@genex-ai/cli-demo 0.1.2 → 0.2.0

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package/README.md CHANGED
@@ -4,8 +4,12 @@ Set up your `~/.claude` workspace, authorize, create a game project, and publish
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4
  This is the `cli` app of the [genex monorepo](../../README.md).
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5
 
6
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  ```bash
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- genex init <name> # authorize + create the draft project
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- genex publish # push the built game + list it in the gallery
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+ genex init <name> # authorize + create the draft project
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+ genex publish # push the built game + list it in the gallery
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+ genex model "<prompt>" # generate a 3D model → assets/models/
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+ genex skybox "<prompt>" # generate a 360° sky → assets/skybox/
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+ genex sfx "<prompt>" # generate a sound fx → assets/sfx/
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+ genex texture "<prompt>" # generate a texture → assets/textures/
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  ```
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  `genex init` does four things:
@@ -31,6 +35,31 @@ push. Defaults: API `https://demo-api.glotech.world`, auth site
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  `https://demo-web.glotech.world` — override with `--api-url` / `--auth-url` (or
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  `GENEX_API_URL` / `GENEX_AUTH_URL`) for local dev.
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+ ## Generating assets
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+
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+ `genex model | skybox | sfx | texture "<prompt>"` turn a prompt into a real,
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+ game-ready asset and download it into the project's `./assets/<kind>/` folder. The
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+ command blocks until the asset is ready (poll loop), then writes the file(s):
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+
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+ | Command | Provider | Writes |
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+ | --- | --- | --- |
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+ | `genex model "<prompt>"` | Tripo | `assets/models/<slug>.glb` |
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+ | `genex skybox "<prompt>"` | Blockade Labs | `assets/skybox/<slug>.jpg` |
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+ | `genex sfx "<prompt>" [--duration <s>]` | ElevenLabs | `assets/sfx/<slug>.mp3` |
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+ | `genex texture "<prompt>" [--terrain]` | Gemini | `assets/textures/<slug>/basecolor.<ext>` |
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+
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+ Because the file lands in the project and `genex publish` commits the whole working
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+ directory, generated assets **ship inside the published GitHub Pages build** — load
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+ them by **relative** path (`./assets/...`) and players get them from the same origin
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+ (no CORS, no runtime dependency on this API). Each kind has a scaffolded
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+ `genex-ai-<kind>` skill with the exact Three.js loader code.
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+
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+ Auth reuses the existing `GENEX_TOKEN` (run `genex init` first). Server-side, each
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+ provider is keyed by an env var (`TRIPO_API_KEY`, `BLOCKADE_LABS_API_KEY`,
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+ `ELEVENLABS_API_KEY`, `GEMINI_API_KEY`); when a key is unset that kind falls back to
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+ a built-in **mock** provider that returns sample assets, so the flow runs keyless.
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+ `--no-wait` enqueues without downloading.
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+
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  ## Install / run
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  From the monorepo root (the CLI runs directly via Node — no build step):
@@ -165,6 +194,28 @@ pnpm test # node --test test/*.test.ts
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  pnpm start init --no-auth --dir ./tmp-claude
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  ```
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196
 
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+ ### Testing a command like an end user
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+
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+ `pnpm start <cmd>` runs a single command from source — fine for quick checks. To
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+ exercise the CLI as a *global* command (the way users invoke `genex`), symlink a
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+ `genexd` shim onto your PATH pointing at the source entrypoint. No build step —
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+ it runs the TypeScript directly and picks up edits instantly:
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+
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+ ```bash
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+ # one-time, from this package directory: put `genexd` on PATH
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+ ln -sf "$PWD/src/index.ts" "$(dirname "$(which node)")/genexd"
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+
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+ genexd --help # works from any directory
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+ genexd init --no-auth --dir ./tmp-claude
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+
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+ rm "$(dirname "$(which node)")/genexd" # remove it when done
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+ ```
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+
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+ Use `genexd` (not `genex`) so the local shim never shadows a globally installed
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+ published build — this is the same shim the local scaffold flow uses (see
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+ `scaffold_prompt.local.md`). `npm link` is unnecessary here: it would require a
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+ `dist/` build, whereas `genexd` / `pnpm start` run the source as-is.
