@genex-ai/cli-demo 0.12.1 → 0.15.0

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Files changed (43) hide show
  1. package/README.md +1 -0
  2. package/dist/index.js +203 -4
  3. package/package.json +7 -2
  4. package/templates/controllers/NOTICE.md +65 -0
  5. package/templates/controllers/assets/animation-library.glb +0 -0
  6. package/templates/controllers/assets/character.glb +0 -0
  7. package/templates/controllers/assets/default-avatar.vrm +0 -0
  8. package/templates/controllers/character/character-animations.ts +682 -0
  9. package/templates/controllers/character/character-controller.ts +1636 -0
  10. package/templates/controllers/character/follow-camera.ts +644 -0
  11. package/templates/controllers/character/keyboard-input.ts +277 -0
  12. package/templates/controllers/character/presets.ts +176 -0
  13. package/templates/controllers/character/touch-joystick.ts +387 -0
  14. package/templates/controllers/character/vrm/capsule-fit.ts +52 -0
  15. package/templates/controllers/character/vrm/foot-ik.ts +341 -0
  16. package/templates/controllers/character/vrm/vrm-loader.ts +44 -0
  17. package/templates/controllers/character/vrm/vrm-retarget.ts +195 -0
  18. package/templates/controllers/drone/drone-controller.ts +1073 -0
  19. package/templates/controllers/drone/presets.ts +225 -0
  20. package/templates/controllers/interact/enter-exit.ts +502 -0
  21. package/templates/controllers/shared/colliders.ts +456 -0
  22. package/templates/controllers/shared/math.ts +230 -0
  23. package/templates/controllers/shared/physics-world.ts +622 -0
  24. package/templates/controllers/vehicle/presets.ts +297 -0
  25. package/templates/controllers/vehicle/vehicle-controller.ts +615 -0
  26. package/templates/controllers/vehicle/wheel.ts +1200 -0
  27. package/templates/skills/genex-getting-started/SKILL.md +5 -0
  28. package/templates/skills/genex-threejs-character-controller/SKILL.md +205 -0
  29. package/templates/skills/genex-threejs-character-controller/references/animations.md +235 -0
  30. package/templates/skills/genex-threejs-character-controller/references/tuning-and-presets.md +102 -0
  31. package/templates/skills/genex-threejs-character-controller/references/wiring.md +198 -0
  32. package/templates/skills/genex-threejs-embed-auth/SKILL.md +93 -34
  33. package/templates/skills/genex-threejs-multiplayer/SKILL.md +30 -26
  34. package/templates/skills/genex-threejs-multiplayer/references/realtime-patterns.md +35 -20
  35. package/templates/skills/genex-threejs-physics-rapier/SKILL.md +128 -0
  36. package/templates/skills/genex-threejs-physics-rapier/references/colliders-from-assets.md +202 -0
  37. package/templates/skills/genex-threejs-physics-rapier/references/physics-setup.md +207 -0
  38. package/templates/skills/genex-threejs-skill-router/SKILL.md +3 -0
  39. package/templates/skills/genex-threejs-skill-router/references/routing-map.md +15 -7
  40. package/templates/skills/genex-threejs-vehicle-controllers/SKILL.md +110 -0
  41. package/templates/skills/genex-threejs-vehicle-controllers/references/car.md +162 -0
  42. package/templates/skills/genex-threejs-vehicle-controllers/references/drone.md +150 -0
  43. package/templates/skills/genex-threejs-vehicle-controllers/references/enter-exit.md +199 -0
@@ -0,0 +1,198 @@
1
+ # Wiring the character controller
2
+
3
+ The full path from an empty scene to a playable character:
4
+ world → `CharacterController` → `FollowCamera` → `KeyboardInput` /
5
+ `TouchJoystick` → `CharacterAnimations`. Every class and option name below is
6
+ the vendored code's real API — copy from here, not from memory.
