@funpixel/tools 0.0.0-stage → 0.1.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (2414) hide show
  1. package/LICENSE +115 -0
  2. package/NOTICE +28 -0
  3. package/README.md +110 -2
  4. package/bench/LICENSE +674 -0
  5. package/bench/README.md +10 -0
  6. package/bench/entrypoint.py +94 -0
  7. package/bench/handlers/__init__.py +53 -0
  8. package/bench/handlers/apply_skin.py +192 -0
  9. package/bench/handlers/apply_texture.py +195 -0
  10. package/bench/handlers/audit_clips.py +351 -0
  11. package/bench/handlers/author_clips.py +297 -0
  12. package/bench/handlers/author_motion.py +298 -0
  13. package/bench/handlers/bake_emissive.py +136 -0
  14. package/bench/handlers/build_level.py +395 -0
  15. package/bench/handlers/decimate.py +220 -0
  16. package/bench/handlers/fit_rig.py +273 -0
  17. package/bench/handlers/fracture.py +233 -0
  18. package/bench/handlers/humanoid.py +119 -0
  19. package/bench/handlers/inspect.py +212 -0
  20. package/bench/handlers/level_check.py +68 -0
  21. package/bench/handlers/level_geo.py +150 -0
  22. package/bench/handlers/level_proof.py +117 -0
  23. package/bench/handlers/level_props.py +135 -0
  24. package/bench/handlers/lod.py +83 -0
  25. package/bench/handlers/merge_clips.py +122 -0
  26. package/bench/handlers/mirror_limb.py +336 -0
  27. package/bench/handlers/motion_specs.json +11 -0
  28. package/bench/handlers/normalize_materials.py +182 -0
  29. package/bench/handlers/normalize_transform.py +174 -0
  30. package/bench/handlers/prune_clips.py +141 -0
  31. package/bench/handlers/raster.py +98 -0
  32. package/bench/handlers/render.py +239 -0
  33. package/bench/handlers/render_views.py +101 -0
  34. package/bench/handlers/retarget_clips.py +185 -0
  35. package/bench/handlers/scene.py +311 -0
  36. package/bench/handlers/sheet.py +118 -0
  37. package/bench/handlers/texels.py +176 -0
  38. package/bench/handlers/views.py +232 -0
  39. package/dist/api/generated/openapi.js +1 -0
  40. package/dist/api/http.js +71 -0
  41. package/dist/api/jobs.js +94 -0
  42. package/dist/assets/bakeoff.js +61 -0
  43. package/dist/assets/counts.js +60 -0
  44. package/dist/assets/gen.js +230 -0
  45. package/dist/assets/lock.js +77 -0
  46. package/dist/assets/manifest.js +236 -0
  47. package/dist/assets/palette-fit.js +99 -0
  48. package/dist/assets/pixelart.js +192 -0
  49. package/dist/assets/pixels.js +131 -0
  50. package/dist/assets/plan.js +169 -0
  51. package/dist/assets/process.js +209 -0
  52. package/dist/assets/script.js +194 -0
  53. package/dist/assets/steps.js +294 -0
  54. package/dist/bin.js +8 -0
  55. package/dist/board/board.js +99 -0
  56. package/dist/cast/library.js +102 -0
  57. package/dist/cast/measure.js +222 -0
  58. package/dist/cli.js +2917 -0
  59. package/dist/clip/clip.js +83 -0
  60. package/dist/commands/account.js +158 -0
  61. package/dist/commands/assets-pixels.js +106 -0
  62. package/dist/commands/assets.js +473 -0
  63. package/dist/commands/beats.js +77 -0
  64. package/dist/commands/board.js +162 -0
  65. package/dist/commands/boxes.js +89 -0
  66. package/dist/commands/capture-all.js +92 -0
  67. package/dist/commands/cast.js +84 -0
  68. package/dist/commands/character.js +58 -0
  69. package/dist/commands/check.js +404 -0
  70. package/dist/commands/clip.js +112 -0
  71. package/dist/commands/compare-takes.js +204 -0
  72. package/dist/commands/compare-target.js +149 -0
  73. package/dist/commands/compare.js +117 -0
  74. package/dist/commands/compose-variations.js +202 -0
  75. package/dist/commands/compose.js +163 -0
  76. package/dist/commands/cut.js +13 -0
  77. package/dist/commands/decide.js +90 -0
  78. package/dist/commands/depth.js +171 -0
  79. package/dist/commands/dev.js +138 -0
  80. package/dist/commands/directions.js +106 -0
  81. package/dist/commands/doctor.js +281 -0
  82. package/dist/commands/export.js +88 -0
  83. package/dist/commands/feedback.js +496 -0
  84. package/dist/commands/feel.js +144 -0
  85. package/dist/commands/fidelity.js +95 -0
  86. package/dist/commands/find.js +116 -0
  87. package/dist/commands/firstlook.js +138 -0
  88. package/dist/commands/flow.js +600 -0
  89. package/dist/commands/framing.js +53 -0
  90. package/dist/commands/gdd.js +227 -0
  91. package/dist/commands/gen.js +512 -0
  92. package/dist/commands/greenlight.js +148 -0
  93. package/dist/commands/hook.js +171 -0
  94. package/dist/commands/init.js +234 -0
  95. package/dist/commands/inspect.js +161 -0
  96. package/dist/commands/job.js +41 -0
  97. package/dist/commands/jobs.js +87 -0
  98. package/dist/commands/journal.js +58 -0
  99. package/dist/commands/journey.js +228 -0
  100. package/dist/commands/judge.js +191 -0
  101. package/dist/commands/lanes.js +571 -0
  102. package/dist/commands/lessons.js +74 -0
  103. package/dist/commands/life.js +134 -0
  104. package/dist/commands/login.js +134 -0
  105. package/dist/commands/look-3d.js +105 -0
  106. package/dist/commands/look-fit.js +116 -0
  107. package/dist/commands/look-hud.js +180 -0
  108. package/dist/commands/look-read.js +162 -0
  109. package/dist/commands/look-sheet.js +152 -0
  110. package/dist/commands/look-theme.js +136 -0
  111. package/dist/commands/look.js +373 -0
  112. package/dist/commands/loop.js +112 -0
  113. package/dist/commands/loudness.js +69 -0
  114. package/dist/commands/mobile-qa.js +119 -0
  115. package/dist/commands/model.js +256 -0
  116. package/dist/commands/models.js +93 -0
  117. package/dist/commands/motion.js +305 -0
  118. package/dist/commands/next.js +72 -0
  119. package/dist/commands/note.js +294 -0
  120. package/dist/commands/optimize.js +212 -0
  121. package/dist/commands/owner.js +109 -0
  122. package/dist/commands/pack.js +66 -0
  123. package/dist/commands/parts.js +635 -0
  124. package/dist/commands/phone.js +398 -0
  125. package/dist/commands/pick.js +146 -0
  126. package/dist/commands/pitch.js +205 -0
  127. package/dist/commands/places.js +89 -0
  128. package/dist/commands/play.js +368 -0
  129. package/dist/commands/playable.js +51 -0
  130. package/dist/commands/playtest.js +262 -0
  131. package/dist/commands/profile.js +292 -0
  132. package/dist/commands/progress.js +537 -0
  133. package/dist/commands/publish.js +165 -0
  134. package/dist/commands/reach.js +72 -0
  135. package/dist/commands/reel.js +177 -0
  136. package/dist/commands/review.js +112 -0
  137. package/dist/commands/rooms.js +180 -0
  138. package/dist/commands/schema.js +29 -0
  139. package/dist/commands/score.js +326 -0
  140. package/dist/commands/serve.js +67 -0
  141. package/dist/commands/setup.js +254 -0
  142. package/dist/commands/sim.js +179 -0
  143. package/dist/commands/simulator.js +154 -0
  144. package/dist/commands/smoke-build.js +305 -0
  145. package/dist/commands/smoke.js +37 -0
  146. package/dist/commands/spec.js +114 -0
  147. package/dist/commands/store.js +154 -0
  148. package/dist/commands/test.js +104 -0
  149. package/dist/commands/trailer.js +255 -0
  150. package/dist/commands/unity-editor.js +322 -0
  151. package/dist/commands/unity-player.js +672 -0
  152. package/dist/commands/unity.js +198 -0
