@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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@@ -0,0 +1,99 @@
1
+ ---
2
+ name: world-and-story
3
+ description: Use when a game should feel like a place with a story (a world to explore, an opening, characters who speak, a crowd that cheers), or its world reads empty, silent, static or aimless. Covers landmarks, kit dressing, a living world (people on task loops, creatures with gaits), atmosphere, story sized to the game and voice.
4
+ ---
5
+
6
+ # World and story: a place worth being in
7
+
8
+ A game can be correct and still feel like a box: a field of tiles, a goal in a sentence, nothing
9
+ that says where you are or that anyone is watching. The acclaimed games put the story in the place.
10
+ Pick what fits from this shelf; a tight arcade game may want none of it.
11
+
12
+ ## Tools
13
+
14
+ - `generate_image` for key art, backdrops and vistas; `generate_sprite` and `generate_spritesheet`
15
+ for a kit of props and characters that move; `edit_image` for a variant (a lit and an unlit
16
+ lamp) so one kit tells a before and after.
17
+ - `generate_skybox` for a 3D sky; `find_material` and `get_material` for free Poly Haven HDRIs,
18
+ textures and models; `generate_3d_model` for a hero prop or character; `build_level` when the
19
+ place is an interior or a set with a plan (skill `fp:3d`).
20
+ - `generate_music` and `generate_sound` for the place's sound (skill `fp:audio`).
21
+ - `capture_view` and `audit_screens` to see each beat at phone size; locally `capture`, `play`
22
+ (a blind player: ask it its goal), `profile`, `life` (ambient life) and `depth` (story beats
23
+ seen in play), all `npx @funpixel/tools`.
24
+
25
+ ## What the hits do
26
+
27
+ - **Hollow Knight**: the world is the story. Ruins and inscriptions explain a fallen kingdom
28
+ without a cutscene; each area owns a colour, a sound and a silhouette. Landmarks you glimpse
29
+ early you reach late.
30
+ - **Hades**: story rides the loop. Every death returns you home where characters remark on what
31
+ just happened, so losing is content. Text is short and voiced.
32
+ - **Celeste**: each chapter is one place, one new mechanic and one feeling,
33
+ bracketed by a short scene. Postcards between chapters say what it is about.
34
+ - **Silt & Signal** (Crayon, our web reference): a one-line promise on the title, a voiced beat
35
+ before control, then a chapter card and a goal with a waypoint; 7 chapters, 61 voiced lines in
36
+ 12–15 minutes. Notes: [references/shelf.md](references/shelf.md).
37
+
38
+ ## Craft on the shelf
39
+
40
+ 1. **A place before a level.** Name the place in one line and give it one landmark the player can
41
+ see from most of the map (a tower, a tree, a lighthouse), two or three districts that differ in
42
+ colour and material, and a route the eye follows. Keep the play space readable: walkable ground
43
+ one value band, blocking things another, threats their own colour.
44
+ 2. **Dress from a kit, not a tile.** Six to twelve pieces in one style (rocks, bushes, flowers,
45
+ lamps, fences, crates) scattered by rule: dense at edges, clear on the route, a ring around
46
+ landmarks, jittered scale, flip and tint so repeats hide. Seeded, so it is the same place every
47
+ run. Code for Pixi and Three: [references/world-kit.md](references/world-kit.md).
48
+ 3. **Tell it with things.** Put two or three props per area that imply what happened (a cart on
49
+ its side by a broken bridge, dark lamps along a road with one lit). Change something the player
50
+ can see when they act: the lamp lights, the bridge mends, the music opens up.
51
+ 4. **Author the opening.** Title (name, one-line promise, one button) → a beat of a few seconds
52
+ that shows the world and the want (a pan, one or two lines, skippable) → the first control,
53
+ taught by the space → the first objective in words with a waypoint and a distance → a first
54
+ payoff inside a minute. Recipes: [references/opening-and-chapters.md](references/opening-and-chapters.md).
55
+ 5. **Chapters and objectives as data.** A chapter is a place plus one new idea; an objective has
56
+ words, a target and a done-test. The HUD shows the chapter and the current goal; the world
57
+ answers when one completes. Save progress with `@funpixel/sdk/save`. Many rooms:
58
+ `npx @funpixel/tools world forge --seed N` drafts them as data from `## Places` and the kit
59
+ (doors, a critical path, a light per room); `world check` proves each door and goal is reached:
60
+ [references/forged-world.md](references/forged-world.md).
61
+ 6. **Story at the game's size.** An opening beat, a goal said by a person, chapters whose lines
62
+ change as you go, an ending that changes the world; about 30–60 short lines for the 15 minutes a game plays at least,
63
+ or "declined" on purpose for an arcade round. One line at a time, clear of the controls.
64
+ Sizes, lines as data and the GDD's `## Story` table: [references/story-at-size.md](references/story-at-size.md).
65
+ Voice: the platform's `cast_voice` + `voice_line` (a story game's default offer, priced), a
66
+ voice in code, a murmur, or the creator's own text-to-speech: [references/voice.md](references/voice.md).
67
+ 7. **One set-piece.** Plant it early (a sealed door, a dark tower), pay it off with camera, light,
68
+ sound and a change the player keeps seeing. Lighting and effects: skill `fp:art`; music
69
+ that turns with it: skill `fp:audio`.