7
+
8
+ ## 1. Physics world
9
+
10
+ ```ts
11
+ import { PhysicsWorld } from "./controllers/shared/physics-world.ts";
12
+
13
+ const physics = await PhysicsWorld.create(); // awaits RAPIER.init() (embedded WASM)
14
+ const world = physics.world; // the raw Rapier world controllers consume
15
+ ```
16
+
17
+ Nothing may construct any RAPIER object before `create()` resolves. Options if
18
+ you need them: `gravity` (default `[0, -9.81, 0]`), `timeStep` (default
19
+ `1/60`), `maxDelta`, `interpolate`. `physics.paused` and `physics.timeScale`
20
+ give you pause and slow motion for free.
21
+
22
+ ## 2. Level colliders
23
+
24
+ Every walkable surface needs a rigid body + collider. For authored boxes:
25
+
26
+ ```ts
27
+ import { cuboidCollider } from "./controllers/shared/colliders.ts";
28
+
29
+ const ground = new THREE.Mesh(new THREE.BoxGeometry(90, 0.5, 90), groundMat);
30
+ scene.add(ground);
31
+ const groundBody = physics.createBody({ type: "fixed", position: [0, -0.25, 0] }, ground);
32
+ cuboidCollider(world, groundBody, [45, 0.25, 45], { friction: 1 }); // HALF extents
33
+ ```
34
+
35
+ For loaded GLB level pieces, `collidersFromObject(world, body, gltf.scene, "trimesh")`
36
+ auto-generates colliders per mesh (`"hull"` for dynamic props from
37
+ `$genex-ai-model`; `"trimesh"` only on static geometry). `cuboidCollider`
38
+ takes **half** extents — do not halve twice.
39
+
40
+ ## 3. Character
41
+
42
+ ```ts
43
+ import { CharacterController } from "./controllers/character/character-controller.ts";
44
+ import { characterPresets } from "./controllers/character/presets.ts";
45
+
46
+ const character = new CharacterController(world, camera, {
47
+ ...characterPresets["default"].options,
48
+ position: { x: 0, y: 2, z: 0 },
49
+ userData: { controller: { excludeVehicleRay: true } },
50
+ });
51
+ scene.add(character.root);
52
+ physics.registerBody(character.body, character.root);
53
+ ```
54
+
55
+ - The constructor creates the dynamic body + capsule collider immediately.
56
+ - `character.root` is the visual anchor; `registerBody` makes it follow the
57
+ body with interpolation. Register scene-root-level groups and add them to the
58
+ scene **first** — `registerBody` captures the parent's world matrix once and
59
+ never refreshes it.
60
+ - `userData: { controller: { excludeVehicleRay: true } }` keeps car wheels
61
+ from treating the on-foot player as drivable ground. Related keys (set on
62
+ OTHER bodies): `excludeRay` (ignored by all ground queries),
63
+ `excludeCharacterRay` (ignored by the character's ground query only).
64
+ - The camera argument is how movement becomes camera-relative ("forward" = away
65
+ from camera). Pass the same camera the `FollowCamera` drives.
66
+
67
+ ### Place the model so its feet touch the ground
68
+
69
+ The capsule floats: in root space the ground is at
70
+ `-(capsuleHalfHeight + capsuleRadius + floatHeight)` — **-0.8** with the
71
+ defaults (0.3 + 0.3 + 0.2). Normalize any loaded model to ~1.35 units tall and
72
+ drop its bounding-box bottom to that line:
73
+
74
+ ```ts
75
+ const bbox = new THREE.Box3().setFromObject(model);
76
+ const scale = 1.35 / Math.max(bbox.max.y - bbox.min.y, 1e-3);
77
+ model.scale.setScalar(scale);
78
+ model.position.y = -0.8 - bbox.min.y * scale;
79
+ character.root.add(model);
80
+ ```
81
+
82
+ A model hovering above the floor or knee-deep in it means this offset is wrong
83
+ — it is the single most common wiring bug.