  153. package/dist/commands/upgrade.js +186 -0
  154. package/dist/commands/variety.js +108 -0
  155. package/dist/commands/verify.js +293 -0
  156. package/dist/commands/walk.js +449 -0
  157. package/dist/commands/widen.js +133 -0
  158. package/dist/commands/world.js +175 -0
  159. package/dist/commands/wow.js +143 -0
  160. package/dist/commands/zero.js +71 -0
  161. package/dist/compose/adsheet.js +61 -0
  162. package/dist/compose/contract.js +248 -0
  163. package/dist/compose/facts.js +81 -0
  164. package/dist/compose/hyperframes.js +102 -0
  165. package/dist/compose/page.js +216 -0
  166. package/dist/compose/probe.js +160 -0
  167. package/dist/compose/run.js +170 -0
  168. package/dist/compose/sheet.js +92 -0
  169. package/dist/compose/starters.js +247 -0
  170. package/dist/compose/variations.js +203 -0
  171. package/dist/criteria.js +35 -0
  172. package/dist/depth/experience.js +61 -0
  173. package/dist/depth/fill.js +102 -0
  174. package/dist/depth/inventory.js +161 -0
  175. package/dist/depth/pacing.js +173 -0
  176. package/dist/depth/story.js +97 -0
  177. package/dist/dev/devtools.js +119 -0
  178. package/dist/dev/hold.js +46 -0
  179. package/dist/dev/lan.js +15 -0
  180. package/dist/dev/open.js +30 -0
  181. package/dist/dev/qr.js +124 -0
  182. package/dist/devtools/LICENSES/pixi.js.LICENSE +21 -0
  183. package/dist/devtools/LICENSES/preact.LICENSE +21 -0
  184. package/dist/devtools/LICENSES/source-map-js.LICENSE +28 -0
  185. package/dist/devtools/LICENSES/three.LICENSE +21 -0
  186. package/dist/devtools/inspector/funpixel-inspector.pixi.min.js +1 -0
  187. package/dist/devtools/inspector/funpixel-inspector.threejs.min.js +1 -0
  188. package/dist/devtools/inspector/hooked-engines/pixi.min.js +8 -0
  189. package/dist/devtools/inspector/hooked-engines/preact.min.js +1 -0
  190. package/dist/devtools/inspector/hooked-engines/threejs.min.js +12 -0
  191. package/dist/devtools/kapture/funpixel-kapture.min.js +1 -0
  192. package/dist/devtools/profiler/funpixel-profiler.pixi.min.js +1 -0
  193. package/dist/devtools/profiler/funpixel-profiler.threejs.min.js +1 -0
  194. package/dist/direct/moves.js +234 -0
  195. package/dist/direct/read.js +59 -0
  196. package/dist/direct/round.js +80 -0
  197. package/dist/doctor/host.js +245 -0
  198. package/dist/doctor/unity-checks.js +380 -0
  199. package/dist/doctor/unity-history.js +589 -0
  200. package/dist/doctor/unity-host.js +160 -0
  201. package/dist/doctor/unity-import-rules.js +874 -0
  202. package/dist/doctor/unity-meta.js +225 -0
  203. package/dist/doctor/unity-project.js +297 -0
  204. package/dist/doctor/unity.js +171 -0
  205. package/dist/export/export.js +165 -0
  206. package/dist/export/metadata.js +25 -0
  207. package/dist/export/runtime.js +119 -0
  208. package/dist/export/scan.js +78 -0
  209. package/dist/export/select.js +193 -0
  210. package/dist/export/strip.js +42 -0
  211. package/dist/feedback/ab.js +55 -0
  212. package/dist/feedback/auto.js +44 -0
  213. package/dist/feedback/learn.js +255 -0
  214. package/dist/feedback/measure.js +49 -0
  215. package/dist/feedback/page.js +66 -0
  216. package/dist/feel/feedback.js +85 -0
  217. package/dist/feel/judge.js +420 -0
  218. package/dist/feel/run.js +185 -0
  219. package/dist/feel/spec.js +124 -0
  220. package/dist/feel/sweep.js +156 -0
  221. package/dist/fidelity/consistency.js +205 -0
  222. package/dist/fidelity/match.js +675 -0
  223. package/dist/fidelity/run.js +107 -0
  224. package/dist/find/keywords.js +97 -0
  225. package/dist/find/names.js +45 -0
  226. package/dist/find/route.js +59 -0
  227. package/dist/firstlook/quality.js +261 -0
  228. package/dist/firstlook/render.js +111 -0
  229. package/dist/firstlook/set.js +218 -0
  230. package/dist/flow/flow.js +455 -0
  231. package/dist/flow/look.js +139 -0
  232. package/dist/frame/behaviour.js +53 -0
  233. package/dist/frame/clock.js +117 -0
  234. package/dist/frame/contract.js +111 -0
  235. package/dist/frame/genre.js +65 -0
  236. package/dist/frame/idle.js +58 -0
  237. package/dist/frame/opening.js +171 -0
  238. package/dist/frames/loop.js +52 -0
  239. package/dist/frames/sheet.js +69 -0
  240. package/dist/gdd/book.js +483 -0
  241. package/dist/gdd/chapters.js +71 -0
  242. package/dist/gdd/design.js +135 -0
  243. package/dist/gdd/doc.js +32 -0
  244. package/dist/gdd/levelmap.js +428 -0
  245. package/dist/gdd/measures.js +477 -0
  246. package/dist/gdd/page.js +111 -0
  247. package/dist/gdd/rubric.js +250 -0
  248. package/dist/gdd/size.js +83 -0
  249. package/dist/gdd/tiers.js +148 -0
  250. package/dist/gdd/world.js +98 -0
  251. package/dist/gdd/worth.js +507 -0
  252. package/dist/gen/kinds.js +451 -0
  253. package/dist/gen/local/doctor.js +25 -0
  254. package/dist/gen/local/index.js +3 -0
  255. package/dist/gen/local/kokoro.js +334 -0
  256. package/dist/gen/local/master.js +248 -0
  257. package/dist/gen/local/provider.js +65 -0
  258. package/dist/gen/local/voice-rules.js +156 -0
  259. package/dist/gen/models.generated.js +469 -0
  260. package/dist/gen/models.js +53 -0
  261. package/dist/gen/prompt-lint.js +35 -0
  262. package/dist/gen/record.js +73 -0
  263. package/dist/gen/save.js +101 -0
  264. package/dist/gen/title.js +55 -0
  265. package/dist/gen/unity.js +334 -0
  266. package/dist/goals/goals.js +204 -0
  267. package/dist/goals/run.js +90 -0
  268. package/dist/greenlight/ambition.js +42 -0
  269. package/dist/greenlight/bible.js +138 -0
  270. package/dist/greenlight/lock.js +48 -0
  271. package/dist/greenlight/match.js +19 -0
  272. package/dist/greenlight/md.js +82 -0
  273. package/dist/greenlight/page.js +100 -0
  274. package/dist/greenlight/pitches.js +66 -0
  275. package/dist/greenlight/worth.js +90 -0
  276. package/dist/guidance.js +24 -0
  277. package/dist/init/bare.js +114 -0
  278. package/dist/init/git.js +56 -0
  279. package/dist/init/starter.js +166 -0
  280. package/dist/init/starters.js +179 -0
  281. package/dist/inspect/describe.js +125 -0
  282. package/dist/inspect/devserver.js +40 -0
  283. package/dist/journey/diff.js +74 -0
  284. package/dist/journey/from-round.js +44 -0
  285. package/dist/journey/record.js +76 -0
  286. package/dist/journey/run.js +139 -0
  287. package/dist/journey/script.js +223 -0
  288. package/dist/judge/common.js +60 -0
  289. package/dist/judge/identity.js +68 -0
  290. package/dist/judge/sources.js +37 -0
  291. package/dist/judge/structure.js +59 -0
  292. package/dist/keys/device.js +145 -0
  293. package/dist/keys/store.js +167 -0
  294. package/dist/lanes/fence.js +108 -0
  295. package/dist/lanes/gate.js +123 -0
  296. package/dist/lanes/lanes.js +355 -0
  297. package/dist/lanes/union.js +62 -0
  298. package/dist/lanes/where.js +49 -0
  299. package/dist/lessons/motifs.js +97 -0
  300. package/dist/lessons/store.js +56 -0
  301. package/dist/look/anim.js +206 -0
  302. package/dist/look/boxes.js +209 -0
  303. package/dist/look/dressing.js +24 -0
  304. package/dist/look/feedback.js +50 -0
  305. package/dist/look/fit.js +123 -0
  306. package/dist/look/held.js +92 -0
  307. package/dist/look/hook.js +169 -0
  308. package/dist/look/hud.js +189 -0