70
+ 8. **A living, made world.** Each person animates, walks a task loop, idles and answers the
71
+ player; a crowd is a few focused scenes along the path, never the hero's face; creatures have
72
+ gaits, flyers flap; a painted cut-out animates too, never a picture slid. What the camera
73
+ passes is built from the first look's kit, never a flat box, and stands on the ground:
74
+ [references/living-world.md](references/living-world.md). A world that notices:
75
+ [references/atmosphere.md](references/atmosphere.md). `npx @funpixel/tools check` (or `life`,
76
+ `walk`, `boxes`) shows what slides, clumps, floats or reads unfinished.
77
+ 9. **See it as a player would.** Capture title, beat and first goal at phone size; ask the blind
78
+ player its goal; profile the dressed view.
79
+
80
+ ## Worked example
81
+
82
+ Brief: "a small valley at dusk, bring light back to it". Lantern Vale: a tower on the ridge, a
83
+ road, lamps. In the lab a seeded `scatter` dressed a phone view with about 280 pieces, the road
84
+ clear, a ring round the tower, in 3 draw calls. The opening: title
85
+ "The Last Light / Every lamp in the valley went out but one", a pan under two lines from Ada, then
86
+ `01 / THE LAST LIGHT` over "Reach the tower at the top of the valley" with an edge arrow reading 113 m.
87
+
88
+
89
+ ## Common mistakes
90
+
91
+ - Scattering uniformly: repeats line up and the route disappears into clutter.
92
+ - A goal only in text: players look for the thing on screen; give it a marker and a distance.
93
+ - A cutscene before any control that runs long or cannot be skipped; keep the first beat short.
94
+ - Story in a wall of text; one line at a time, and let the place say the rest.
95
+ - A landmark that is never reached, or a world change the player never sees.
96
+ - A strange number never explained. Voices placed by room and deed, cards that name what happened:
97
+ [references/opening-and-chapters.md](references/opening-and-chapters.md#a-radio-placed-rather-than-narrated).
98
+
99
+ Where this comes from: the hits (research 18), Crayon's GDD (research 19), our own games, our lab.
@@ -0,0 +1,208 @@
1
+ # Atmosphere: a world that notices the player
2
+
3
+ A place feels alive when things in it move on their own and answer what the player does. Our
4
+ racer (29 Sep) played well and still read as "a game of shapes": no one in the stands, nothing
5
+ at the trackside, no moment at the finish. The owner's words: "environment and crowd cheers were
6
+ missing". This page is a shelf of patterns per genre and the cheap code under them. Pick what the
7
+ brief wants; a puzzle in an empty white room may want none of it, on purpose.
8
+
9
+ ## Three layers
10
+
11
+ | Layer | What it is | Cheap build |
12
+ |---|---|---|
13
+ | Ambient life | things that move without the player: flags, birds, passers-by, a crowd shuffling, weather | instanced cards or impostors on a slow sine; a few particles; two or three looping sprites |
14
+ | A bed | one quiet loop that says where you are: a crowd murmur, rain, a city hum, a room tone | one `generate_sound` with `loop: true`, 20–30 s, played under the music |
15
+ | Reactions | the place answering a moment: a roar, a gasp, lights, a camera flash, a line from someone | the bed swells or hushes, a sting plays, the cards jump, one line of text or voice |
16
+
17
+ Reactions carry the most for the least. A crowd that stands still but roars when you overtake reads
18
+ as alive; a crowd that waves forever and never notices you reads as wallpaper.
19
+
20
+ ## Per genre
21
+
22
+ | Genre | Ambient life | Bed | Reactions to the player |
23
+ |---|---|---|---|
24
+ | Racing | grandstands at the start, the finish and one bend; flags and banners on the fences; marshals; a blimp or birds overhead | crowd murmur by the stands, wind at speed | the roar swells as you pass a stand (by distance); a hush at the countdown, then a cheer on GO; a gasp on a crash; a cheer on a boost or an overtake; an announcer line at the start and the last lap; confetti, flashbulbs and fireworks at the line; rivals with a name, a colour and a one-line taunt |
25
+ | Arena, sports | the crowd around the whole field, stadium light, a scoreboard | the stadium's roar, a chant loop | the crowd as a scoreboard of feeling: rises with a rally, groans at a miss, erupts on a goal; a chant after a streak; a replay of the best moment |
26
+ | Theatre, stage | an audience in rows, stage light, a curtain | murmur before, silence during | laughs, gasps and applause timed to the act; a curtain call with the house on its feet; coughs in a flat patch tell the player they are losing the room |
27
+ | City, adventure | passers-by on the pavement, traffic, birds on wires, laundry in the wind, lights switching on at dusk | traffic, voices, gulls, rain | people turn to look at a stunt, a shopkeeper calls out, a crowd gathers at a set piece; a street lights up when you fix it |
28
+ | Horror | almost nothing, and that is the point | a low room tone and long silences | absence as atmosphere: distant sounds with long, uneven gaps; the bed drops out a beat before a threat speaks; one sound close behind the player |
29
+ | Nature, journey | grass and trees in wind, herds, fish, fireflies at night | wind, water, birdsong by time of day | animals scatter or follow; a herd runs beside the player; birds lift when you land |
30
+ | Puzzle, cosy | one companion or small creature, a window with weather | a soft room or garden loop | the companion looks at the piece you hold, cheers a clear, sighs at an undo |
31
+
32
+ ## A crowd that reacts (Three)
33
+
34
+ Spectators as camera-facing cards in one `InstancedMesh`: a few hundred people in one draw call.
35
+ Four poses on one sheet (generated with `generate_spritesheet`, or flat colour silhouettes), a
36
+ per-person phase so they never bob in step, and an `excite` level every event can raise.