84
+
85
+ ## 4. Input
86
+
87
+ ```ts
88
+ import { KeyboardInput } from "./controllers/character/keyboard-input.ts";
89
+
90
+ const kb = new KeyboardInput(); // WASD/arrows move, Shift run, Space jump, F interact
91
+ ```
92
+
93
+ Event-driven — nothing to poll per frame. Read `kb.getCharacterMovement()`
94
+ inside the before-step callback and pass the **complete** intent object every
95
+ time: the controller merges defined fields, so a stale partial would leave old
96
+ `true`s behind. Merge touch controls caller-side (see the SKILL's mobile
97
+ section). `kb.onInteract(cb)` is the rising-edge F-key hook (for enter/exit).
98
+ It already clears all keys on window blur / tab hide, so no stuck-key handling
99
+ is needed.
100
+
101
+ ## 5. Follow camera
102
+
103
+ ```ts
104
+ import { FollowCamera } from "./controllers/character/follow-camera.ts";
105
+
106
+ const followCam = new FollowCamera(camera, {
107
+ domElement: renderer.domElement,
108
+ colliderMeshes: staticWallMeshes,
109
+ });
110
+ ```
111
+
112
+ Drag orbits, wheel/pinch zooms, and rays pull the camera in front of walls.
113
+ Rules that matter:
114
+
115
+ - `colliderMeshes` takes static **leaf** meshes only (the ray test is
116
+ non-recursive) and must never include the character or vehicle meshes — the
117
+ rays start at the character's head and would hit them every frame. The array
118
+ is public — mutate it after level loads.
119
+ - `minDistance` defaults to 0.02, so zooming all the way in is effectively
120
+ first-person; clamp with `minDistance`/`maxDistance` for your scale.
121
+ - Feel: `smoothTime` (0.05 snappy → 0.25 cinematic, default 0.1),
122
+ `initialDistance` (default 4), `initialAzimuthAngle` (default `Math.PI` —
123
+ camera starts behind a +Z-facing character).
124
+ - v1 limits (by design): no pointer-lock mode, no truck/pan, and the orbit
125
+ space assumes the up axis stays roughly world +Y — far-from-Y custom gravity
126
+ will misbehave.
127
+
128
+ ## 6. The loop — exact order
129
+
130
+ Per fixed **substep** (inside `physics.onBeforeStep`), in this order:
131
+
132
+ 1. Drive moving platforms (`setNextKinematicTranslation` / `setNextKinematicRotation`).
133
+ 2. `EnterExitManager.update(dt)` — only if vehicles exist (vehicle skill).
134
+ 3. `character.setMovement(...)` then `character.update()` — skip while
135
+ `character.isParked`.
136
+ 4. (Vehicle/drone `update()` calls, if any.)
137
+ 5. `world.step()` happens automatically right after your callback returns.
138
+
139
+ Per **render** frame (inside `renderer.setAnimationLoop`), in this order:
140
+
141
+ ```ts
142
+ const delta = clock.getDelta();
143
+ physics.step(delta); // 1. fixed substeps + mesh sync
144
+
145
+ pivot.copy(character.currPos).addScaledVector(character.bodyYAxis, 0.5);
146
+ followCam.moveTo(pivot.x, pivot.y, pivot.z, true); // 2. feed the camera
147
+ followCam.setUp(character.upAxis);
148
+ if (physics.stepsLastFrame > 0 && character.isOnPlatform) {
149
+ followCam.applyPlatformTurn(character.turnOnYQuat);
150
+ }
151
+ followCam.update(delta); // 3. damp + place the camera
152
+
153
+ anims.update(character, delta); // 4. animations (render delta)
154
+ renderer.render(scene, camera); // 5. draw
155
+ ```
156
+
157
+ Non-negotiables:
158
+
159
+ - `update()` takes an optional dt **and ignores it** — all controller time
160
+ terms use the fixed `world.timestep`. Never call controller updates from the
161
+ render loop directly.
162
+ - `applyPlatformTurn` consumes a per-physics-step yaw delta: gate it on
163
+ `physics.stepsLastFrame > 0`, or high-refresh displays re-apply a stale delta
164
+ and the camera over-rotates on platforms.
165
+ - Camera and animation updates take the **render** delta, never
166
+ `physics.timeStep`.