  309. package/dist/look/image-io.js +50 -0
  310. package/dist/look/life.js +96 -0
  311. package/dist/look/light.js +42 -0
  312. package/dist/look/look.js +85 -0
  313. package/dist/look/loops.js +108 -0
  314. package/dist/look/made-of.js +242 -0
  315. package/dist/look/moments.js +32 -0
  316. package/dist/look/motion.js +44 -0
  317. package/dist/look/phone-play.js +142 -0
  318. package/dist/look/player.js +32 -0
  319. package/dist/look/png.js +117 -0
  320. package/dist/look/readability.js +100 -0
  321. package/dist/look/roles.js +109 -0
  322. package/dist/look/sheet.js +104 -0
  323. package/dist/look/theme.js +278 -0
  324. package/dist/look/touch.js +129 -0
  325. package/dist/look/ui-style.js +102 -0
  326. package/dist/machine/procs.js +117 -0
  327. package/dist/managed.js +15 -0
  328. package/dist/mcp/hosted.js +174 -0
  329. package/dist/mcp/models.generated.js +538 -0
  330. package/dist/mcp/models.js +35 -0
  331. package/dist/mcp/server.js +330 -0
  332. package/dist/memory/decisions.js +138 -0
  333. package/dist/memory/journal.js +108 -0
  334. package/dist/model/bench.js +83 -0
  335. package/dist/model/blender.js +106 -0
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  337. package/dist/model/finalize.js +33 -0
  338. package/dist/motion/checks.js +173 -0
  339. package/dist/motion/contract.js +177 -0
  340. package/dist/motion/encode.js +37 -0
  341. package/dist/motion/render.js +167 -0
  342. package/dist/motion/starter.js +54 -0
  343. package/dist/optimize/check.js +29 -0
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  345. package/dist/owner/bar.js +285 -0
  346. package/dist/owner/match.js +105 -0
  347. package/dist/pack/build.js +97 -0
  348. package/dist/pack/deps.js +28 -0
  349. package/dist/pack/leaks.js +77 -0
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  355. package/dist/plan/actions.js +18 -0
  356. package/dist/plan/notes.js +15 -0
  357. package/dist/play/clock.js +40 -0
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  363. package/dist/play/server.js +274 -0
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  388. package/dist/playtest/report.js +209 -0
  389. package/dist/playtest/route.js +139 -0
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  394. package/dist/production/contract.js +61 -0
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  396. package/dist/production/tier.js +66 -0
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  404. package/dist/publish/funpixel.js +96 -0
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  2305. package/templates/common/src/world.ts +91 -0
  2306. package/templates/common/test/feel.json +36 -0
  2307. package/templates/common/test/platform.test.ts +42 -0
  2308. package/templates/common/test/probes.ts +72 -0
  2309. package/templates/common/test/rules.test.ts +88 -0
  2310. package/templates/common/tsconfig.json +16 -0
  2311. package/templates/common/vite.config.ts +6 -0
  2312. package/templates/pixi/src/character.ts +63 -0
  2313. package/templates/pixi/src/game.ts +99 -0
  2314. package/templates/pixi/src/world-hud.ts +16 -0
  2315. package/templates/spec/common/src/chapters.ts +97 -0
  2316. package/templates/spec/common/src/levels.ts +68 -0
  2317. package/templates/spec/common/src/probe-rooms.ts +63 -0
  2318. package/templates/spec/common/src/room-map.tsx +30 -0
  2319. package/templates/spec/common/src/tune.ts +93 -0
  2320. package/templates/spec/common/test/rooms.test.ts +59 -0
  2321. package/templates/spec/common/test/rooms.ts +53 -0
  2322. package/templates/spec/three-world/test/rooms.ts +54 -0
  2323. package/templates/three/src/character.ts +65 -0
  2324. package/templates/three/src/game.ts +99 -0
  2325. package/templates/three/src/world-hud.ts +22 -0
  2326. package/templates/three-world/src/bot.ts +43 -0
  2327. package/templates/three-world/src/budget.ts +73 -0
  2328. package/templates/three-world/src/camera-rig.ts +99 -0
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  2330. package/templates/three-world/src/cutout-atlas.ts +26 -0
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  2332. package/templates/three-world/src/cutouts.ts +99 -0
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  2335. package/templates/three-world/src/expose.ts +82 -0
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  2345. package/templates/three-world/src/look.json +30 -0
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  2347. package/templates/three-world/src/models.ts +62 -0
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  2363. package/templates/three-world/src/surfaces.ts +55 -0
  2364. package/templates/three-world/src/world.ts +70 -0
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  2368. package/templates/three-world/test/rules.test.ts +81 -0
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@@ -0,0 +1,184 @@
1
+ # From a painted target to a 3D scene that holds up
2
+
3
+ Why this exists: one game was built twice from one plan (1 Oct). In both builds the title and
4
+ menus reached their painted targets, and the 3D walk stayed a flat, empty plane under a plain
5
+ sky: a tech demo. In one build the cut-out hero's legs and arms drifted off the body as she
6
+ walked. The walk is the first minutes of play, the stretch that decides whether people stay (the
7
+ hook). Another game shows the way that worked: every look pass ended in fidelity strips at fixed
8
+ framings, today beside the target, and the next pass worked on the largest gap. A racer (boats of
9
+ boxes and cones handed back as finished) and a puzzle game (57 code primitives) show what happens
10
+ when nobody puts the game beside the picture.
11
+
12
+ ## Read the target first (five minutes, written down)
13
+
14
+ Before any code, measure the target frame and write the answers beside it in the GDD's place row:
15
+
16
+ | Read | Example (one game, f3_walk) |
17
+ |---|---|
18
+ | Horizon height, share of frame from the top | 0.42 |
19
+ | Hero height, share of frame | 0.22, standing left of centre |
20
+ | Layers, near to far | crust and ruts · dunes · ridge silhouettes · relay on the horizon · planet · sky |
21
+ | Light: direction, colour, the one warm accent | low from the right, cold violet; the cradle's amber window |
22
+ | Haze colour at the horizon (pick it from the picture) | `#6d6a9c` |
23
+ | What moves | dust in the wind, a crab crossing, the cradle's glow breathing |
24
+
25
+ ## Camera before scenery
26
+
27
+ A wide lens flattens a painted scene and empties it. Start with a vertical FOV of 35 to 50
28
+ degrees, then put the camera where the hero is the target's size:
29
+
30
+ ```ts
31
+ // hero height h (m) fills share s of the frame's height at vertical fov f (degrees)
32
+ const dist = h / (2 * Math.tan(THREE.MathUtils.degToRad(f) / 2) * s);
33
+ ```
34
+
35
+ Pitch the camera until the horizon sits on the target's line, then check both framings: phone
36
+ landscape 852×393 and desktop 1280×720. Three keeps the vertical FOV, so a wider screen shows
37
+ more at the sides: give that extra width something to show (scatter, a second landmark), not
38
+ bare ground.