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+
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  Relative imports use explicit `.ts` extensions and only erasable TypeScript
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  syntax is allowed — both are monorepo-wide rules (see the root README).
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package/dist/index.js CHANGED
@@ -2,7 +2,7 @@
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2
 
3
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  // src/index.ts
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  import { readFileSync } from "fs";
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- import path8 from "path";
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+ import path10 from "path";
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6
  import { fileURLToPath as fileURLToPath2 } from "url";
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7
 
8
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  // src/commands/init.ts
@@ -813,12 +813,164 @@ async function pushGame(sshUrl, log) {
813
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  return false;
814
814
  }
815
815
 
816
+ // src/commands/generate.ts
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+ import path9 from "path";
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+
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+ // src/lib/assets.ts
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+ import fs6 from "fs/promises";
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+ import path8 from "path";
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+ function slugify(input) {
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+ const s = input.toLowerCase().normalize("NFKD").replace(/[^a-z0-9]+/g, "-").replace(/^-+|-+$/g, "").slice(0, 50).replace(/-+$/g, "");
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+ return s || "asset";
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+ }
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+ async function downloadToFile(url, dest, headers) {
827
+ const res = await fetch(url, { headers });
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+ if (!res.ok) throw new Error(`download failed (HTTP ${res.status}) for ${url}`);
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+ const buf = Buffer.from(await res.arrayBuffer());
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+ await fs6.mkdir(path8.dirname(dest), { recursive: true });
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+ await fs6.writeFile(dest, buf);
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+ return buf.byteLength;
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+ }
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+
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+ // src/commands/generate.ts
836
+ var KIND_DIR = {
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+ model: "assets/models",
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+ skybox: "assets/skybox",
839
+ sfx: "assets/sfx",
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+ texture: "assets/textures"
841
+ };
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+ var sleep = (ms) => new Promise((r) => setTimeout(r, ms));
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+ function fileDest(kind, slug, f) {
844
+ if (kind === "texture") {
845
+ const name = f.role.replace(/^texture-/, "");
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+ return `assets/textures/${slug}/${name}.${f.ext}`;
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+ }
848
+ return `${KIND_DIR[kind]}/${slug}.${f.ext}`;
849
+ }
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+ async function runGenerate(kind, opts) {
851
+ const log = createLogger({ quiet: opts.quiet });
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+ const prompt = opts.prompt?.trim();
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+ if (!prompt) {
854
+ log.error(`Missing prompt. Usage: ${c.cyan(`genex ${kind} "<prompt>"`)}`);
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+ process.exitCode = 1;
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+ return;
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+ }
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+ const token = opts.token ?? await readUserToken(opts.envPath);
859
+ if (!token) {
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+ log.error("Not authorized. Run `genex init` first to sign in.");
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+ process.exitCode = 1;
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+ return;
863
+ }
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+ const meta = await readProject();
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+ const apiUrl = getApiUrl(opts.apiUrl ?? meta?.apiUrl);
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+ const options = {};
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+ if (kind === "texture" && opts.terrain) options.terrain = true;
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+ if (kind === "sfx" && opts.duration) options.durationSeconds = opts.duration;
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+ log.plain(c.bold(`genex ${kind}`));
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+ log.dim(` ${prompt}`);
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+ log.plain("");
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+ let id;
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+ try {
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+ const res = await fetch(`${apiUrl}/api/generations`, {