167
+
168
+ ## 7. Reading state (for game logic)
169
+
170
+ All getters are live internal objects — `.clone()` if you keep them:
171
+ `currPos`, `currQuat`, `currLinVel`, `isOnGround`, `isFalling`, `isMoving`,
172
+ `isOnPlatform`, `moveSpeed`, `verticalSpeed`, `runActive`, `jumpActive`,
173
+ `slopeAngle`, `actualSlopeAngle`, `standCollider` (the rigid body under the
174
+ character), `standPoint`, `standNormal`, `upAxis`, `bodyZAxis` (facing).
175
+ Useful methods beyond `setMovement`: `setLockForward(true)` for strafe mode,
176
+ `setGroundDetection("rayCast" | "shapeCast")`, `park()` / `unpark(pos, euler)`
177
+ for vehicle boarding, `syncRoot()` if you skip `registerBody`.
178
+
179
+ ## 8. Debug and teardown
180
+
181
+ - `physics.enableDebug(scene)` draws every collider as wireframe lines
182
+ (disable in shipped games); `{ debug: true }` + a `debugScene` constructor
183
+ arg adds per-controller indicators.
184
+ - Teardown: `character.dispose()`, `kb.dispose()`, `followCam.dispose()`,
185
+ joystick/button `.dispose()`, then `physics.dispose()` last.
186
+
187
+ ## Troubleshooting
188
+
189
+ - **Character slides down gentle ramps or climbs cliffs** — check
190
+ `slopeMaxAngle` (default 72°); see the tuning reference.
191
+ - **Stuck bouncing at spawn** — spawn `position.y` too low; the capsule center
192
+ must start above `capsuleHalfHeight + capsuleRadius + floatHeight`.
193
+ - **Model drifts away from the capsule** — the registered root's parent moved
194
+ or scaled after `registerBody`; register scene-root groups only.
195
+ - **Movement ignores the camera** — you passed a different camera to the
196
+ controller than the one being rendered.
197
+ - **`using deprecated parameters for the initialization function` in the
198
+ console** — harmless one-time Rapier WASM-loader message; ignore it.
@@ -1,15 +1,16 @@
1
1
  ---
2
2
  name: genex-threejs-embed-auth
3
- description: Wire up player identity for a Genex game via @genex-ai/embed-sdk. Load this UNCONDITIONALLY for every game, multiplayer or not, BEFORE writing any boot code — every player gets an identity (signed-in account or guest); saving progress requires sign-in, and multiplayer requires the SDK's token either way.
3
+ description: Wire up player identity AND durable game state for a Genex game via @genex-ai/embed-sdk. Load this UNCONDITIONALLY for every game, multiplayer or not, BEFORE writing any boot code — every player gets an identity (signed-in account or guest); per-player saves, shared world state, and leaderboards are one-line SDK calls; multiplayer requires the SDK's token either way.
4
4
  ---
5
5
 
6
6
  # Genex Three.js Embed Auth
7
7
 
8
- `@genex-ai/embed-sdk` is how a Genex game learns **who is playing it**. Every
9
- game needs it. Published games are playable by **guests** (no account — the
10
- SDK mints a temporary identity like `Guest-1234` automatically), while
11
- **signing in** unlocks saving/loading progress; multiplayer works for both,
12
- using the SDK's token. The SDK handles every context with one
8
+ `@genex-ai/embed-sdk` is how a Genex game learns **who is playing it** — and
9
+ how it **saves**. Every game needs it. Published games are playable by
10
+ **guests** (no account — the SDK mints a temporary identity like `Guest-1234`
11
+ automatically), while **signing in** unlocks saving/loading progress (each
12
+ player gets their own save slot) and leaderboard entries; multiplayer works
13
+ for both, using the SDK's token. The SDK handles every context with one
13
14
  `initEmbed(...)` call:
14
15
 
15
16
  - **Embedded in the Genex dashboard (an iframe):** a silent handshake signs
@@ -102,10 +103,10 @@ boot-path gate; `waitForAuth()` guards saves only.
102
103
  synchronous.