37
+
38
+ ```ts
39
+ import * as THREE from 'three';
40
+
41
+ /** A stand of people: one instanced quad per person, facing the camera, bobbing by excitement. */
42
+ export class Crowd {
43
+ mesh: THREE.InstancedMesh;
44
+ excitement = 0.1; // 0 idle … 1 on their feet; decays back to `idle`
45
+ idle = 0.1;
46
+ private base: THREE.Vector3[] = [];
47
+ private phase: number[] = [];
48
+ private m = new THREE.Matrix4(); private q = new THREE.Quaternion(); private s = new THREE.Vector3(1, 1, 1); private v = new THREE.Vector3();
49
+ constructor(sheet: THREE.Texture, rows: number, perRow: number, origin: THREE.Vector3, rowStep = new THREE.Vector3(0, 0.6, -0.9), seatStep = new THREE.Vector3(0.7, 0, 0)) {
50
+ const geo = new THREE.PlaneGeometry(0.6, 1.1);
51
+ geo.translate(0, 0.55, 0); // feet on the seat
52
+ const mat = new THREE.MeshBasicMaterial({ map: sheet, transparent: true, alphaTest: 0.5 });
53
+ this.mesh = new THREE.InstancedMesh(geo, mat, rows * perRow);
54
+ this.mesh.name = 'crowd';
55
+ const colors = [0xe85d4a, 0x3d7bd9, 0xf2c94c, 0x5cb85c, 0xf5f0e6];
56
+ let i = 0;
57
+ for (let r = 0; r < rows; r++) for (let c = 0; c < perRow; c++, i++) {
58
+ this.base.push(origin.clone().addScaledVector(rowStep, r).addScaledVector(seatStep, c + (r % 2) * 0.35));
59
+ this.phase.push(Math.random() * Math.PI * 2);
60
+ this.mesh.setColorAt(i, new THREE.Color(colors[(i * 7) % colors.length]));
61
+ }
62
+ }
63
+ /** Raise the crowd (a pass, a goal, the finish). Takes the higher of now and `level`. */
64
+ excite(level: number) { this.excitement = Math.max(this.excitement, level); }
65
+ update(t: number, dt: number, camera: THREE.Camera) {
66
+ this.excitement += (this.idle - this.excitement) * Math.min(1, dt * 0.8); // settles over ~2 s
67
+ const hop = 0.02 + this.excitement * 0.35, rate = 2 + this.excitement * 8;
68
+ for (let i = 0; i < this.base.length; i++) {
69
+ const p = this.base[i];
70
+ const y = Math.max(0, Math.sin(t * rate + this.phase[i])) * hop;
71
+ this.q.copy(camera.quaternion); // billboard: face the camera
72
+ this.m.compose(this.v.set(p.x, p.y + y, p.z), this.q, this.s);
73
+ this.mesh.setMatrixAt(i, this.m);
74
+ }
75
+ this.mesh.instanceMatrix.needsUpdate = true;
76
+ }
77
+ }
78
+ ```
79
+
80
+ With a sheet of poses, pick the frame per person by offsetting UVs in a small `onBeforeCompile`, or
81
+ build two meshes (sitting, arms up) and swap visibility above an excitement of 0.6. Far stands can
82
+ be a single textured strip with a vertex wobble; only the near ones need people.
83
+
84
+ Flags and banners: a plane with 8×2 segments whose vertices move by `sin(x * 3 + t * 6) * x * 0.1`
85
+ each frame, or a sprite sheet of four frames. One colour per team or rival reads at phone size.
86
+
87
+ ## A crowd that reacts (Pixi)
88
+
89
+ ```ts
90
+ import { Container, Sprite, Texture } from 'pixi.js';
91
+
92
+ /** A row of spectators behind the track: sprites with their own phase, hopping by excitement. */
93
+ export function crowdRow(textures: Texture[], count: number, width: number, baseY: number) {
94
+ const row = new Container({ label: 'crowd' });
95
+ const people = Array.from({ length: count }, (_, i) => {
96
+ const s = new Sprite(textures[i % textures.length]);
97
+ s.anchor.set(0.5, 1); s.x = (i + 0.5) * (width / count); s.y = baseY;
98
+ s.tint = [0xffffff, 0xffd9c2, 0xc2d9ff, 0xfff0a0][(i * 5) % 4];
99
+ row.addChild(s);
100
+ return { s, phase: Math.random() * Math.PI * 2 };
101
+ });
102
+ let excitement = 0.1;
103
+ return {
104
+ row,
105
+ excite(level: number) { excitement = Math.max(excitement, level); },
106
+ update(t: number, dt: number) {
107
+ excitement += (0.1 - excitement) * Math.min(1, dt * 0.8);
108
+ for (const p of people) p.s.y = baseY - Math.max(0, Math.sin(t * (2 + excitement * 8) + p.phase)) * (1 + excitement * 14);
109
+ },
110
+ };
111
+ }
112
+ ```
113
+
114
+ ## One bed, swelled and ducked (Web Audio)
115
+
116
+ One looped crowd bed plus a handful of stings covers a whole race. The bed's gain is the crowd's
117
+ mood: it follows the nearest stand by distance, drops for the countdown, and jumps on a moment.
118
+ Stings duck the music a little so they are heard.