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+ method: "POST",
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+ headers: { "Content-Type": "application/json", Authorization: `Bearer ${token}` },
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+ body: JSON.stringify({ kind, prompt, options })
878
+ });
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+ if (res.status === 401) {
880
+ log.error("Unauthorized \u2014 your token may have expired. Re-run `genex init`.");
881
+ process.exitCode = 1;
882
+ return;
883
+ }
884
+ if (!res.ok) {
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+ log.error(`Generation request failed (HTTP ${res.status}).`);
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+ process.exitCode = 1;
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+ return;
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+ }
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+ ({ id } = await res.json());
890
+ } catch (err) {
891
+ log.error(`Couldn't reach the API at ${apiUrl}: ${String(err)}`);
892
+ process.exitCode = 1;
893
+ return;
894
+ }
895
+ if (opts.noWait) {
896
+ log.success(`Queued (${id}). Re-run without --no-wait to fetch the finished asset.`);
897
+ return;
898
+ }
899
+ log.step("Generating\u2026 (this can take up to a minute)");
900
+ const view = await poll(apiUrl, token, id, (p) => log.dim(` ${p}%`));
901
+ if (!view) {
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+ log.error("Timed out waiting for the generation.");
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+ process.exitCode = 1;
904
+ return;
905
+ }
906
+ if (view.status !== "completed") {
907
+ log.error(`Generation ${view.status}${view.error ? `: ${view.error}` : ""}.`);
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+ process.exitCode = 1;
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+ return;
910
+ }
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+ const slug = slugify(prompt);
912
+ const written = [];
913
+ try {
914
+ for (const f of view.files ?? []) {
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+ const rel = fileDest(kind, slug, f);
916
+ const url = `${apiUrl}/api/generations/${id}/asset/${f.role}`;
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+ const bytes = await downloadToFile(url, path9.join(process.cwd(), rel), {
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+ Authorization: `Bearer ${token}`
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+ });
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+ written.push(rel);
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+ log.success(`${rel} ${c.dim(`(${(bytes / 1024).toFixed(0)} KB)`)}`);
922
+ }
923
+ } catch (err) {
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+ log.error(`Download failed: ${String(err)}`);
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+ process.exitCode = 1;
926
+ return;
927
+ }
928
+ log.plain("");
929
+ printHint(kind, written, log);
930
+ }
931
+ async function poll(apiUrl, token, id, onProgress) {
932
+ const deadline = Date.now() + 10 * 60 * 1e3;
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+ let last = -1;
934
+ while (Date.now() < deadline) {
935
+ try {
936
+ const res = await fetch(`${apiUrl}/api/generations/${id}`, {
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+ headers: { Authorization: `Bearer ${token}` }
938
+ });
939
+ if (res.ok) {
940
+ const { generation } = await res.json();
941
+ if (generation.progress !== last) {
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+ last = generation.progress;
943
+ onProgress(generation.progress);
944
+ }
945
+ if (generation.status === "completed" || generation.status === "failed") {
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+ return generation;
947
+ }
948
+ }
949
+ } catch {
950
+ }
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+ await sleep(3e3);
952
+ }
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+ return null;
954
+ }
955
+ function printHint(kind, written, log) {
956
+ const primary = written[0] ?? "";
957
+ const hint = {
958
+ model: `Load with GLTFLoader and add to the scene \u2014 see the genex-ai-model skill. Use the relative path "./${primary}".`,
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+ skybox: `Load as an equirectangular texture \u2192 scene.background + scene.environment \u2014 see genex-ai-skybox. Path "./${primary}".`,
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+ sfx: `Load with AudioLoader into a THREE.PositionalAudio (camera needs an AudioListener) \u2014 see genex-ai-sfx. Path "./${primary}".`,
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+ texture: `Load with TextureLoader, set RepeatWrapping, build a MeshStandardMaterial \u2014 see genex-ai-texture. Path "./${primary}".`
962
+ };
963
+ log.success("Done. Asset saved into ./assets (commit it \u2014 `genex publish` ships it with the game).");
964
+ log.dim(` ${hint[kind]}`);
965
+ }
966
+
816
967
  // src/index.ts
968
+ var GEN_KINDS = /* @__PURE__ */ new Set(["model", "skybox", "sfx", "texture"]);
817
969
  function getVersion() {
818
970
  try {
819
- const here = path8.dirname(fileURLToPath2(import.meta.url));
971
+ const here = path10.dirname(fileURLToPath2(import.meta.url));
820
972
  const pkg = JSON.parse(
821
- readFileSync(path8.resolve(here, "..", "package.json"), "utf8")
973
+ readFileSync(path10.resolve(here, "..", "package.json"), "utf8")
822
974
  );
823
975
  return pkg.version ?? "0.0.0";
824
976
  } catch {
@@ -830,6 +982,17 @@ var HELP = `${c.bold("genex")} \u2014 set up your ~/.claude workspace, authorize
830
982
  ${c.bold("Usage")}
831
983
  genex init [<name>] [options] Scaffold + authorize + create the draft project.