103
104
  - `getUser()` → `{ id, name, image? } | null` — non-null once authenticated OR
104
105
  guest. Guest ids are prefixed `guest:`.
105
- - `getEmbedToken()` → `string | undefined` — for `Authorization: Bearer` on
106
- `GET`/`PUT ${GENEX.apiUrl}/api/projects/${GENEX.slug}/state`. Defined for
107
- guests too, but `/state` answers guests with `403 { "error": "guest_no_save" }`
108
- that's why saves gate on `waitForAuth()`, not on the token existing.
106
+ - `getEmbedToken()` → `string | undefined` — the raw token, for the RARE
107
+ advanced case of calling the Genex API by hand. The state/leaderboard
108
+ helpers below attach it automatically prefer them; never hand-roll fetch
109
+ calls to `/state` endpoints.
109
110
  - `getColyseusAuth()` → `{ embedToken } | undefined` — pass as `connect()`'s
110
111
  `auth` option (REQUIRED — the relay rejects tokenless joins; guest tokens
111
112
  are accepted). Read it fresh at every `connect()` call; tokens rotate
@@ -114,6 +115,31 @@ boot-path gate; `waitForAuth()` guards saves only.
114
115
  `"blocked"`, `"error"`. A mid-game sign-in fires `"authenticated"` after
115
116
  `"guest"` — progress saving can start right then, no reload.
116
117
 
118
+ Durable state + leaderboards (all six are safe to call from boot — they wait
119
+ for identity internally, never throw for guests, and reject only when the
120
+ session is blocked):
121
+
122
+ - `loadPlayerState()` → `Promise<{ data, version, guest? }>` — THIS player's
123
+ own save (per-player, per-game; other players can never read or overwrite
124
+ it). `{ data: null, version: 0 }` when they never saved.
125
+ - `savePlayerState(data, { ifVersion? }?)` → `Promise<{ saved, version?,
126
+ conflict?, guest?, queued? }>` — save any JSON ≤ 256KB to their slot. For
127
+ guests the value is QUEUED in memory and auto-flushed if they sign in
128
+ mid-game — no extra code. Small saves survive tab close automatically.
129
+ - `loadWorldState()` / `saveWorldState(data, { ifVersion? }?)` — the game's
130
+ ONE shared world slot (≤ 1MB, every player reads/writes the same blob) —
131
+ level layouts, persistent-world object positions. Multiplayer games: only
132
+ the host writes it (see the multiplayer skill). Always pass `ifVersion`
133
+ here (shared slot = real races); a losing write resolves
134
+ `{ conflict: true, version }` — reload, merge, retry.
135
+ - `submitScore(score, { board?, mode? }?)` → `Promise<{ submitted, best?,
136
+ improved?, guest?, queued? }>` — keep-best leaderboard submit (`mode:
137
+ "min"` for lap-time boards). Guests: best value queues, flushes on sign-in.
138
+ - `getLeaderboard({ board?, limit?, order? }?)` → `Promise<{ items, me }>` —
139
+ top entries (verified display names — never trust client-side name input
140
+ for this) + the signed-in player's own `{ rank, score }`. Works for guests
141
+ too (`me: null`).