119
+
120
+ ```ts
121
+ /** The crowd's sound: a looped bed whose level follows events, and stings over it. */
122
+ export class CrowdSound {
123
+ private bed: GainNode; private src?: AudioBufferSourceNode;
124
+ private level = 0.25; private target = 0.25;
125
+ constructor(private ctx: AudioContext, private out: AudioNode, private music?: GainNode) {
126
+ this.bed = ctx.createGain(); this.bed.gain.value = 0; this.bed.connect(out);
127
+ }
128
+ start(bedBuffer: AudioBuffer) {
129
+ this.src = this.ctx.createBufferSource();
130
+ this.src.buffer = bedBuffer; this.src.loop = true; this.src.connect(this.bed); this.src.start();
131
+ }
132
+ /** 0 silent … 1 roaring. Eases there over `secs`. */
133
+ set(level: number, secs = 0.8) {
134
+ this.target = level;
135
+ this.bed.gain.setTargetAtTime(level, this.ctx.currentTime, secs / 3);
136
+ }
137
+ /** A burst above the current level that falls back (a pass, a boost, a goal). */
138
+ swell(peak = 0.9, holdSecs = 1.2) {
139
+ const t = this.ctx.currentTime, g = this.bed.gain;
140
+ g.cancelScheduledValues(t); g.setTargetAtTime(peak, t, 0.08); g.setTargetAtTime(this.target, t + holdSecs, 0.6);
141
+ }
142
+ /** The hush before a start: the bed nearly out, then back with a cheer on GO. */
143
+ hush(secs = 0.6) { this.set(0.05, secs); }
144
+ /** A one-shot over the bed; the music dips under it and comes back. */
145
+ sting(buffer: AudioBuffer, gain = 1) {
146
+ const s = this.ctx.createBufferSource(), g = this.ctx.createGain();
147
+ s.buffer = buffer; g.gain.value = gain; s.connect(g).connect(this.out); s.start();
148
+ if (this.music) {
149
+ const t = this.ctx.currentTime, m = this.music.gain, was = m.value;
150
+ m.cancelScheduledValues(t); m.setTargetAtTime(was * 0.5, t, 0.05); m.setTargetAtTime(was, t + buffer.duration * 0.8, 0.4);
151
+ }
152
+ }
153
+ }
154
+
155
+ // Wiring for a race (numbers are a start, tune by ear):
156
+ // each frame: crowdSound.set(0.2 + 0.6 * Math.max(0, 1 - distToNearestStand / 40), 0.4);
157
+ // countdown: crowdSound.hush(); on GO: crowdSound.swell(1, 1.5); crowd.excite(1);
158
+ // overtake: crowdSound.swell(0.85); crowd.excite(0.7); __FPX_MOMENT__?.('overtake', 2);
159
+ // crash: crowdSound.sting(gasp); crowd.excite(0.5);
160
+ // finish: crowdSound.swell(1, 3); crowdSound.sting(finishCheer); crowd.excite(1); confetti();
161
+ ```
162
+
163
+ Sounds to make with `generate_sound` (2 credits each): "a large stadium crowd murmuring, distant,
164
+ steady, no announcer" with `loop: true`; "a crowd cheer rising and falling, 2 seconds"; "a crowd
165
+ gasp, short"; "a crowd roar with whistles and applause, 4 seconds"; for horror, "a distant metal
166
+ door creak in a large empty building". Keep the prompts free of words the model reads as music.
167
+ The audio skill (`fp:audio`) has the mastering, loudness and loop rules; its adaptive-music
168
+ reference has the duck and the stinger on the bar line.
169
+
170
+ ## The finish, the goal, the curtain: a set piece
171
+
172
+ The end of a race or a round is the moment players remember, so stage it like the title:
173
+
174
+ 1. Slow the world for a beat (time scale 0.3 for 0.4 s) as the line is crossed.
175
+ 2. The crowd at its loudest, a sting, the stand on its feet.
176
+ 3. Light: flashbulbs (small white sprites flickering at random in the stands for 1.5 s), a burst of
177
+ confetti in the team colours, fireworks at night (particles: skill `fp:art`).
178
+ 4. Someone says something: the announcer ("And it's the blue boat by a nose!"), a rival's line, the
179
+ coach. One line, on screen and voiced if you have voice (see [voice.md](voice.md)).
180
+ 5. Then the result card over the still-cheering world, not over a black screen.
181
+
182
+ Record the moment for the looks: `window.__FPX_MOMENT__?.('finish', 3)` at the instant the crowd
183
+ erupts, and declare the view `moment: true` so capture shoots it as a burst.
184
+
185
+ ## Horror: absence as atmosphere
186
+
187
+ Horror inverts the pattern: the world reacts by going quiet. Keep the bed low and let it drop out
188
+ entirely about a second before a threat appears, so the silence is the warning. Space distant
189
+ sounds unevenly (8–25 s apart, never on a timer the player can learn), pan them, and put one
190
+ sound close and behind at the worst moment. One horror game's hum rising under the last recorder line is
191
+ the model: the world answers the story, not the player's score.
192
+
193
+ ## Budget and cost
194
+
195
+ - A stand of 400 instanced cards: one draw call; the per-frame matrix loop is under 0.2 ms on a
196
+ phone for that count. Past a few thousand people, move the bob into the vertex shader.
197
+ - Update far crowds at half rate, and hide them when the camera is past them.
198
+ - One bed and four stings is about 10 credits of sound for a whole game.
199
+ - Check it with `npx @funpixel/tools profile --views <race>` before and after the crowd.
200
+
201
+ ## Hooks so a mirror can see it
202
+
203
+ - Name the nodes (`crowd`, `flag`, `bird`, `passerby`): `funtools life` counts what moves that is
204
+ not the player, whether a bed loops, and whether anything answered your moment marks. It warns
205
+ when a great moment passes with nothing reacting; it never blocks.