832
984
  genex publish [options] Push the built game and list it in the gallery.
985
+ genex model "<prompt>" [options] Generate a 3D model (GLB) into ./assets/models.
986
+ genex skybox "<prompt>" [options] Generate a skybox (equirect) into ./assets/skybox.
987
+ genex sfx "<prompt>" [options] Generate a sound effect (mp3) into ./assets/sfx.
988
+ genex texture "<prompt>" [options] Generate a PBR texture into ./assets/textures.
989
+
990
+ ${c.bold("Options for the generators (`model` `skybox` `sfx` `texture`)")}
991
+ --terrain (texture) seamless tiling surface for terrain/ground.
992
+ --duration <sec> (sfx) target clip length in seconds.
993
+ --no-wait Enqueue only; don't block waiting for the asset.
994
+ --api-url <url> Override the API base URL.
995
+ --env <path> Token env file (default: ~/.genex/env).
833
996
 
834
997
  ${c.bold("Options for `init`")}
835
998
  <name> Project name (positional; default: current directory name).
@@ -866,6 +1029,10 @@ ${c.bold("Examples")}
866
1029
  genex init my-game --api-url http://localhost:3000 --auth-url http://localhost:5173
867
1030
  genex publish
868
1031
  genex publish --no-push --title "My Game"
1032
+ genex model "weathered wooden barrel with iron bands"
1033
+ genex skybox "golden hour over a misty mountain range"
1034
+ genex sfx "punchy laser zap" --duration 2
1035
+ genex texture "mossy cracked cobblestone" --terrain
869
1036
  `;
870
1037
  function parseArgs(argv) {
871
1038
  const parsed = {
@@ -883,7 +1050,8 @@ function parseArgs(argv) {
883
1050
  "--name",
884
1051
  "--title",
885
1052
  "--description",
886
- "--timeout"
1053
+ "--timeout",
1054
+ "--duration"
887
1055
  ]);
888
1056
  let i = 0;
889
1057
  while (i < argv.length) {
@@ -904,6 +1072,12 @@ function parseArgs(argv) {
904
1072
  case "--no-push":
905
1073
  parsed.options.noPush = true;
906
1074
  break;
1075
+ case "--no-wait":
1076
+ parsed.options.noWait = true;
1077
+ break;
1078
+ case "--terrain":
1079
+ parsed.options.terrain = true;
1080
+ break;
907
1081
  case "--force":
908
1082
  parsed.options.force = true;
909
1083
  break;
@@ -969,6 +1143,14 @@ function applyValueFlag(options, flag, value) {
969
1143
  options.timeoutSec = n;
970
1144
  break;
971
1145
  }
1146
+ case "--duration": {
1147
+ const n = Number(value);
1148
+ if (!Number.isFinite(n) || n <= 0) {
1149
+ throw new Error(`Invalid --duration value: ${value}`);
1150
+ }
1151
+ options.duration = n;
1152
+ break;
1153
+ }
972
1154
  }
973
1155
  }
974
1156
  async function main() {
@@ -995,6 +1177,13 @@ async function main() {
995
1177
  log.plain(HELP);
996
1178
  return;
997
1179
  }
1180
+ if (GEN_KINDS.has(parsed.command)) {
1181
+ await runGenerate(parsed.command, {
1182
+ ...parsed.options,
1183
+ prompt: parsed.options.name
1184
+ });
1185
+ return;
1186
+ }
998
1187
  switch (parsed.command) {
999
1188
  case "init":
1000
1189
  await runInit(parsed.options);
package/package.json CHANGED
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "name": "@genex-ai/cli-demo",
3
- "version": "0.1.2",
4
- "description": "Set up your ~/.claude workspace, authorize, create a game project, and publish (genex CLI).",
3
+ "version": "0.2.0",
4
+ "description": "Set up your ~/.claude workspace, authorize, create a game project, generate AI assets, and publish (genex CLI).",
5
5
  "type": "module",
6
6
  "bin": {
7
7
  "genex": "./dist/index.js"
@@ -0,0 +1,70 @@
1
+ ---
2
+ name: genex-ai-model
3
+ description: Generate a real 3D model (GLB mesh) from a text prompt with `genex model`, then load it into the Three.js scene. Use when the user wants a specific prop, item, character, vehicle, building, or any concrete object as an actual mesh ("add a wooden barrel", "I need a spaceship", "generate a sword") rather than a procedurally-coded shape.
