@genex-ai/cli-demo 0.1.0

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 (63) hide show
  1. package/LICENSE +21 -0
  2. package/README.md +198 -0
  3. package/package.json +45 -0
  4. package/src/commands/init.ts +131 -0
  5. package/src/commands/publish.ts +151 -0
  6. package/src/config.ts +102 -0
  7. package/src/index.ts +238 -0
  8. package/src/lib/auth.ts +365 -0
  9. package/src/lib/copy-templates.ts +81 -0
  10. package/src/lib/env.ts +109 -0
  11. package/src/lib/project.ts +109 -0
  12. package/src/lib/ssh.ts +104 -0
  13. package/src/lib/store.ts +102 -0
  14. package/src/utils/colors.ts +25 -0
  15. package/src/utils/logger.ts +40 -0
  16. package/templates/README.md +19 -0
  17. package/templates/agents/genex-helper.md +16 -0
  18. package/templates/commands/genex-status.md +13 -0
  19. package/templates/skills/genex-getting-started/SKILL.md +41 -0
  20. package/templates/skills/genex-threejs-atmosphere-aerial-perspective/SKILL.md +30 -0
  21. package/templates/skills/genex-threejs-atmosphere-aerial-perspective/references/atmosphere.md +29 -0
  22. package/templates/skills/genex-threejs-bloom/SKILL.md +30 -0
  23. package/templates/skills/genex-threejs-bloom/references/bloom.md +29 -0
  24. package/templates/skills/genex-threejs-camera-direction/SKILL.md +36 -0
  25. package/templates/skills/genex-threejs-camera-direction/references/camera-rigs.md +38 -0
  26. package/templates/skills/genex-threejs-exposure-color-grading/SKILL.md +30 -0
  27. package/templates/skills/genex-threejs-exposure-color-grading/references/exposure-grading.md +30 -0
  28. package/templates/skills/genex-threejs-image-pipeline/SKILL.md +30 -0
  29. package/templates/skills/genex-threejs-image-pipeline/references/image-pipeline.md +39 -0
  30. package/templates/skills/genex-threejs-procedural-animation/SKILL.md +31 -0
  31. package/templates/skills/genex-threejs-procedural-animation/references/procedural-motion.md +33 -0
  32. package/templates/skills/genex-threejs-procedural-architecture/SKILL.md +30 -0
  33. package/templates/skills/genex-threejs-procedural-architecture/references/architecture-systems.md +31 -0
  34. package/templates/skills/genex-threejs-procedural-fields/SKILL.md +31 -0
  35. package/templates/skills/genex-threejs-procedural-fields/references/field-systems.md +35 -0
  36. package/templates/skills/genex-threejs-procedural-geometry/SKILL.md +30 -0
  37. package/templates/skills/genex-threejs-procedural-geometry/references/mesh-systems.md +36 -0
  38. package/templates/skills/genex-threejs-procedural-materials/SKILL.md +30 -0
  39. package/templates/skills/genex-threejs-procedural-materials/references/material-systems.md +31 -0
  40. package/templates/skills/genex-threejs-procedural-planets/SKILL.md +30 -0
  41. package/templates/skills/genex-threejs-procedural-planets/references/planet-systems.md +30 -0
  42. package/templates/skills/genex-threejs-procedural-vegetation/SKILL.md +32 -0
  43. package/templates/skills/genex-threejs-procedural-vegetation/references/vegetation-systems.md +37 -0
  44. package/templates/skills/genex-threejs-procedural-vfx/SKILL.md +31 -0
  45. package/templates/skills/genex-threejs-procedural-vfx/references/vfx-systems.md +30 -0
  46. package/templates/skills/genex-threejs-raymarched-space-effects/SKILL.md +30 -0
  47. package/templates/skills/genex-threejs-raymarched-space-effects/references/space-effects.md +30 -0
  48. package/templates/skills/genex-threejs-screen-space-ambient-occlusion/SKILL.md +29 -0
  49. package/templates/skills/genex-threejs-screen-space-ambient-occlusion/references/ambient-occlusion.md +29 -0
  50. package/templates/skills/genex-threejs-shadow-systems/SKILL.md +30 -0