39
+
40
+ ## Haze that is the sky
41
+
42
+ The fog colour is the sky's colour at the horizon, exactly, or every far object sits in a grey
43
+ box. Use the same value in three places: `scene.fog`, the bottom of the sky dome or gradient,
44
+ and the clear colour.
45
+
46
+ ```ts
47
+ const HAZE = new THREE.Color('#6d6a9c');
48
+ scene.fog = new THREE.Fog(HAZE, 30, 220); // far layers fade into the sky, not to grey
49
+ renderer.setClearColor(HAZE);
50
+ ```
51
+
52
+ Far things are lighter and lower in contrast than near ones (aerial perspective). If the far
53
+ ridge reads as dark as the near rocks, the depth is gone.
54
+
55
+ ## Ground with height, in layers
56
+
57
+ A flat plane under a painted sky is the tech-demo look. Build three bands:
58
+ - **Near (0–20 m):** terrain with noise height (0.3 to 2 m), ruts or a path the hero follows,
59
+ instanced scatter thickest beside the path (rocks, tufts, debris; one `InstancedMesh` per kind).
60
+ - **Middle (20–120 m):** dunes or ridges a few metres high that cross the view, so the eye
61
+ climbs over them; one or two landmarks that break the horizon (the relay, a wreck, a tower).
62
+ - **Far (beyond the fog's far):** a backdrop: the target's far band (cut the top of a generated
63
+ environment plate) on a cylinder around the camera, unlit and fogless
64
+ (`MeshBasicMaterial`, `fog: false`), its horizon lined up with the camera's. Big sky objects
65
+ (a planet, a moon) are sprites on it or just inside it, moved with the camera so they never
66
+ get closer.
67
+
68
+ Each band is lighter and lower in contrast than the one in front of it.
69
+
70
+ ## A light rig, not one lamp
71
+
72
+ - `HemisphereLight` with the target's sky colour above and its ground bounce below.
73
+ - A key `DirectionalLight` from the target's light direction; shadows on the hero and the near
74
+ band only (a tight shadow camera), never the whole world.
75
+ - A rim light behind the hero, so a flat cut-out separates from the ground.
76
+ - The one warm accent as a small `PointLight` with a slow breath (±15% over 2 to 4 s).
77
+ - `ACESFilmicToneMapping`, sRGB output; tune exposure with the target beside the capture, never
78
+ alone.
79
+
80
+ ## Ambient motion from the first frame
81
+
82
+ At least three things move on their own before the player touches anything: dust or motes
83
+ drifting, grass or cloth swaying (a vertex shader or a few sine offsets), clouds or the backdrop
84
+ sliding slowly, a creature on a path, a light that breathes, the hero's idle. `funtools life`
85
+ counts what moves; `funtools hook` reads the first minutes and warns when they are still or empty.
86
+
87
+ ## Compare at fixed framings, every pass
88
+
89
+ `npx @funpixel/tools compare --target design/first-look/f3_walk.png --view play` writes a strip,
90
+ today beside the target, at both framings. Judge mood, light, value steps, the hero's size and
91
+ how full the frame is. Keep the strips (before and after) in `design/look/`; a pass that cannot
92
+ point at a closed gap in its strip did not close it.
93
+
94
+ # A walk that reads as a person, in one piece
95
+
96
+ The owner, after that game: "better walking animations, not like a robot; smooth movement like
97
+ us humans." A robot walk is limbs swinging at a constant speed about fixed points while the body
98
+ glides. A person's walk is the body falling forward and catching itself.
99
+
100
+ ## The human walk first
101
+
102
+ - **Weight shifts side to side:** the hips move over the planted foot, a few centimetres each
103
+ step; the body is never centred between the feet for long.
104
+ - **A gentle vertical bob:** lowest as the feet pass wide apart (the contact), highest as one leg
105
+ passes under the body; two bobs per stride, about 2 to 4% of the height.
106
+ - **Hips and shoulders counter-rotate:** the hips turn toward the leg that swings forward, the
107
+ shoulders the other way; the head stays level.
108
+ - **Heel to toe, and a planted foot never slides:** the heel lands, the foot rolls flat, the toe
109
+ pushes off. While planted it stays still on the ground; the body moves over it. Drive the
110
+ stride by distance walked, not time.
111
+ - **Arms swing opposite the legs,** lagging a little; under a load (a pack frame, a cradle) the
112
+ hands brace the straps instead and the swing moves to the elbows and shoulders.
113
+ - **Eased starts and stops:** two or three steps to reach speed and to settle, never a full
114
+ stride on the first frame.
115
+ - **A lean that builds and settles:** into a slope, a turn or a weight, over a few tenths of a
116
+ second, then back; overshoot a little on the way back (follow-through on the head and the load).
117
+ - **No linear angles:** every joint eases in and out (sine or a curve), never a triangle wave.
118
+
119
+ These numbers are a preset in every starter's `src/motion.ts` (walk, run, sneak, carry, limp, old,
120
+ child, a quadruped, a flyer's beat), with bounded dials, a stride driven by distance and a
121
+ strike's timed phases in `src/strike.ts`: skill `funpixel-game-feel`, references/motion.md.
122
+
123
+ ## Two routes; pick what reads as a person on a phone
124
+
125
+ **A cut-out rig done properly.** Cut the sheet into parts (`npx @funpixel/tools parts sheet.png`):
126
+ hips, torso, head, upper and lower arms and legs, plus what the hero carries. One hierarchy
127
+ (hips → torso → head and arms; hips → thighs → shins → feet), so a parent's turn carries its
128
+ children.
129
+ - **Pivots at the joints, never at a part's centre** (`geometry.translate(0, -len / 2, 0)` for a
130
+ limb hanging from its top).
131
+ - **Overlap at every joint:** cut each limb 10 to 15% longer into its parent and draw it behind (a
132
+ 0.001 depth step or `renderOrder`), so a bend never opens a gap.
133
+ - **Face the camera as one.** Only the root turns toward the camera; parts stay in the root's
134
+ plane. Billboarding parts one by one is how limbs drift off the body.
135
+ - **Secondary motion:** the head, hair, scarf and load follow the torso 60 to 100 ms late; a
136
+ stumble is one keyed curve of about 0.4 s (dip, catch, recover).
137
+ - When the poses must change shape (turning, a big reach), whole-body pose flipbooks from the
138
+ locked reference sheet (6 to 8 walk frames, `parts --grid`), swapped by distance walked at 8 to
139
+ 12 a second, keep identity best and cannot come apart.
140
+
141
+ **A rigged 3D character with real walk clips.** `generate_3d_model` with animation (the Meshy rig
142
+ and its clips, [models](models.md)) gives walk, run and idle made by motion data: weight,
143
+ bob and counter-rotation come with it. Blend clips (`AnimationMixer` cross-fades of 0.2 to
144
+ 0.3 s), scale the clip's speed to the ground speed so feet do not skate, lean the root into
145
+ turns. Cost is a paid model and a phone budget ([bench](bench.md)).
146
+
147
+ Choose by a capture at phone size: the one that reads as a person walking at the hero's real
148
+ size on screen wins, whichever took less work.