4
+ ---
5
+
6
+ # Genex AI · Model
7
+
8
+ Turn a text prompt into a real, game-ready **GLB** and drop it into the project.
9
+
10
+ ## When to use this vs. procedural geometry
11
+
12
+ - **Use `genex model`** for a specific, recognizable object — a barrel, a chair, a
13
+ sword, a spaceship, an animal. You get a real textured mesh.
14
+ - **Use `$genex-threejs-procedural-geometry`** for parametric/abstract shapes,
15
+ terrain, or anything you want to generate in code (infinite variations, no files).
16
+
17
+ ## Run
18
+
19
+ ```bash
20
+ genex model "<prompt>"
21
+ ```
22
+
23
+ Write a specific prompt — "weathered wooden barrel with rusted iron bands" beats
24
+ "barrel". The command blocks until the mesh is ready (up to ~a minute), then saves:
25
+
26
+ ```
27
+ assets/models/<slug>.glb
28
+ ```
29
+
30
+ `<slug>` is derived from the prompt (e.g. `weathered-wooden-barrel.glb`). The file
31
+ is **committed by `genex publish`**, so it ships inside your published game.
32
+
33
+ ## Load it into the scene
34
+
35
+ Use Three.js `GLTFLoader` with the **relative** path (so it works under the
36
+ published subpath `https://<user>.github.io/<slug>/`):
37
+
38
+ ```ts
39
+ import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
40
+
41
+ const loader = new GLTFLoader();
42
+ const gltf = await loader.loadAsync("./assets/models/weathered-wooden-barrel.glb");
43
+ const model = gltf.scene;
44
+ model.scale.setScalar(1); // tune to taste
45
+ model.position.set(0, 0, 0);
46
+ scene.add(model);
47
+ ```
48
+
49
+ To place many copies, `model.clone()` per instance. For animated GLBs, drive
50
+ `gltf.animations` with a `THREE.AnimationMixer`.
51
+
52
+ ## Publish checklist (so players see the model)
53
+
54
+ - Reference assets with **relative** paths (`./assets/...`), never absolute
55
+ (`/assets/...`) — GitHub Pages serves the game at a subpath.
56
+ - Set `base: "./"` in `vite.config.ts` before `npm run build` (see the scaffold
57
+ prompt's publish step).
58
+ - Commit the `assets/` folder — `genex publish` pushes it with the game.
59
+
60
+ ## Options
61
+
62
+ - `--no-wait` — enqueue and return immediately (the file won't be downloaded;
63
+ re-run without `--no-wait` to fetch it).
64
+ - `--api-url <url>` — override the API base (local dev).
65
+
66
+ ## Troubleshooting
67
+
68
+ - **"Not authorized"** — run `genex init` first (it writes your `GENEX_TOKEN`).
69
+ - **The mesh looks low-detail / wrong** — make the prompt more specific
70
+ (materials, style, parts) and regenerate; each run is a fresh asset.
@@ -0,0 +1,65 @@
1
+ ---
2
+ name: genex-ai-sfx
3
+ description: Generate a real sound effect (mp3) from a text prompt with `genex sfx`, then play it in Three.js (positional or global audio). Use when the user wants a specific sound — a gunshot, footstep, pickup chime, explosion, engine hum, UI click, whoosh — triggered on a game event.
4
+ ---
5
+
6
+ # Genex AI · SFX
7
+
8
+ Turn a prompt into a real **mp3** sound effect and wire it to a game event.