206
+ - Expose the mood in `__FPX_STATE__` (`crowd: 0.85`) so a play log shows the swell.
207
+ - Declare the set piece as a view with `moment: true`.
208
+ - The blind player and the experience seats score "world"; ask them what the place felt like.
@@ -0,0 +1,79 @@
1
+ # A world forged as data
2
+
3
+ For a game with several rooms or areas: a dungeon, a valley of districts, a run of chapters. One
4
+ arena needs none of this. `world forge` drafts the place as data the game loads; it is a first
5
+ draft you reshape, never an engine that owns the game, and it only uses the prop kinds the game
6
+ names (or plain roles), so two games forged from two briefs do not look alike.
7
+
8
+ ## 1. Declare what the place is made of
9
+
10
+ The forger reads the design document (or `--from brief.json`):
11
+
12
+ - `## Places`: one row per chapter. The first column names it; a `Landmark` column gives the
13
+ thing each chapter is seen by.
14
+ - `**Kit:** pine (cover), boulder (cover), lamp (light), bell tower (landmark), fern` — the
15
+ game's own kinds, each with a role. `cover` blocks and shelters, `landmark` is seen from afar
16
+ and blocks, `light` is a light source, `dressing` never collides, `marker` points the way. A
17
+ kind with no role is dressing.
18
+ - `**Palette:** #1b2a4a, #e8b04a` — the first colour sets the fog, the second the sky.
19
+
20
+ A JSON brief says the same: `{ "kind": "3d", "rooms": 8, "chapters": [{ "name": "Low Road",
21
+ "landmark": "the bell tower" }], "props": ["fern", { "kind": "lamp", "role": "light" }],
22
+ "palette": ["#1b2a4a"], "shapes": ["basin"], "step": 0.5 }`.
23
+
24
+ ## 2. Forge, and compare seeds before you keep one
25
+
26
+ ```
27
+ npx @funpixel/tools world forge --seed 7 # 2D or 3D from funpixel.json; --kind to choose
28
+ npx @funpixel/tools world forge --variety 8 --seed 1 # eight seeds side by side, nothing written
29
+ ```
30
+
31
+ The same seed and brief give the same file. Each seed draws its own grammar: which room shapes the
32
+ world leans on (halls, pillars, caves, crosses, split rooms, rings; or rolling, terraced, basin,
33
+ ridge, plateau, dune ground in 3D), how dense, how branchy, how many loops, how far the light turns
34
+ between chapters. `--variety` scores how far apart the seeds are and names near-twins; pick the
35
+ seed that fits the game, not the first one.
36
+
37
+ ## 3. Reshape it, then check it
38
+
39
+ Edit tiles, move props, rename rooms. A file changed by hand is kept: forge refuses to write over
40
+ it without `--force`. After every edit, `npx @funpixel/tools world check`: every door is a door on
41
+ both sides, each room's doors, goal and places are reached from its arrival (3D: no rise between
42
+ cells over `movement.step`, solid props closed), every room is reached through the doors, and the
43
+ instance and draw-call budgets hold. Exit 1 names the room and the cell.
44
+
45
+ The check proves the data. Only play proves the game reads it: build collisions from the same
46
+ tiles and heights you draw, never a copy kept in sync by hand, then `verify` and `walk`.
47
+
48
+ ## 4. Load it
49
+
50
+ The starter's `src/world.ts` reads it with no engine:
51
+
52
+ ```ts
53
+ import { loadWorld, room, eachTile, heightAt, place, lightOf, through } from './world';
54
+ const world = loadWorld(import.meta.glob('../design/world/**/*.json', { eager: true, import: 'default' }))!;
55
+ let here = room(world, world.critical_path[0]);
56
+ // Pixi: one sprite per wall tile, the arrival as the spawn
57
+ eachTile(here, (x, y, kind) => { if (kind === 'solid') walls.addChild(wall(x * TILE, y * TILE)); });
58
+ // Three: ground vertices from the heightfield, props from the game's own models
59
+ const y = heightAt(here, px, pz, world.cell);
60
+ for (const i of here.instances) spawn(i.kind, i.pos, i.rot, i.scale);
61
+ const light = lightOf(world, here); // fog, light, sky and ambient for this room
62
+ // A door the player walks through
63
+ here = through(world, here, doorId) ?? here;
64
+ ```
65
+
66
+ A missing room or place warns with the names that exist and falls back (the first room, the
67
+ arrival), so a typo never throws while loading and never drops the player at the origin.
68
+
69
+ ## 5. Use the places
70
+
71
+ - `arrival`: where the player enters (the door they came through, or the start).
72
+ - `goal`: the last room of the critical path.
73
+ - `reward`: the payoff of a side or secret room; make it worth the detour.
74
+ - `vista`: the highest spot the player can stand on in a 3D room; a camera beat or a lookout.
75
+ - `landmark`: the chapter's landmark, for the waypoint arrow and the distance in the HUD.
76
+
77
+ Each room's `atmosphere` holds only what differs from the world's: a later chapter turns the sky,
78
+ a secret room is dimmer, the goal room warmer. The forger keeps an ambient floor; keep it when you
79
+ tune by hand, because a black room is unreadable, not moody.