149
+
150
+ ## Many painted cut-outs, one draw call
151
+
152
+ A painted world of props, creatures and folk drawn as one `THREE.Sprite` each costs a draw call
153
+ each: one build reached 164 against its budget of 150 with about 200 cut-outs. The 3D
154
+ world starter's `src/cutouts.ts` draws every cut-out that shares an atlas as one instanced mesh, so
155
+ 300 cut-outs are one draw call. Cut the figures with `npx @funpixel/tools cut sheet.jpg` (clean
156
+ alpha, no paper or floor patches), build the atlas in the page with `atlasFrom([...pngs])` (or use
157
+ a grid sheet as it is), then `cutouts(scene, atlas.texture, { cols, rows })`; each `add()` takes a
158
+ place, a height, a tint, a frame, a mirror and a sway. The shader turns each one round the
159
+ vertical axis to the camera and bends it from a planted foot (`sway`, `squash`): a breathing
160
+ person, grass or a flag that bends, not a card that bobs. `walk(i, cycle, distance, moving)` steps
161
+ a frame cycle by distance walked (`src/cutout-math.ts`), so a crab's scuttle or a walker's steps
162
+ keep pace with the ground and stop when it stops. A cut-out that only slides or bobs reads as a
163
+ picture on a stick: give it frames or a bend.
164
+
165
+ ## The cheap check
166
+
167
+ ```ts
168
+ // test/rig.test.ts: sample the walk, the lean and the stumble; every part stays attached, a planted
169
+ // foot stays put, the body bobs, and joints ease rather than swing at a constant speed.
170
+ for (const clip of ['walk', 'lean', 'stumble']) for (let t = 0; t < 1; t += 0.02) {
171
+ rig.pose(clip, t); rig.root.updateMatrixWorld(true);
172
+ for (const p of rig.parts) if (p.parent) {
173
+ const gap = p.joint.getWorldPosition(a).distanceTo(p.parent.socketFor(p).getWorldPosition(b));
174
+ assert.ok(gap < 0.01, `${clip} ${t.toFixed(2)}: ${p.name} is ${gap.toFixed(3)} m off ${p.parent.name}`);
175
+ }
176
+ }
177
+ const walk = sampleWalk(rig, 50); // per step: hips y, foot world x/z while planted, knee angle
178
+ assert.ok(walk.bob > 0.02 * rig.height, 'no vertical bob: the body glides');
179
+ assert.ok(walk.plantedSlide < 0.01, `a planted foot slides ${walk.plantedSlide} m`);
180
+ assert.ok(walk.kneeEase > 0.2, 'knee angle moves at a constant speed: a robot swing');
181
+ ```
182
+
183
+ `kneeEase` is how far the angle's speed varies over the cycle (0 for a triangle wave). Then look:
184
+ `npx @funpixel/tools capture --view play --burst 12` at phone size while walking.
@@ -0,0 +1,41 @@
1
+ # Reading the bench
2
+
3
+ Detail for steps 1 and 3 of [bench](bench.md): what each finding means for the player, the
4
+ answer to it, and how to read a measurement that is missing. `inspect_model` answers
5
+ `<path>: nothing obviously broken.` or `<path> — N finding(s):`, one bullet each, then the facts.
6
+
7
+ ## Finding to answer
8
+
9
+ | Finding | What the player sees | Answer |
10
+ |---|---|---|
11
+ | a material at alpha 0 | nothing; the model loads and draws no pixel | `finalize_model`, or set `opacity = 1` and `transparent = false` on load and name it |
12
+ | near-black with no texture | a flat black silhouette under any light | `finalize_model`, or a palette base colour on load; confirm the textures decoded |
13
+ | no armature | a still mesh (fine for a prop) | a character that must move: `rig_model` (a donor, or regenerate with `animations`), or code motion |
14
+ | a rig with no clips that drive it | "rigged" means bones exist; nobody posed them | `rig_model` with no donor on a biped, or code motion; never re-buy the mesh |
15
+ | a mesh over 5% unweighted | that part stays in bind pose while the rest moves | if the limb was fused at generation, regenerate from a better concept; otherwise live with it and name it |
16
+ | clips that animate nothing | nothing visible; megabytes of download | `finalize_model` with `keep_clips` naming the ones the code plays |
17
+
18
+ ## `audit_clips`, clip by clip
19
+
20
+ | Reading | What it breaks | Answer |
21
+ |---|---|---|
22
+ | root motion | the clip walks the body and the game moves it again: double speed, a drift | zero the root in code, or stop moving the object while that clip plays |
23
+ | a planted foot slides | skating on the ground | tie the clip's `timeScale` to move speed ([models](models.md)), or pick another clip |
24
+ | holds one pose | a frozen character in that state | drop it from `keep_clips` and animate the state in code |
25
+ | an expected name missing | the state never plays, with no error | rename in code to the file's clip, or author it with `rig_model` |
26
+ | one name inside another (`run` in `run_fast`, `walk` in `walkback`) | a loose lookup (`includes`, a prefix, a regex) plays the wrong clip, with no error | give each a word of its own and look clips up by exact name; `funtools model clips <file>` lists collisions, free and local |
27
+
28
+ Facts are reported, not judged: a standing humanoid's height over footprint reads well above 1,
29
+ and a car is legitimately wider than tall.
30
+
31
+ ## Three-state, never two
32
+
33
+ `-1` in any field means not measured: no armature to weigh against, alpha driven by a node, a
34
+ file the bench could not read. It is no information: never a zero, never a pass and never a
35
+ finding. "Could not be measured" is an answer about the file (not a model, a broken export), not
36
+ an outage; the same bytes give the same answer.
37
+
38
+ ## Repairs
39
+
40
+ Repairs write GLB and refuse to overwrite a `.gltf` or `.fbx`, so convert those to a `.glb` path
41
+ first: GLB bytes behind a text content type would break a model that used to load.
@@ -0,0 +1,85 @@
1
+ # Skin that reads, the same way across a cast
2
+
3
+ A cast that feels like one world is part of what makes Hades memorable: its characters were
4
+ sculpted from two base bodies and hand-painted to match one set of portraits, so the family reads
5
+ before a word is said. A generated character often arrives with skin that is not quite skin: the face greyer than the
6
+ hands, a blotch where the texture seam falls, one character warm and the next one waxy. Players
7
+ read faces first, so it shows in every close shot. The bench fixes it as a pass, not by hand: it
8
+ photographs the character from fixed views, a vision pass marks the bare skin, and the bench paints
9
+ exactly those surfaces one tone, keeping their light and dark. Eyes, lips, brows and clothing keep
10
+ their own colours because they are not skin-coloured.
11
+
12
+ ## Tools
13
+
14
+ - `author_skin` takes a character you made and a `tone` (`#rrggbb`) and returns `model.glb` and
15
+ `proof.png` (front, face and both hands after the change). About 3 credits, held at 9.
16
+ `npx @funpixel/tools model skin <file|asset-id> --tone #8d5524`.
17
+ - `retexture_model` gives the same mesh a new look: its four sides repainted by the image model
18
+ (your game's style lock when you name the game), projected back onto its own materials.
19
+ `npx @funpixel/tools model retexture <file> "a snowy winter coat" --game-id <id>`.
20
+ - `inspect_model` and `render_model` before and after; `capture_view` in the game, or
21
+ `npx @funpixel/tools capture`.
22
+ - `get_job` collects a finished job again by id.
23
+
24
+ ## The checklist
25
+
26
+ 1. **A cast table in the design note.** One row per character: its tone as a hex, and its
27
+ variants. One tone per character, reused for every variant, with characters differing on
28
+ purpose, keeps the cast one cast; a tone decided per job drifts, and the cast stops looking
29
+ like one game. Skin may be any colour the world allows: a green orc is still skin.
30
+
31
+ 2. **Inspect before painting** ([bench](bench.md)). The model faces +Z (the glTF front),
32
+ stands upright, and is not invisible or black. Views are taken from fixed sides: a character
33
+ lying down or facing backwards gets its back called "front", and the proof shows it.
34
+
35
+ 3. **Retexture before skin.** `retexture_model` repaints every surface, skin included, so a
36
+ skin pass made before it is lost. Make the variant first (its prompt names the clothes and
37
+ materials, the shape stays), then run `author_skin` on the variant with the character's tone.
38
+ Naming the game with `game_id` makes the repaint follow the style lock and anchors.