9
+
10
+ ## Run
11
+
12
+ ```bash
13
+ genex sfx "<prompt>"
14
+ genex sfx "punchy laser zap, short and dry" --duration 2
15
+ ```
16
+
17
+ `--duration <sec>` (0.5–22) sets a target length; omit it to let the model pick.
18
+ Blocks until ready, then saves:
19
+
20
+ ```
21
+ assets/sfx/<slug>.mp3
22
+ ```
23
+
24
+ Committed by `genex publish`, so it ships with your game.
25
+
26
+ ## Play it in Three.js
27
+
28
+ Audio needs **one `AudioListener` on the camera**. Then load the clip and play it
29
+ on an event. Browsers block autoplay — start audio after a user gesture (click/keydown).
30
+
31
+ **Positional** (3D, attenuates with distance — attach to an object):
32
+
33
+ ```ts
34
+ import * as THREE from "three";
35
+
36
+ const listener = new THREE.AudioListener();
37
+ camera.add(listener);
38
+
39
+ const buffer = await new THREE.AudioLoader().loadAsync("./assets/sfx/laser-zap.mp3");
40
+
41
+ const sound = new THREE.PositionalAudio(listener);
42
+ sound.setBuffer(buffer);
43
+ sound.setRefDistance(5);
44
+ laserMesh.add(sound); // follows the object
45
+
46
+ // on fire:
47
+ if (!sound.isPlaying) sound.play();
48
+ ```
49
+
50
+ **Global** (UI/non-spatial — same volume everywhere): use `new THREE.Audio(listener)`
51
+ instead of `PositionalAudio` and don't attach it to a mesh.
52
+
53
+ Reuse one loaded `buffer` across many plays; create a fresh `Audio`/`PositionalAudio`
54
+ (or call `sound.play()` again once stopped) per trigger.
55
+
56
+ ## Publish checklist
57
+
58
+ - Relative path `./assets/sfx/...`; `base: "./"` in `vite.config.ts`; commit `assets/`.
59
+
60
+ ## Troubleshooting
61
+
62
+ - **No sound** — the `AudioContext` is suspended until a user gesture; trigger the
63
+ first play from a click/keydown. Confirm the camera has an `AudioListener`.
64
+ - **Too quiet/loud** — `sound.setVolume(0..1)`; for positional, tune
65
+ `setRefDistance` / `setRolloffFactor`.
@@ -0,0 +1,73 @@
1
+ ---
2
+ name: genex-ai-skybox
3
+ description: Generate a real 360° skybox (equirectangular panorama) from a text prompt with `genex skybox`, then load it as the scene background + environment lighting in Three.js. Use when the user wants a specific photoreal/painted sky or backdrop ("sunset over the ocean", "alien purple nebula", "foggy pine forest") as an image, rather than a procedural/shader sky.
4
+ ---
5
+
6
+ # Genex AI · Skybox
7
+
8
+ Turn a prompt into a 360° **equirectangular** panorama that wraps the scene and
9
+ also lights it (image-based lighting).
10
+
11
+ ## When to use this vs. a procedural sky
12
+
13
+ - **Use `genex skybox`** for a specific, recognizable sky/backdrop you can
14
+ describe — "golden hour over misty mountains", "stormy alien sky", "city at
15
+ night". You get a real image.
16
+ - **Use `$genex-threejs-atmosphere-aerial-perspective`** (or
17
+ `$genex-threejs-volumetric-clouds`) for a fully procedural, animated,
18
+ time-of-day sky generated in shaders.
19
+
20
+ ## Run
21
+
22
+ ```bash
23
+ genex skybox "<prompt>"
24
+ ```
25
+
26
+ Blocks until ready, then saves:
27
+
28
+ ```
29
+ assets/skybox/<slug>.jpg
30
+ ```
31
+
32
+ The JPG is **committed by `genex publish`**, so it ships with your game.