  51. package/templates/skills/genex-threejs-shadow-systems/references/shadow-systems.md +30 -0
  52. package/templates/skills/genex-threejs-skill-router/SKILL.md +48 -0
  53. package/templates/skills/genex-threejs-skill-router/references/routing-map.md +53 -0
  54. package/templates/skills/genex-threejs-spectral-ocean/SKILL.md +30 -0
  55. package/templates/skills/genex-threejs-spectral-ocean/references/spectral-ocean.md +31 -0
  56. package/templates/skills/genex-threejs-temporal-surfaces/SKILL.md +30 -0
  57. package/templates/skills/genex-threejs-temporal-surfaces/references/temporal-surfaces.md +29 -0
  58. package/templates/skills/genex-threejs-visual-validation/SKILL.md +32 -0
  59. package/templates/skills/genex-threejs-visual-validation/references/visual-validation.md +42 -0
  60. package/templates/skills/genex-threejs-volumetric-clouds/SKILL.md +29 -0
  61. package/templates/skills/genex-threejs-volumetric-clouds/references/volumetric-clouds.md +30 -0
  62. package/templates/skills/genex-threejs-water-optics/SKILL.md +30 -0
  63. package/templates/skills/genex-threejs-water-optics/references/water-optics.md +29 -0
@@ -0,0 +1,30 @@
1
+ ---
2
+ name: genex-threejs-water-optics
3
+ description: Build analytic water surfaces for Genex Three.js games. Use for rivers, pools, lakes, shoreline water, shared wave displacement, normals, Fresnel, refraction, absorption, crest foam, underwater color, and cheaper water than a full spectral ocean.
4
+ ---
5
+
6
+ # Genex Three.js Water Optics
7
+
8
+ Use analytic water when the game needs readable local water with clear
9
+ interaction, refraction, and shading without a full ocean simulation.
10
+
11
+ Read [references/water-optics.md](references/water-optics.md) for wave,
12
+ normal, refraction, and fallback patterns.
13
+
14
+ ## Build order
15
+
16
+ 1. Define water role: pool, river, lake, shoreline, hazard, boundary, or
17
+ traversal affordance.
18
+ 2. Build shared wave displacement and normals from named wave bands.
19
+ 3. Add Fresnel reflection, absorption, depth color, and controlled refraction.
20
+ 4. Derive crest foam and shoreline foam from wave height, slope, or masks.
21
+ 5. Add interaction ripples only after the base water reads.
22
+ 6. Expose debug views for displacement, normals, depth, refraction, and foam.
23
+
24
+ ## Rules
25
+
26
+ - Use the same wave state for geometry, normals, and foam.
27
+ - Keep refraction optional; provide a readable fallback.
28
+ - Avoid screen-space refraction artifacts at silhouettes and edges.
29
+ - Bound normal intensity so water does not shimmer in motion.
30
+ - Keep gameplay collision and visual displacement expectations aligned.
@@ -0,0 +1,29 @@
1
+ # Water Optics
2
+
3
+ Use this reference for local water surfaces in Genex games.
4
+
5
+ ## Wave bands
6
+
7
+ - Primary waves define visible surface movement.
8
+ - Secondary waves add directional complexity.
9
+ - Micro normals add sparkle but must fade with distance.
10
+ - Interaction ripples should be event-driven and decay over time.
11
+
12
+ ## Refraction
13
+
14
+ - Sample the scene color only when the render pipeline supports it.
15
+ - Clamp offsets at silhouettes.
16
+ - Provide a non-refraction fallback using color absorption and reflection.
17
+ - Keep edge artifacts visible in diagnostics.
18
+
19
+ ## Absorption and depth
20
+
21
+ - Use depth or an approximate path length to tint deeper water.
22
+ - Keep shallow water readable around gameplay-relevant surfaces.
23
+ - Expose depth and absorption debug views.
24
+
25
+ ## Foam
26
+
27
+ - Crest foam follows wave slope or height thresholds.
28
+ - Shoreline foam follows terrain or water-edge masks.
29
+ - Impact foam follows gameplay events and decays deterministically.