39
+
40
+ 4. **Run `author_skin` with the table's tone.** Omit `tone` only to even out the model's own
41
+ skin colour. A model with no bare skin (a robot, a knight in full plate) fails, not charged
42
+ for the result; that is an answer about the model, not a bug.
43
+
44
+ 5. **Read the result before the picture.**
45
+ - `marks` lists the cells the vision pass called skin, per view; empty `face` or `hand_*` on a
46
+ human is a miss worth looking at.
47
+ - `detail_texels_kept` above zero is expected: eyes, lips and brows inside a marked cell.
48
+ - A finding such as `31% of the textured surface no view saw` means the underside of the arms
49
+ or the soles kept their old colour.
50
+
51
+ 6. **Look at `proof.png`.** It is right when the face, both hands and the front read as one skin; the
52
+ eyes are still eyes; no sleeve or collar turned skin-coloured. A clothing edge painted by
53
+ mistake is a reason to run it again: a hand-painted texture drifts from the next run's.
54
+
55
+ 7. **Prove it in the game.** `capture_view` the character at the camera you ship, under the
56
+ game's own light and material. Skin that reads on the bench's flat light can go grey under
57
+ a dark scene: fix the scene light, not the tone per shot.
58
+
59
+ 8. **Hand back the cast table** with each character's tone, the variants made, and anything the
60
+ proof still shows (a missed ear, an unseen sole).
61
+
62
+ ## Worked example
63
+
64
+ A four-person heist crew, all generated:
65
+ 1. Note: Ada `#8d5524`, Bo `#e0ac69`, Cy `#c68642`, Dee `#5c3a21`; Bo also gets a winter variant.
66
+ 2. `inspect_model` on each: all upright, facing +Z, textures present.
67
+ 3. `retexture_model` on Bo: "a quilted winter parka, wool scarf" with the game's `game_id`;
68
+ `proof.png` shows the parka on all four sides.
69
+ 4. `author_skin` on Ada, Bo, Bo-winter, Cy and Dee with their tones.
70
+ 5. Ada's result: marks on face, both hands and the front's forearms; `detail_texels_kept` 412
71
+ (eyes and lips). Dee's: `hand_r` empty — the proof shows a glove, which is right.
72
+ 6. In the game, the vault is dark: the four faces go grey. The key light is raised; the tones stay.
73
+ 7. Hand-back: the table with five tones, one variant, and "Bo-winter's soles kept the old colour
74
+ (no view sees them)."
75
+
76
+ ## Common mistakes
77
+
78
+ - A new tone per job for the same character: its face changes between cutscenes.
79
+ - Running `author_skin` before `retexture_model`: the repaint paints over the skin.
80
+ - Hand-editing a texture after a pass: the next pass paints over the edit.
81
+ - Judging the result from its numbers alone: `skin_share` cannot show a sleeve painted as skin.
82
+ - Treating "no exposed skin" as a failure to retry: a fully clothed model has none.
83
+
84
+ Where this comes from: cast consistency (one tone, one reference across characters) is adapted from
85
+ scenario-labs/skills (MIT; THIRD_PARTY_NOTICES.md); the bench pass, its views and its checks are ours.
@@ -0,0 +1,65 @@
1
+ # Skies: the free one first, a painted one when it pays
2
+
3
+ **The default is free.** The 3D starter's `sky.ts` draws the sky procedurally in one draw call:
4
+
5
+ - a dome shaded from the horizon colour up to the top colour;
6
+ - a sun or moon disc with a glow, placed where the key light comes from, so the light and the shadows
7
+ agree with the sky;
8
+ - a soft band of cloud that drifts;
9
+ - stars when the place is dark (`moonlit-spot`, or a fill under 0.6).
10
+
11
+ Its colours come from the place's palette (`sky-top`, `sky-horizon`). The fog and the clear colour
12
+ are the horizon colour too, so the world's edge melts into the sky. Change a place's sky by changing
13
+ its palette and its light's `keyElevation` and `keyAzimuth`; there is no picture to make.
14
+
15
+ ## When a painted sky is worth paying for
16
+
17
+ Pay for a sky only when it carries something the procedural dome cannot, and the player sees it most
18
+ of the play:
19
+
20
+ - a skyline with a story: a distant city, a mountain range you will climb, a lighthouse;
21
+ - a painted style the rest of the world is drawn in;
22
+ - a title or menu backdrop the cover also uses.
23
+
24
+ When the camera mostly looks down at the ground, the procedural sky is the right one.
25
+
26
+ ## The paid route (the creator's choice, priced first)
27
+
28
+ `generate_skybox` (MCP) or `npx @funpixel/tools gen skybox` makes an equirectangular panorama. Price
29
+ it first and pass `confirm_cost` only when the creator allows. The steps:
30
+
31
+ 1. **Write the brief from the game's own files, not new words.**
32
+ - The palette: the place's `sky-top` and `sky-horizon` as named colours.
33
+ - The time of day: the light preset.
34
+ - Where the sun or moon sits: `keyAzimuth` and `keyElevation`.
35
+ - The style: the style lock in `assets/assets.json` or the GDD's look.
36
+ - The reference image, when the plan has one.
37
+ - One line for what the horizon holds.
38
+ 2. **Keep the horizon low and plain.** The fog meets the sky at the horizon, so the lowest band of
39
+ the panorama should be close to the `sky-horizon` colour. Detail belongs above it.
40
+ 3. **Size for the device.**
41
+ - Desktop: 4096 × 2048.
42
+ - Phone: 2048 × 1024, loaded by tier (`budget.tier()`).
43
+ - Anything bigger costs memory and buys nothing at play distance.
44
+ 4. **Check the seam before wiring it.** Put the left and right edges side by side (`look --sheet` on
45
+ the two crops): a visible step means regenerate or blend the seam. Check that the sun in the
46
+ picture is where the key light is; a sky lit from the left over shadows cast to the left reads
47
+ wrong at once.
48
+ 5. **Wire it as a background and a light source.**
49
+ - Load it with `TextureLoader` and set `mapping = EquirectangularReflectionMapping` and
50
+ `colorSpace = SRGBColorSpace`.
51
+ - Set it as `scene.background`, and through `PMREMGenerator` as `scene.environment`, so the
52
+ models pick up its colour.
53
+ - Hide the procedural dome (`stage.sky.mesh.visible = false`).
54
+ - Keep the fog colour equal to the panorama's horizon.
55
+ 6. **Keep the free sky as the fallback.** When the picture fails to load, the procedural dome stays
56
+ on and the game says so once in the console.
57
+ 7. **Measure it.** Run `funtools score --target` on the place with the plan's frame and
58
+ `funtools profile` on a phone. The sky should move `palette_light` without moving the frame time.
59
+
60
+ ## Free alternatives before paying
61
+
62
+ - Poly Haven HDRIs (`find_material` / `get_material`, CC0) as `scene.environment` only, with the
63
+ procedural dome kept as the background. Real reflections, the game's own sky colours.
64
+ - A painted backdrop cylinder (unlit, fogless) for a skyline. This is one texture of the place's
65
+ landmark range, the painted-target recipe's far band ([painted target](painted-target.md)).
@@ -0,0 +1,71 @@
1
+ # Textures for ground and structures: free surfaces first
2
+
3
+ A big flat-coloured triangle near the camera is what `funtools boxes` calls unfinished. The cheapest
4
+ fix is detail at hand size, not a new model.
5
+
6
+ ## The free set
7
+
8
+ The 3D starter's `surfaces.ts` draws six tiling detail textures in code, once, on a canvas:
9
+
10
+ | Surface | What it draws | Size of one tile |
11
+ |---|---|---|
12
+ | `grass` | blades | 2 m |
13
+ | `moss` | short blades | 2 m |
14
+ | `sand` | ripples and grain | 3 m |
15
+ | `snow` | ripples and grain | 4 m |
16
+ | `cobble` | rounded stones in offset rows | 1.5 m |
17
+ | `flagstone` | large slabs | 2.5 m |
18
+
19
+ Each is greys around white, multiplied over the mesh's vertex colours, so the palette stays the
20
+ place's. Each costs one texture of at most 256² and no extra draw call. A place picks its ground with
21
+ `"surface"` in `src/places.json`; the platforms wear `flagstone`, with UVs in metres on every face
22
+ (`metric()` in `world.ts`), so a slab is the same size on a wall and a floor.
