud` read system type, 20 dark plates and
|
|
93
|
+
the scaffold's glyphs. A `## UI` section chose sandstone plaques, a carved face and an inked icon
|
|
94
|
+
family; a generated plate went in through `border-image`.
|
|
95
|
+
|
|
96
|
+
## Common mistakes
|
|
97
|
+
|
|
98
|
+
- Text and glyphs drawn into generated art blur and cannot change (the wordmark excepted).
|
|
99
|
+
- Long prompts and chains of edits: each drifts, so work from the accepted baseline.
|
|
100
|
+
- Calling the declared medium a defect: inconsistent execution is the defect, not the medium.
|
|
101
|
+
|
|
102
|
+
Adapted in part from scenario-labs/skills (MIT); see THIRD_PARTY_NOTICES.md.
|
|
@@ -0,0 +1,119 @@
|
|
|
1
|
+
# Measuring a generated image
|
|
2
|
+
|
|
3
|
+
Detail for step 6 of [2d-assets](2d-assets.md) and the alignment pass in [sheets.md](sheets.md). Use
|
|
4
|
+
the verdict the tool returns when it returns one; use this when it does not, or to check a
|
|
5
|
+
suspicious pass.
|
|
6
|
+
|
|
7
|
+
The snippet needs no dependencies. Paste it into the running game's page (`npx @funpixel/tools
|
|
8
|
+
dev`, then your browser tool's evaluate step or the devtools console) and call it with the served
|
|
9
|
+
path. It reads pixels only; it changes nothing.
|
|
10
|
+
|
|
11
|
+
```js
|
|
12
|
+
async function measure(url, { roles = [], cols = 1, rows = 1 } = {}) {
|
|
13
|
+
const img = await createImageBitmap(await (await fetch(url)).blob());
|
|
14
|
+
const c = new OffscreenCanvas(img.width, img.height);
|
|
15
|
+
const g = c.getContext('2d');
|
|
16
|
+
g.drawImage(img, 0, 0);
|
|
17
|
+
const { data, width: W, height: H } = g.getImageData(0, 0, img.width, img.height);
|
|
18
|
+
const px = (x, y) => { const i = (y * W + x) * 4; return [data[i], data[i + 1], data[i + 2], data[i + 3]]; };
|
|
19
|
+
const hsl = ([r, gg, b]) => {
|
|
20
|
+
r /= 255; gg /= 255; b /= 255;
|
|
21
|
+
const mx = Math.max(r, gg, b), mn = Math.min(r, gg, b), l = (mx + mn) / 2, d = mx - mn;
|
|
22
|
+
if (!d) return [0, 0, l];
|
|
23
|
+
const s = d / (1 - Math.abs(2 * l - 1));
|
|
24
|
+
const h = mx === r ? ((gg - b) / d) % 6 : mx === gg ? (b - r) / d + 2 : (r - gg) / d + 4;
|
|
25
|
+
return [(h * 60 + 360) % 360, s, l];
|
|
26
|
+
};
|
|
27
|
+
const hexHue = (hex) => hsl([1, 3, 5].map((i) => parseInt(hex.slice(i, i + 2), 16)))[0];
|
|
28
|
+
const roleHues = roles.map(hexHue);
|
|
29
|
+
const hueDist = (a, b) => Math.min(Math.abs(a - b), 360 - Math.abs(a - b));
|
|
30
|
+
|
|
31
|
+
let clear = 0, coloured = 0, onRole = 0;
|
|
32
|
+
for (let y = 0; y < H; y++) for (let x = 0; x < W; x++) {
|
|
33
|
+
const p = px(x, y);
|
|
34
|
+
if (p[3] < 16) { clear++; continue; }
|
|
35
|
+
const [h, s] = hsl(p);
|
|
36
|
+
if (s < 0.15) continue; // ink, greys and whites carry no hue
|
|
37
|
+
coloured++;
|
|
38
|
+
if (roleHues.some((rh) => hueDist(h, rh) <= 20)) onRole++;
|
|
39
|
+
}
|
|
40
|
+
const corner = (x0, y0) => {
|
|
41
|
+
let a = 0, n = 0; const hs = [];
|
|
42
|
+
for (let y = y0; y < y0 + 8; y++) for (let x = x0; x < x0 + 8; x++) { const p = px(x, y); a += p[3]; n++; hs.push(hsl(p)[0]); }
|
|
43
|
+
return { alpha: Math.round(a / n), hue: Math.round(hs.sort((p, q) => p - q)[hs.length >> 1]) };
|
|
44
|
+
};
|
|
45
|
+
const cw = Math.floor(W / cols), ch = Math.floor(H / rows), cells = [];
|
|
46
|
+
for (let r = 0; r < rows; r++) for (let k = 0; k < cols; k++) {
|
|
47
|
+
let x0 = cw, y0 = ch, x1 = -1, y1 = -1; const colFill = new Array(cw).fill(0);
|
|
48
|
+
for (let y = 0; y < ch; y++) for (let x = 0; x < cw; x++) {
|
|
49
|
+
if (px(k * cw + x, r * ch + y)[3] > 128) { x0 = Math.min(x0, x); x1 = Math.max(x1, x); y0 = Math.min(y0, y); y1 = Math.max(y1, y); colFill[x]++; }
|
|
50
|
+
}
|
|
51
|
+
let best = [0, -1], run = null; // widest run of columns at least 3% occupied
|
|
52
|
+
colFill.forEach((n, x) => { if (n >= ch * 0.03) { run ??= x; if (x - run > best[1] - best[0]) best = [run, x]; } else run = null; });
|
|
53
|
+
cells.push(x1 < 0 ? { empty: true } : {
|
|
54
|
+
box: [x0, y0, x1, y1], bottom: y1, centre: best[1] < 0 ? (x0 + x1) / 2 : (best[0] + best[1]) / 2,
|
|
55
|
+
touchesEdge: x0 === 0 || y0 === 0 || x1 === cw - 1 || y1 === ch - 1,
|
|
56
|
+
});
|
|
57
|
+
}
|
|
58
|
+
return {
|
|
59
|
+
size: [W, H],
|
|
60
|
+
transparentShare: +(clear / (W * H)).toFixed(3),
|
|
61
|
+
corners: [corner(0, 0), corner(W - 8, 0), corner(0, H - 8), corner(W - 8, H - 8)],
|
|
62
|
+
onRoleShare: coloured ? +(onRole / coloured).toFixed(3) : null,
|
|
63
|
+
cells,
|
|
64
|
+
};
|
|