@@ -0,0 +1,237 @@
1
+ # A living world: people, creatures and a place that moves
2
+
3
+ The owner's verdict after three rounds of one game built two ways (Oct 2026): "both
4
+ did nice work, some in environment, some in dynamics... models static, NPCs static: it has to be a
5
+ living environment." The build that lost on dynamics had 28 townsfolk animated in place (none
6
+ walked anywhere), kites that slid, a still hound and one person standing inside a container. The
7
+ build that won on dynamics had rigged townsfolk walking task routes, seven of eleven turning to the
8
+ hero, creatures with gaits; and it lost points because every townsperson wore the hero's face.
9
+ Round 4, by eye: "the crowd must be fewer and focused; placements and spacing", flat-colour
10
+ container boxes beside one painted building, and the landed ship hovering over a cliff.
11
+
12
+ This is the bar for any scale and engine, from a Pixi village to a Three harbour. Pick what fits;
13
+ a one-screen arcade game may want only the last section.
14
+
15
+ ## The bar, per thing that lives
16
+
17
+ | who | body | moves through space | idle | answers the player |
18
+ |---|---|---|---|---|
19
+ | a person | a rig, sheet frames or cut-out parts that animate | a task loop between places (haul, patrol, errand, sweep, chat) | breathing, weight shift, a look round | head turn, a wave, steps aside, stops to let them by |
20
+ | a scene of people | one rig or sheet shared, looks varied per person | within the scene: haul, serve, mend | each a different idle phase | the nearest notice; a cheer or hush at big moments |
21
+ | a walking creature | a gait (legs or frames, the `quadruped` preset in `src/motion.ts`) whose rate follows ground speed | wander, graze, patrol a home range | sniff, scratch, sit | flee, follow, or watch, with hysteresis |
22
+ | a flyer | wings that flap, a body that banks into turns | loops, perches, flocks | a perch with a ruffle or preen | scatter when approached, circle what matters |
23
+ | the place | cloth and plants in wind, dust, water, smoke | machines working (cranes, carts, wheels, mills) | lights that breathe, flicker or sweep | lamps that light, doors that open, birds that lift as the hero passes |
24
+
25
+ The tests that matter: nothing slides like a stone (motion with nothing inside it changing), no
26
+ crowd that only animates in place, no person wearing the hero's face, no flyer gliding without a
27
+ flap, feet on the ground, and one scale (a person 1.55–1.90 m beside a 1.75 m hero).
28
+
29
+ ## A few scenes, not a crowd
30
+
31
+ Fewer people, each one readable. Place a handful of scenes along the player's path, each with
32
+ one purpose a player gets at a glance (two haulers at a crane, a vendor and a buyer at a stall, a
33
+ mender at a net), spaced so each reads on its own and the next comes into view as the last one
34
+ leaves. Inside a scene people stand close; between scenes, leave air. Density follows the budget and
35
+ the genre, never "many people": a quiet walk 3 to 6 people, a town street 6 to 12 in 3 to 5 scenes,
36
+ a festival more, still grouped. Plan the number in `funpixel.json` (`"walk": { "crowd": { "people":
37
+ [6, 10] } }`) and mark each person's scene in the actors contract (`scene: "crane"`). `walk` warns
38
+ on clumps (people within 1.5 m with no shared scene), empty stretches of the path (40 m with nobody
39
+ in view) and a count beyond the plan.
40
+
41
+ ## Made, not boxes
42
+
43
+ The camera's nearest geometry is the most detailed, never the plainest. Every structure the player
44
+ passes reads as made: shape detail (bevels, ribs, doors, rails, roof clutter) and a texture or
45
+ decals in the palette, matched to the best-painted asset in the scene. A flat-colour box beside a
46
+ painted building reads as unfinished, and so do big flat facets filling the foreground; give them
47
+ the same hand (bake the painted look into a texture, trim the silhouette, break the faces). Landed
48
+ vehicles and big props rest on the ground under their whole footprint: read the terrain height at
49
+ their legs or corners, keep them off an edge, and mark what flies `flying: true` and what is landed
50
+ `landed: true` in the actors contract. `npx @funpixel/tools boxes` names what reads unfinished and
51
+ what is off the ground in a view; `walk` checks both along its routes.
52
+
53
+ ## Placement and scale first
54
+
55
+ Place every actor from the ground height at its feet, never a fixed `y`; test the spawn against the
56
+ props' footprints and push it clear (a person inside a container reads as a bug before it reads as a
57
+ person). Keep a scale sheet in metres in `funpixel.json` (`"scale": { "person": 1.75, "crate": 0.8 }`)
58
+ and size every model from it. Paths for task loops run on walkable ground, around props, with the
59
+ ends at places that explain the job (the stack and the cart, the stall and the well).
60
+
61
+ ## Technique 1: rig clones with clip sets (Three)
62
+
63
+ One rigged body, cloned per person with `SkeletonUtils.clone` (bones are not shared, geometry is),
64
+ an `AnimationMixer` each, every clip playing at weight 0 and blended by speed and job. The walk's
65
+ rate follows ground speed so feet do not skate. The job is laid on top, bone by bone, after the
66
+ mixer runs. Recolour per person; swap the face and hair: a crowd of the hero's clones is the
67
+ mistake the winning build made.