33
+
34
+ ## Load it as background + environment
35
+
36
+ Load the equirect JPG, mark it equirectangular, and use it for both the visible
37
+ background and the lighting:
38
+
39
+ ```ts
40
+ import * as THREE from "three";
41
+
42
+ const texture = await new THREE.TextureLoader().loadAsync(
43
+ "./assets/skybox/golden-hour-over-misty-mountains.jpg",
44
+ );
45
+ texture.mapping = THREE.EquirectangularReflectionMapping;
46
+ texture.colorSpace = THREE.SRGBColorSpace;
47
+
48
+ scene.background = texture; // visible sky
49
+ scene.environment = texture; // image-based lighting on PBR materials
50
+ ```
51
+
52
+ For sharper reflections/lighting, pre-filter it with `PMREMGenerator`:
53
+
54
+ ```ts
55
+ const pmrem = new THREE.PMREMGenerator(renderer);
56
+ const envMap = pmrem.fromEquirectangular(texture).texture;
57
+ scene.environment = envMap;
58
+ scene.background = texture; // keep the raw texture for the visible sky
59
+ texture.dispose; // (dispose the PMREM source later if you stop using it)
60
+ ```
61
+
62
+ ## Publish checklist
63
+
64
+ - Use the **relative** path `./assets/skybox/...` (GitHub Pages serves at a subpath).
65
+ - `base: "./"` in `vite.config.ts` before `npm run build`.
66
+ - Commit `assets/` — `genex publish` pushes it with the game.
67
+
68
+ ## Troubleshooting
69
+
70
+ - **Sky looks too dark/bright** — adjust `renderer.toneMappingExposure`, or scale
71
+ `scene.environment` influence via material `envMapIntensity`.
72
+ - **Seam/pole artifacts** — that's inherent to equirect images; keep the camera
73
+ away from looking straight up/down, or use PMREM for the lighting.
@@ -0,0 +1,76 @@
1
+ ---
2
+ name: genex-ai-texture
3
+ description: Generate a real photoreal surface texture (PBR base-color image) from a text prompt with `genex texture`, then apply it as a tiling material on meshes or terrain in Three.js. Use `--terrain` for seamless ground. Use when the user wants a specific photoreal material on a surface ("rusty metal floor", "mossy cobblestone path", "grassy terrain") rather than a procedural/shader material.
4
+ ---
5
+
6
+ # Genex AI · Texture
7
+
8
+ Turn a prompt into a real, tileable **base-color** texture image and apply it as a
9
+ material on a primitive, a mesh, or terrain.
10
+
11
+ ## When to use this vs. procedural materials
12
+
13
+ - **Use `genex texture`** for a specific photoreal surface you can describe —
14
+ "weathered Roman cobblestone", "cracked desert clay", "oak planks". You get a
15
+ real raster image.
16
+ - **Use `$genex-threejs-procedural-materials`** for stylized/abstract or
17
+ fully-parametric materials authored in shaders (instant, perfectly tiling, no
18
+ files). The two are complementary.
19
+
20
+ ## Run
21
+
22
+ ```bash
23
+ genex texture "<prompt>"
24
+ genex texture "lush green grass" --terrain # seamless tiling for ground/terrain
25
+ ```
26
+
27
+ Blocks until ready, then saves:
28
+
29
+ ```
30
+ assets/textures/<slug>/basecolor.<ext>
31
+ ```
32
+
33
+ Committed by `genex publish`, so it ships with your game.
34
+
35
+ > **Scope:** v1 generates the **base-color (albedo)** map only. Normal / roughness
36
+ > / AO are a planned follow-up — for now set sensible `roughness`/`metalness`
37
+ > constants on the material.