23
+
24
+ Rules for any surface, generated or drawn:
25
+
26
+ - **Hand-sized detail repeats every 0.3–2 m near the camera.** A tile you can count (one big pattern
27
+ repeating every 10 m) reads as wallpaper.
28
+ - **The texture carries darks.** A base map with no darks cannot be lit into contrast.
29
+ - **The map's colour space is sRGB and it is mipmapped.** Wrap is repeat and anisotropy 4: a ground
30
+ seen at a glancing angle blurs to mush without it.
31
+ - **One surface per material class.** Ground, stone, wood and metal each get one map shared by every
32
+ mesh of that class. One material per mesh multiplies draw calls.
33
+
34
+ ## The paid route: a seamless tile (the creator's choice, priced first)
35
+
36
+ When the place's material is its identity (oxblood velvet, Delft tile, wet slate), a generated tile
37
+ can be worth one image. Price it first.
38
+
39
+ 1. **Ask for a flat, evenly lit, top-down swatch of the material and nothing else.**
40
+ - No perspective, no shadows baked in, no objects on it.
41
+ - Name the scale ("each tile about 30 cm"), the colours from the place's palette, and the style
42
+ lock.
43
+ - Use `npx @funpixel/tools gen texture`, which makes a seamless tile and refuses (uncharged) one
44
+ that shows a seam. Or use `edit_image` from a photo the creator owns.
45
+ 2. **Check the seam yourself too.**
46
+ - Offset the picture by half its size in both directions (in any editor) and look at the cross
47
+ where the edges now meet.
48
+ - A visible step there shows as a grid across the whole ground: regenerate, or blend the seam
49
+ before shipping.
50
+ 3. **Make the darks and the value range right before the colour.** Desaturate the tile and compare
51
+ it with the place's target. A tile lighter than the target's ground is the most common miss.
52
+ 4. **Wire it into the surface.**
53
+ - Replace `map` on the material `surfaceMaterial()` returns, and keep `vertexColors` for the
54
+ place's variation.
55
+ - Set `repeat` to world metres over the tile size.
56
+ - Ship it as WebP at 512² or 1024², through `npx @funpixel/tools optimize`.
57
+ 5. **Add PBR maps only when the light needs them.** A normal map earns its place when the key light
58
+ is low (`dusk`, `dawn`) and the surface is near the camera. The 3D bench's `apply_texture` bakes
59
+ textures onto a model with its geometry checked before and after
60
+ ([bench](bench.md)). Roughness and AO maps rarely show at phone size.
61
+ 6. **Measure it.**
62
+ - `funtools boxes` should stop naming that mesh.
63
+ - `funtools profile` should show no new draw calls.
64
+ - `funtools score --target` should move the density axis.
65
+
66
+ ## Free alternatives before paying
67
+
68
+ - Poly Haven textures (`find_material` / `get_material`, CC0, PBR sets) at 1k for ground, stone and
69
+ wood. Tint them with vertex colours to the place's palette.
70
+ - The procedural set above with a second detail scale: multiply a 0.5 m tile over the 2 m one at half
71
+ strength, which breaks the repeat for free.
@@ -0,0 +1,199 @@
1
+ # Loading a generated GLB in Three.js
2
+
3
+ Every rule here comes from a game that built green, loaded without an error and still shipped
4
+ broken. Wire all of it the first time you write the loader.
5
+
6
+ ## Decoders, same origin
7
+
8
+ Platform GLBs are Draco- or meshopt-compressed and carry KTX2 textures. Without all three decoders
9
+ every load throws, and a loader that swallows the error shows primitives or nothing. The decoder
10
+ files must be served by the game itself (`public/draco/`, `public/basis/`), never from a CDN: a
11
+ path that does not exist gets `index.html` back from the server and the loader hangs with a green
12
+ build.
13
+
14
+ ```ts
15
+ import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
16
+ import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
17
+ import { KTX2Loader } from 'three/addons/loaders/KTX2Loader.js';
18
+ import { MeshoptDecoder } from 'three/addons/libs/meshopt_decoder.module.js';
19
+ import { clone as cloneSkinned } from 'three/addons/utils/SkeletonUtils.js';
20
+
21
+ const manager = new THREE.LoadingManager(); // drives the loading overlay
22
+ const loader = new GLTFLoader(manager);
23
+ loader.setDRACOLoader(new DRACOLoader().setDecoderPath('/draco/'));
24
+ const ktx2 = new KTX2Loader().setTranscoderPath('/basis/');
25
+ ktx2.detectSupport(renderer); // after the renderer exists, before any load
26
+ loader.setKTX2Loader(ktx2);
27
+ loader.setMeshoptDecoder(MeshoptDecoder);
28
+ ```
29
+
30
+ A missing-module error on any of these means the path or the dependency is wrong. Fix it; deleting
31
+ the import makes every model fail at runtime instead.
32
+
33
+ ## Light it like a generated model
34
+
35
+ Generated GLBs export near-full metalness, and a metallic material with nothing to reflect renders
36
+ flat grey. Give the scene an environment map, turn metalness down on load, add tone mapping, and
37
+ then cut the analytic lights, or the scene blows out white.
38
+
39
+ ```ts
40
+ import { RoomEnvironment } from 'three/addons/environments/RoomEnvironment.js';
41
+ scene.environment = new THREE.PMREMGenerator(renderer).fromScene(new RoomEnvironment(), 0.04).texture;
42
+ renderer.toneMapping = THREE.ACESFilmicToneMapping; // NeutralToneMapping keeps a literal palette
43
+ renderer.toneMappingExposure = 1.0;
44
+ scene.add(new THREE.AmbientLight(0xffffff, 0.25), keyLight /* DirectionalLight at about 0.5 */);
45
+ root.traverse((o) => { const m = (o as THREE.Mesh).material as THREE.MeshStandardMaterial;
46
+ if (m && 'metalness' in m) m.metalness = Math.min(m.metalness, 0.2); });
47
+ ```
48
+
49
+ A free HDRI, when the game has one, replaces `RoomEnvironment` as both lighting and sky.
50
+
51
+ Judge the result in the game's own light, not the generator's preview. A dark three.js
52
+ horror game (29 Sep 2026) tuned every material in its loader rather than in the files: the hero's
53
+ suit to metalness 0.3 (it read as chrome under the torch), the crew's cloth to metalness 0 and 72%
54
+ albedo (it burnt white in the beam). Its generated textures read near-black, and lifting the
55
+ enemy's albedo ×1.9 made it go pure white a few metres into a spotlight: a colour above 1 has
56
+ nowhere to go under a strong light. A lift of about 1.05 plus a rim light read better and cost no
57
+ measurable frame time.
58
+
59
+ ## Optional shared toon treatment
60
+
61
+ For a game that chose a uniform illustrated look, apply a shared material family and outline.
62
+ For other directions preserve appropriate PBR or authored materials. This example is a technique,
63
+ not a requirement to overwrite every model's material. Inspect the result in the actual scene.