68
+
69
+ ```ts
70
+ import { clone } from 'three/examples/jsm/utils/SkeletonUtils.js';
71
+ const WALK_SPEED = 1.45; // m/s the walk clip was authored at
72
+
73
+ function makePerson(gltf, look, rng) {
74
+ const body = clone(gltf.scene);
75
+ body.traverse((o) => {
76
+ if (!o.isMesh) return;
77
+ o.frustumCulled = false; // a skinned mesh's box is its bind pose
78
+ o.material = o.material.clone();
79
+ if (o.name === 'Face') o.material.map = look.faceMap; // a face pool, never the hero's
80
+ if (o.name === 'Hair') o.visible = look.hair === o.userData.style;
81
+ if (o.material.color) o.material.color.offsetHSL(look.hue, look.sat, look.light);
82
+ });
83
+ const root = new THREE.Group(); root.add(body);
84
+ root.scale.setScalar(look.height / 1.75); // 1.55–1.90 m
85
+ const mixer = new THREE.AnimationMixer(body);
86
+ const act = Object.fromEntries(gltf.animations.map((c) => {
87
+ const a = mixer.clipAction(c); a.play(); a.setEffectiveWeight(0);
88
+ a.time = rng() * c.duration; // no two in step
89
+ return [c.name, a];
90
+ }));
91
+ return { root, mixer, act, weights: {} };
92
+ }
93
+
94
+ function animate(p, speed, job, dt) {
95
+ const want = speed > 0.05 ? { walk: Math.min(1, speed / 0.5), idle: 1 - Math.min(1, speed / 0.5) } : { [job.idle]: 1 };
96
+ for (const [name, a] of Object.entries(p.act)) {
97
+ const w = (p.weights[name] ?? 0) + ((want[name] ?? 0) - (p.weights[name] ?? 0)) * Math.min(1, dt * 6);
98
+ p.weights[name] = w; a.setEffectiveWeight(w);
99
+ }
100
+ p.act.walk?.setEffectiveTimeScale(Math.max(0.3, speed / (WALK_SPEED * p.root.scale.y)));
101
+ p.mixer.update(dt);
102
+ }
103
+ ```
104
+
105
+ No rig? `generate_3d_model` with animation gives a rigged body with walk and idle; the character
106
+ library (`npx @funpixel/tools character`) has animated masters to restyle. A 2D game gets the same
107
+ from a sheet with idle and walk cycles per look (`generate_spritesheet`).
108
+
109
+ ## Technique 2: a task loop that moves them through space
110
+
111
+ A small state machine per person: go to the next point, do the job there for a while, go on. The
112
+ same loop drives a creature's home range. Yield to the player and turn the head toward them.
113
+
114
+ ```ts
115
+ type Task = { kind: 'haul' | 'patrol' | 'errand' | 'chat'; path: [number, number][]; wait: [number, number] };
116
+
117
+ function stepPerson(p, task, hero, world, dt) {
118
+ if (p.wait > 0) { p.wait -= dt; p.speed = 0; }
119
+ else {
120
+ const [gx, gz] = task.path[p.wp];
121
+ const dx = gx - p.x, dz = gz - p.z, d = Math.hypot(dx, dz);
122
+ if (d < 0.3) { p.wp = (p.wp + 1) % task.path.length; p.wait = lerp(task.wait[0], task.wait[1], p.rng()); p.carrying = !p.carrying; }
123
+ else {
124
+ p.yaw = turnToward(p.yaw, Math.atan2(dx, dz), dt * 5);
125
+ p.speed += ((task.kind === 'errand' ? 2.2 : 1.2) - p.speed) * Math.min(1, dt * 4);
126
+ }
127
+ }
128
+ const toHero = Math.hypot(hero.x - p.x, hero.z - p.z);
129
+ const ahead = (hero.x - p.x) * Math.sin(p.yaw) + (hero.z - p.z) * Math.cos(p.yaw);
130
+ if (toHero < 2.2 && ahead > 0) p.speed = 0; // let them by
131
+ p.look = toHero < 9 ? angleTo(p, hero) : 0; // the head follows the hero
132
+ if (toHero < 6 && !p.waved) { p.waved = true; p.reacting = 'wave'; }
133
+ const nx = p.x + Math.sin(p.yaw) * p.speed * dt, nz = p.z + Math.cos(p.yaw) * p.speed * dt;
134
+ [p.x, p.z] = world.pushOutOfSolids(nx, nz, 0.3); // never through a crate or a wall
135
+ p.y = world.groundAt(p.x, p.z);
136
+ }
137
+ ```
138
+
139
+ Give the loop's end points a reason a player can read: a crate appears on the cart, the lamp
140
+ lights, the stall's shutter goes up.
141
+
142
+ ## Technique 3: an instanced gait in the shader
143
+
144
+ For dozens of creatures or far crowds, one `InstancedMesh` of cut-out cards (or low meshes) and a
145
+ per-instance attribute: gait phase, gait amount (0 still to 1 full stride), breath offset, reaction.
146
+ The vertex shader swings the lower part of the card as legs, bobs the body twice a cycle and
147
+ breathes when still; flyers flap by distance from the body's centre line.