38
+
39
+ ## Apply it (tiling material)
40
+
41
+ ```ts
42
+ import * as THREE from "three";
43
+
44
+ const map = await new THREE.TextureLoader().loadAsync(
45
+ "./assets/textures/lush-green-grass/basecolor.jpg",
46
+ );
47
+ map.colorSpace = THREE.SRGBColorSpace;
48
+ map.wrapS = map.wrapT = THREE.RepeatWrapping;
49
+ map.repeat.set(8, 8); // tile count — raise for large surfaces
50
+ map.anisotropy = renderer.capabilities.getMaxAnisotropy();
51
+
52
+ const material = new THREE.MeshStandardMaterial({ map, roughness: 0.9, metalness: 0 });
53
+ groundMesh.material = material; // e.g. a PlaneGeometry ground
54
+ ```
55
+
56
+ ### Terrain
57
+
58
+ Generate with `--terrain`, lay a large `PlaneGeometry` (rotated flat), and raise
59
+ `repeat` so the texture tiles densely across it:
60
+
61
+ ```ts
62
+ const ground = new THREE.Mesh(new THREE.PlaneGeometry(200, 200), material);
63
+ ground.rotation.x = -Math.PI / 2;
64
+ map.repeat.set(64, 64);
65
+ scene.add(ground);
66
+ ```
67
+
68
+ ## Publish checklist
69
+
70
+ - Relative path `./assets/textures/...`; `base: "./"` in `vite.config.ts`; commit `assets/`.
71
+
72
+ ## Troubleshooting
73
+
74
+ - **Visible tiling seams** — use `--terrain` (tuned for seamless edges), lower the
75
+ `repeat`, or blend two textures. Perfect seamlessness is a known v1 limitation.
76
+ - **Colors look washed/dark** — ensure `map.colorSpace = THREE.SRGBColorSpace`.
@@ -21,6 +21,21 @@ Start with `$genex-threejs-skill-router` for broad game or graphics requests.
21
21
  It routes the agent to focused skills for cameras, procedural geometry,
22
22
  materials, atmosphere, water, VFX, post-processing, and visual validation.
23
23
 
24
+ ## Generating real assets
25
+
26
+ Beyond procedural code, Genex can generate **real, AI-made assets** from a prompt
27
+ and drop them into `./assets/` (committed when you publish):
28
+
29
+ ```bash
30
+ genex model "weathered wooden barrel" # a 3D mesh (GLB)
31
+ genex skybox "golden hour over mountains" # a 360° sky + lighting
32
+ genex sfx "punchy laser zap" --duration 2 # a sound effect (mp3)
33
+ genex texture "mossy cobblestone" --terrain # a tiling surface texture
34
+ ```
35
+
36
+ Each has a focused skill with the exact loader code — `$genex-ai-model`,
37
+ `$genex-ai-skybox`, `$genex-ai-sfx`, `$genex-ai-texture`.
38
+
24
39
  Your existing files were left untouched. `genex init` only adds what is missing.
25
40
 
26
41
  ## Re-running setup
@@ -37,6 +37,25 @@ map, execution order, and acceptance gate.
37
37
  | render-target ownership, pass ordering, depth/normal/history signals | `$genex-threejs-image-pipeline` |
38
38
  | fixed-view captures, seed sweeps, browser and GPU evidence | `$genex-threejs-visual-validation` |
39
39
 
40
+ ## Real (AI-generated) assets — `genex` commands
41
+
42
+ When the user wants a **specific, recognizable asset** (a named object, a described
43
+ sky, a particular sound or surface) rather than something authored in code, generate
44
+ it with a `genex` command. Each drops a real file into `./assets/` (committed by
45
+ `genex publish`), and its skill has the exact Three.js loader code.
46
+
47
+ | Work needed | Generate with | Skill |
48
+ | --- | --- | --- |
49
+ | a specific prop / item / character / vehicle as a real mesh | `genex model "<prompt>"` | `$genex-ai-model` |
50
+ | a described 360° sky / backdrop + image-based lighting | `genex skybox "<prompt>"` | `$genex-ai-skybox` |
51
+ | a specific sound effect tied to an event | `genex sfx "<prompt>"` | `$genex-ai-sfx` |
52
+ | a photoreal surface/material on a mesh or terrain | `genex texture "<prompt>" [--terrain]` | `$genex-ai-texture` |
53
+
54
+ Prefer the **procedural** skills above for abstract/parametric/animated systems
55
+ (geometry, materials, sky, water, VFX) — no files, infinite variation. Prefer the
56
+ **`genex` generators** for concrete, describable, photoreal assets. They complement
57
+ each other.
58
+
40
59
  ## Routing rules
41
60
 
42
61
  - Start from the playable game target: player verb, scene scale, camera distance,