142
+
117
143
  From `@genex-ai/embed-sdk/sentry` (crash reporting; exactly these two):
118
144
 
119
145
  - `initGameSentry({ slug, dsn?, environment? })` — call once, BEFORE
@@ -134,30 +160,53 @@ function animate() {
134
160
  }
135
161
  ```
136
162
 
137
- ## Saving progress with guests around
163
+ ## Saving progress (per-player every player has their own slot)
138
164
 
139
- Guests play but cannot save design the save path accordingly:
165
+ Use the SDK helpers; never hand-roll fetch calls to the state API. Progression,
166
+ inventory, unlocks — anything about ONE player — goes in their player slot:
140
167
 
141
168
  ```ts
142
- // Fire-and-forget save that is simply OFF for guests:
143
- async function saveProgress(data: unknown) {
144
- const token = getEmbedToken();
145
- if (getAuthState() !== "authenticated" || !token) return; // guest: skip silently
146
- await fetch(`${GENEX.apiUrl}/api/projects/${GENEX.slug}/state`, {
147
- method: "PUT",
148
- headers: { Authorization: `Bearer ${token}`, "Content-Type": "application/json" },
149
- body: JSON.stringify(data),
150
- });
151
- }
169
+ import { loadPlayerState, savePlayerState } from "@genex-ai/embed-sdk";
170
+
171
+ // boot: load whatever this player saved last time (fine for guests — resolves
172
+ // { data: null, guest: true } instead of failing)
173
+ const { data } = await loadPlayerState();
174
+ applyProgress(data ?? defaultProgress());
175
+
176
+ // checkpoints / level-ups: fire-and-forget, DEBOUNCED (not per frame)
177
+ void savePlayerState(progress);
178
+ ```
179
+
180
+ Guests need zero special handling: their saves queue in memory and auto-flush
181
+ the moment they sign in mid-game (so a guest's progress follows them into
182
+ their new account), and `waitForAuth()` resolving is the signal that a real
183
+ account now exists. The SDK already tells guests to sign in (its popover / the
184
+ dashboard's card) — don't add another prompt.
185
+
186
+ **Per-player vs world:** `savePlayerState` is each player's own progress;
187
+ `saveWorldState` is the game's ONE shared world (persistent-world layouts —
188
+ see the multiplayer skill's persistence section for the host-writes pattern).
189
+ Never store per-player progression in the world slot: every player of the
190
+ game shares that single blob.
191
+
192
+ ## Leaderboards
193
+
194
+ ```ts
195
+ import { submitScore, getLeaderboard } from "@genex-ai/embed-sdk";
196
+
197
+ // on game over / lap complete — keep-best, so just submit every run
198
+ void submitScore(finalScore); // higher is better
199
+ void submitScore(lapMs, { board: "laps", mode: "min" }); // lower is better
152
200
 
153
- // And start loading/saving the moment a guest upgrades mid-game:
154
- waitForAuth().then(({ user }) => {
155
- // signed in (possibly after starting as a guest) — load their save now
156
- }).catch(() => { /* blocked — SDK overlay owns the UX */ });
201
+ // render a top-10 + the player's own rank
202
+ const { items, me } = await getLeaderboard({ limit: 10 });
157
203
  ```
158
204
 
159
- The SDK already tells guests to sign in (its popover / the dashboard's card) —
160
- don't add another prompt.
205
+ Scores are per-account (one row per player per board, real display names from
206
+ their Genex account) and keep-best — submitting a worse score changes nothing
207
+ (`improved: false`). Guests can READ leaderboards; their submits queue and
208
+ post when they sign in. Send a consistent `mode` per board. Scores are
209
+ client-reported (arcade-style trust) — don't present them as anti-cheat.
161
210
 
162
211
  ## Crash reporting rules
163
212
 
@@ -216,9 +265,13 @@ concerns.
216
265
  - [ ] `genex.config.ts` includes `dashboardOrigins` (from `.genex/project.json`).
217
266
  - [ ] Multiplayer `connect()` and player-name UI await `waitForPlayer()` —
218
267
  NEVER `waitForAuth()` (guests would hang forever).
219
- - [ ] `/state` load/save gates on `waitForAuth()` / `getAuthState() ===
220
- "authenticated"` and sends `Authorization: Bearer ${getEmbedToken()}`;
221
- guests skip saves silently (the server answers them `403 guest_no_save`).
268
+ - [ ] Saves/loads use the SDK helpers (`savePlayerState`/`loadPlayerState` for
269
+ per-player progress, `saveWorldState`/`loadWorldState` for the shared
270
+ world, `submitScore`/`getLeaderboard` for scores) no hand-rolled fetch
271
+ to `/state` endpoints, no manual guest gating (the helpers own it).
272
+ - [ ] Per-player progression lives in the PLAYER slot, never in the shared
273
+ world slot.
274
+ - [ ] Saves are debounced (checkpoints/level-ups), not per-frame.