64
+
65
+ ```ts
66
+ import { OutlineEffect } from 'three/addons/effects/OutlineEffect.js';
67
+ const ramp = new THREE.DataTexture(new Uint8Array([90, 170, 255]), 3, 1, THREE.RedFormat);
68
+ ramp.minFilter = ramp.magFilter = THREE.NearestFilter; ramp.needsUpdate = true;
69
+ const INK = [0.1, 0.08, 0.06]; // one dark line colour for everything
70
+ const toon = (color: THREE.ColorRepresentation, map: THREE.Texture | null = null) =>
71
+ new THREE.MeshToonMaterial({ color, map, gradientMap: ramp });
72
+ root.traverse((o) => { const m = o as THREE.Mesh; if (!m.isMesh) return;
73
+ const old = m.material as THREE.MeshStandardMaterial;
74
+ m.material = toon(old.color ?? 0xffffff, old.map ?? null); }); // a generated model
75
+ const crate = new THREE.Mesh(new THREE.BoxGeometry(1, 1, 1), toon(PALETTE.wood)); // a code prop
76
+ const outline = new OutlineEffect(renderer, { defaultThickness: 0.004, defaultColor: INK });
77
+ // in the loop: outline.render(scene, camera) instead of renderer.render(scene, camera)
78
+ ```
79
+
80
+ - One line weight and one line colour. A lighter line on dark models, tried to lift them, read as
81
+ a cut-out fringe; lift a dark model with a calmer backdrop behind it instead.
82
+ - `OutlineEffect` draws the scene twice. For a crowd, give each kind one inverted hull instead: a
83
+ coarse copy of the mesh, back faces only, pushed out along smoothed normals, drawn in the ink
84
+ colour, instanced like the bodies (one draw call for the bodies and one for the ink).
85
+ - A game with a painted or realistic look can keep one standard material setup instead (below);
86
+ a mix of families is what reads as two games in one scene.
87
+
88
+ ## Clips and the mixer
89
+
90
+ Each clip arrives as its own file sharing the base skeleton (`knight.run.glb`). Bind one mixer to
91
+ the object you add to the scene, and update it every frame with dt in seconds.
92
+
93
+ ```ts
94
+ const gltf = await loader.loadAsync('assets/models/knight.glb');
95
+ const root = gltf.scene; root.name = 'player_knight'; scene.add(root);
96
+ const mixer = new THREE.AnimationMixer(root); // never gltf.scene.scene
97
+ const clips: Record<string, THREE.AnimationClip> = {};
98
+ for (const a of ['idle', 'run', 'jump'])
99
+ clips[a] = (await loader.loadAsync(`assets/models/knight.${a}.glb`)).animations[0];
100
+ let current = '';
101
+ function play(name: string) {
102
+ if (!clips[name] || name === current) return;
103
+ const next = mixer.clipAction(clips[name]);
104
+ next.enabled = true; next.setEffectiveTimeScale(1); next.setEffectiveWeight(1);
105
+ next.reset().fadeIn(0.3).play();
106
+ if (current) mixer.clipAction(clips[current]).fadeOut(0.3);
107
+ current = name;
108
+ }
109
+ // in the loop: mixer.update(dt);
110
+ ```
111
+
112
+ - Weight before `fadeIn`: a fade multiplies the base weight, so an action parked at weight 0 plays
113
+ invisibly and the skeleton freezes once the previous one fades out.
114
+ - A clip file that 404s (its step failed on the server) is skipped; idle keeps the model alive.
115
+ - Feet match the ground. A walk or run clip was authored at one travel speed; played at another
116
+ the feet skate. Measure the clip's own speed once (distance the root or a foot covers per loop
117
+ over the clip's duration) and each frame set `setEffectiveTimeScale(speed / clipSpeed)`, kept
118
+ within about 0.6 to 1.6; past that, cross-fade to the other clip. Standing still plays idle,
119
+ where a walk at time scale 0 freezes mid-stride. `audit_clips` reports a planted foot that slides.
120
+ - Zero clips on a character whose role moves is a constraint, and code motion can supply what
121
+ the role promises: a stride oscillator driving bob, lean and sway; a lunge that overshoots and
122
+ settles; a hit response; a tumble on death. A prop may stay still.
123
+
124
+ ## Copies
125
+
126
+ `Object3D.clone()` on a skinned model shares the original skeleton, so every copy drives the same
127
+ bones and all of them stand still. Materials are shared too, so a hit flash on one lights the
128
+ whole horde.
129
+
130
+ ```ts
131
+ const enemy = cloneSkinned(root);
132
+ enemy.traverse((o) => {
133
+ const m = o as THREE.Mesh; if (!m.isMesh) return;
134
+ m.material = Array.isArray(m.material) ? m.material.map((x) => x.clone()) : m.material.clone();
135
+ (m.userData.baseEmissive ??= new THREE.Color()).copy((m.material as THREE.MeshStandardMaterial).emissive);
136
+ });
137
+ const enemyMixer = new THREE.AnimationMixer(enemy); // its own mixer, its own pose
138
+ ```
139
+
140
+ Restore the cached emissive after a flash: a hard-coded black erases a material that glowed.
141
+
142
+ ## Size, facing and the floor
143
+
144
+ The default bounding box reads each mesh in bind pose; on these rigs the drawn skin can be about
145
+ 100 times that box. When the tool result states a measured size, use it; otherwise measure the
146
+ posed bounds:
147
+
148
+ ```ts
149
+ root.updateMatrixWorld(true);
150
+ const size = new THREE.Box3().setFromObject(root, true).getSize(new THREE.Vector3());
151
+ root.scale.multiplyScalar(TARGET_HEIGHT / size.y);
152
+ ```
153
+
154
+ Ground per clip, not once: a walk clip can move the lowest point 0.3 to 0.5 m, so a model grounded
155
+ in bind pose sinks or hovers when the clip plays.
156
+
157
+ ```ts
158
+ function floorOffset(mixer: THREE.AnimationMixer, clip: THREE.AnimationClip) {
159
+ const action = mixer.clipAction(clip); action.play();
160
+ let minY = Infinity;
161
+ for (let t = 0; t < clip.duration; t += clip.duration / 6) {
162
+ mixer.setTime(t); root.updateMatrixWorld(true);
163
+ minY = Math.min(minY, new THREE.Box3().setFromObject(root, true).min.y);
164
+ }
165
+ action.stop(); mixer.setTime(0);
166
+ return -minY; // add to root.position.y while this clip runs
167
+ }
168
+ ```
169
+
170
+ Optimized GLBs are often quantized: positions stored as normalized int16, the real scale carried in
171
+ the node. Baking a node transform into that geometry (`geometry.applyMatrix4`) clamps every vertex
172
+ to ±1; one game's 3 m wall modules stood 1 m tall for a whole pass. Keep transforms in the object
173
+ or instance matrix. The same quantization moves each mesh's scale into its node, so a part scaled
174
+ at runtime (a gauge's fill) has that scale baked back first, or `scale.y = fraction` is not literal.
175
+
176
+ A skinned mesh keeps `frustumCulled = false` (its bind-pose bounds lie), so nothing culls a crowd
177
+ of them: every one animates and casts shadows everywhere. Cull them by distance and screen yourself
178
+ (skill `funpixel-art`, its frames reference, has one game's numbers).
179
+
180
+ Generated models usually face +Z, but not always. Wrap each in a group; yaw the inner model once
181
+ at load (a vehicle whose posed size has x greater than z was authored sideways), and keep steering
182
+ on the outer group. Check the nose leads in a screenshot.
183
+
184
+ ## Colliders
185
+
186
+ The mesh box is for scale and framing only. Collide the actor as a capsule on an invisible helper
187
+ (radius about 0.28 times the height), and give painted scenery a hand-placed box the size of its
188
+ gameplay footprint. A skybox or a tiled ground texture is not a floor until it has a collider.
189
+
190
+ ## Loading screen
191
+
192
+ GLBs are several megabytes. Drive an HTML overlay (logo, progress bar, a one-line tip) from the
193
+ shared `LoadingManager`; enable the start control on `onLoad`; show a retry state when a required
194
+ model fails. A loop started before every model is in plays its first seconds with holes in the scene.
195
+
196
+ ## Exports for the checks
197
+
198
+ Name every root and instance (`player_knight`, `enemy_3`) and set `window.__THREEJS_SCENE__`,
199
+ `window.camera` and `window.THREE`, so verify can tell whether the player can be seen.