65
|
+
}
|
|
66
|
+
|
|
67
|
+
// await measure('assets/fox.png', { roles: ['#FF6B5A', '#E8D8B0', '#7FE0B0'] })
|
|
68
|
+
// await measure('assets/fox-sheet.png', { cols: 4, rows: 2 })
|
|
69
|
+
```
|
|
70
|
+
|
|
71
|
+
## Reading it
|
|
72
|
+
|
|
73
|
+
| Check | Pass | A fail means |
|
|
74
|
+
|---|---|---|
|
|
75
|
+
| `transparentShare` on a sprite asked to be transparent | 0.12 or more for a compact object; a failed key often reads under 0.05 | Inspect the plate; repair alpha if the subject can be preserved, otherwise regenerate |
|
|
76
|
+
| `corners` alpha on a transparent sprite | all four near 0 | The subject or its scene reaches the edge |
|
|
77
|
+
| `corners` hue on an opaque plate before keying | all four within about 20° | The model drew a scene, not a subject on a field |
|
|
78
|
+
| `onRoleShare` | 0.85 or more | Inspect the mismatch; repair a local colour error or refine the generation clause |
|
|
79
|
+
| `cells[i].touchesEdge` | false for every cell | Check actual clipping; repair if complete source pixels exist, otherwise regenerate or separate the effect |
|
|
80
|
+
| `cells[i].bottom` spread across grounded frames | under 3% of the cell height | Feet jump; run the alignment pass |
|
|
81
|
+
| `cells` count and `empty` | as many filled cells as frames asked for | Inspect indexing and slicing first; repair the layout or regenerate missing content |
|
|
82
|
+
| `box` aspect | close to the brief (a tall knight is taller than wide) | Wrong framing, or a contact sheet of parts |
|
|
83
|
+
|
|
84
|
+
Hue, not RGB distance, decides the palette check: the same colour in light and shadow is far apart
|
|
85
|
+
in RGB and close in hue. Whites, greys and the ink outline carry no reliable hue, which is why
|
|
86
|
+
pixels below 15% saturation are skipped.
|
|
87
|
+
|
|
88
|
+
Numbers are the floor, not the verdict. A sprite that passes every row can still be the wrong
|
|
89
|
+
character; compare it with the hero reference and the style frame on one sheet before wiring.
|
|
90
|
+
|
|
91
|
+
Two optional checks see what numbers cannot, each one seat on your own agent (funtools calls no
|
|
92
|
+
model; a seat reads each picture once, a few thousand tokens):
|
|
93
|
+
|
|
94
|
+
- **Structure.** An artifact score has praised a car with two different wheels. `npx @funpixel/tools
|
|
95
|
+
judge structure <file|folder> --prompt "what it should be"` asks five fixed yes/no questions with
|
|
96
|
+
evidence: matched pairs, part counts, attachment, lettering, the frame. Any no fails, and it is
|
|
97
|
+
never averaged into a look score. On one generated four-pose bee set it caught tangled antennae
|
|
98
|
+
in one pose. Worth it for a hero, a face the player stares at, or anything with lettering.
|
|
99
|
+
- **Identity.** `judge identity <frames|folder> --concept hero.png` holds every pose to the hero on
|
|
100
|
+
silhouette, palette, key features and proportions, and names the worst frame per trait. Major
|
|
101
|
+
drift fails, minor is said; an expression the pose asks for is animation, not drift.
|
|
102
|
+
|
|
103
|
+
`judge report` reads the answer back: exit 0 pass, 1 fail, 2 not observed (nothing filed, a
|
|
104
|
+
question left without evidence, or the picture changed since).
|
|
105
|
+
|
|
106
|
+
When a check fails, diagnose the cause before choosing a repair. For an accepted sprite with an
|
|
107
|
+
alpha fringe, preserve the original and repair the alpha or edge without changing its silhouette,
|
|
108
|
+
colours or identity. A crop is appropriate only when it removes unwanted border content and
|
|
109
|
+
leaves the subject and required anchors whole. Record the transformation so it is reproducible;
|
|
110
|
+
then remeasure and inspect at the real display size on the actual game background.
|
|
111
|
+
|
|
112
|
+
Use `edit_image` for a generative edit when needed. Regenerate from the accepted reference only
|
|
113
|
+
when the defect cannot be repaired without losing the intended identity or missing the brief;
|
|
114
|
+
change the failing clause, not the entire direction. A passing numeric check alone is not approval.
|
|
115
|
+
|
|
116
|
+
**Which route says no, measured.** `npx @funpixel/tools jobs --refusals` tallies, per tool, how often your
|
|
117
|
+
own jobs were refused and by what (policy, the asset gate, bad input) over the latest 500. A route that
|
|
118
|
+
refuses often wants plainer, generic descriptors; judge our routes by these numbers, not by any vendor's
|
|
119
|
+
reputation for strictness.
|