148
+
149
+ ```ts
150
+ mesh.geometry.setAttribute('aAnim', new THREE.InstancedBufferAttribute(new Float32Array(count * 4), 4));
151
+ material.onBeforeCompile = (sh) => {
152
+ sh.uniforms.uTime = shared.time;
153
+ sh.vertexShader = 'attribute vec4 aAnim; uniform float uTime;\n' + sh.vertexShader.replace('#include <begin_vertex>', `
154
+ vec3 transformed = position;
155
+ float h = uv.y, amt = aAnim.y, ph = aAnim.x;
156
+ float side = step(0.5, uv.x) * 2.0 - 1.0;
157
+ float leg = 1.0 - smoothstep(0.0, 0.45, h); // the bottom 45% swings
158
+ transformed.x += leg * 0.12 * amt * sin(ph + side * 3.14159);
159
+ transformed.y += 0.04 * amt * abs(sin(ph)) * h; // two bobs a stride
160
+ transformed.y += 0.012 * sin(uTime * 2.2 + aAnim.z) * (1.0 - amt) * h; // breath when still
161
+ #ifdef FLYER
162
+ transformed.y += 0.25 * abs(position.x) * sin(uTime * 14.0 + ph); // wings flap
163
+ #endif`);
164
+ };
165
+ // each frame, per instance: phase advances with distance walked, so the stride matches the ground
166
+ anim[i * 4] += speed * dt / strideLength * Math.PI * 2;
167
+ anim[i * 4 + 1] = Math.min(1, speed / 0.3);
168
+ mesh.geometry.attributes.aAnim.needsUpdate = true;
169
+ ```
170
+
171
+ ## Technique 4: painted cut-outs that animate (Pixi, and billboards in Three)
172
+
173
+ A picture moved is motion, not animation: a crab sprite slid along the ground, a goat card that bobs
174
+ or flips, a kite that drifts and pulses its opacity all read as stones (a fresh build of that game, 3 Oct).
175
+ A cut-out lives by one of four means. **Frames by distance:** a walker gets 6+ frames, the hero
176
+ 8–12 (contact, down, passing, up for each foot), and the frame advances by ground covered, one
177
+ cycle per about 0.8 body heights (1.4 m at 1.75 m), so it never treadmills when standing or skates
178
+ when fast. **A bent plane:** in the vertex shader, sway by height (top moves, feet pinned), squash
179
+ 2–4% on each footfall, breathing at rest; declare `deform: true` in the actors contract, since the
180
+ scene cannot show a shader. **Hinged parts:** head, torso, arms and legs in a container, each pivoted
181
+ at its joint, legs and arms in opposition, the torso dipping twice a stride. **Flap cycles:** 4–8
182
+ frames or two hinged wings. Cut-outs turn to the camera on the vertical axis only, and mirror only
183
+ when their heading changes side. Pixi's `AnimatedSprite` works when `animationSpeed` follows ground speed.
184
+
185
+ ## Technique 5: flyers and reactions
186
+
187
+ A flyer flaps (frames, bones, or the shader above), banks into each turn (roll by the turn rate,
188
+ clamped near 35 degrees), dips its nose to descend, and glides between flaps. Reactions are a
189
+ distance with hysteresis so nothing flickers: a crab scatters under 7 m and calms after 12; a goat
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+ herd drifts away under 20 m; a dog follows within 4 m and sits when the hero stops; a bird lifts
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+ when the hero comes within 5 m and lands somewhere else. Mark flyers `flying: true` in the actors
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+ contract so the checks read them as flying, not floating.
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+
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+ ```ts
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+ const turn = wrapAngle(b.heading - b.lastHeading) / dt;
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+ b.roll += (clamp(-turn * 0.35, -0.6, 0.6) - b.roll) * Math.min(1, dt * 4);
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+ b.mesh.rotation.set(b.pitch, b.heading, b.roll);
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+ ```
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+
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+ ## Technique 6: the place moves
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+
202
+ - Wind: one shared `uWind` uniform bends grass, flags, washing lines and tree tops by height
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+ (`h * h * sin(time + worldX)`), gusting every few seconds; the sound bed swells with it.
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+ - Machines work: a crane's arm swings a load on a loop, a cart rolls its route, a mill turns.
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+ - Light breathes: lamps flicker a few percent, a lighthouse sweeps, windows light at dusk.
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+ - Water: two scrolling normal maps and a foam line; boats bob by a sum of sines.
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+ - Sky life: clouds drift, a flock crosses every 20–40 s, distant smoke rises.
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+ - Dust and motes: a few hundred points drifting downwind near the camera.
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+
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+ ## Technique 7: level of detail for life
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+
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+ | distance | people and creatures | update |
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+ |---|---|---|
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+ | near (under 25 m) | full rig, clips blended, the job on top, reactions | every frame |
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+ | middle (25–80 m) | instanced gait cards, task loop on a coarse path | every 2nd–4th frame |
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+ | far (beyond 80 m) | instanced cards with an idle sway, or hidden | every 10th frame |
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+
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+ Swap tiers with a little hysteresis and keep each actor's phase across the swap so nobody hitches.
219
+ Budget: 12 to 20 full rigs on a phone is a ceiling, not a target; far life can be instanced cards.
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+
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+ ## Variety within the few
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+
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+ Per person draw from pools, seeded so the town is the same every run: face (4 to 8 textures or
224
+ painted faces, none the hero's), hair (styles and colours), clothes (tint the outfit by a palette
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+ from the style block), height 1.55–1.90 m, build (scale x 0.92–1.08), and the idle's phase and
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+ speed. The hero stays the one person drawn only once.
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+
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+ ## Proving it
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+
230
+ Expose `window.__FPX_ACTORS__()` with each person, creature and machine (positions, `task`,
231
+ `state`, `reacting`, `scene`, `flying`, the scene `node`): skill fp:verifying, references/actors.md.
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+ Then `npx @funpixel/tools life` reads one view (animated vs slides like a stone, cut-outs that glide
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+ or sit on a stick, in place vs moving
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+ through space, the hero's body or face on a crowd — by content, so loading the hero's file again
235
+ for the crowd still counts — flyers without a flap, reactions) and
236
+ `npx @funpixel/tools walk` plays the routes from the title and says the same along the way, with a
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+ film per route, and judges the hero's walk while it moves (frames a cycle, a treadmill, frames on a timer). A warning names what to change; none of it blocks.