222
275
  - [ ] No token value is ever logged or sent to analytics.
223
276
  - [ ] No custom sign-in prompt, guest badge, or auth overlay — the SDK popover/
224
277
  overlay and the dashboard own all of that UX.
@@ -241,6 +294,12 @@ concerns.
241
294
  - **Multiplayer join rejected with 403 "guest capacity"** — the room is at its
242
295
  guest limit; only signing in gets the player a seat right now. Surface the
243
296
  relay's message as-is.
244
- - **`/state` returns 401/403** — missing `Authorization` header (401), a guest
245
- token (403 `guest_no_save` — expected, skip saves for guests), or the token
246
- belongs to a different game (403): `GENEX.slug` doesn't match this project.
297
+ - **`/state` returns 401/403 (hand-rolled fetch)** — missing `Authorization`
298
+ header (401), a guest token (403 `guest_no_save`), or the token belongs to a
299
+ different game (403). All three mean the code bypassed the SDK helpers —
300
+ switch to `savePlayerState`/`saveWorldState`, which handle every case.
301
+ - **`saveWorldState` resolves `{ conflict: true }`** — another player wrote the
302
+ shared slot since your last read. Expected under concurrency: reload with
303
+ `loadWorldState()`, merge, retry with the fresh `version`. If it happens
304
+ constantly, more than one client is acting as the writer — in multiplayer,
305
+ only the host should save the world.
@@ -207,38 +207,42 @@ file layout.
207
207
  ## Persistent worlds (optional — survives restarts)
208
208
 
209
209
  The relay is in-memory: room state is gone when everyone leaves or the server restarts. For a world
210
- that persists, save/load one JSON blob keyed by the project slug, from **one authority** (the host):
211
-
212
- Both calls **require a signed-in identity** (`Authorization: Bearer` with the token
213
- from `getEmbedToken()`) — guests play multiplayer but cannot read or write saves
214
- (the server answers their token `403 guest_no_save`). Gate them on
215
- `await waitForAuth()` — the ACCOUNT gate, deliberately stricter than the
216
- `waitForPlayer()` gate `connect()` uses (see the `genex-threejs-embed-auth` skill):
210
+ that persists (a driven car stays where it was parked, built structures survive), save/load the
211
+ game's shared world slot via the embed SDK, from **one authority** (the host):
217
212
 
218
213
  ```ts
219
- import { getEmbedToken } from "@genex-ai/embed-sdk";
214
+ import { loadWorldState, saveWorldState } from "@genex-ai/embed-sdk";
220
215
 
221
- // load on boot (after waitForAuth() has resolved)
222
- const { data } = await fetch(`${GENEX.apiUrl}/api/projects/${GENEX.slug}/state`, {
223
- headers: { Authorization: `Bearer ${getEmbedToken()}` },
224
- }).then(r => r.json());
216
+ // load on boot (safe to call immediately — waits for identity internally;
217
+ // guests resolve { data: null, guest: true } and receive the live world
218
+ // through the room instead)
219
+ const { data, version } = await loadWorldState();
225
220
  initWorld(data ?? defaultWorld());
226
-
227
- // save from ONE authority — the elected host — to avoid races; max 1 MB, last-write-wins
228
- if (room.isHost) fetch(`${GENEX.apiUrl}/api/projects/${GENEX.slug}/state`, {
229
- method: "PUT",
230
- headers: {
231
- "Content-Type": "application/json",
232
- Authorization: `Bearer ${getEmbedToken()}`,
233
- },
234
- body: JSON.stringify(world),
235
- });
221
+ let worldVersion = version;
222
+
223
+ // save from ONE authority — the elected host — debounced, WITH ifVersion so a
224
+ // stale host handoff loses loudly instead of silently clobbering:
225
+ async function persistWorld(world: unknown) {
226
+ if (!room.isHost) return;
227
+ const res = await saveWorldState(world, { ifVersion: worldVersion });
228
+ if (res.saved) worldVersion = res.version!;
229
+ else if (res.conflict) {
230
+ // someone else wrote since our read (host migration race) — resync
231
+ const fresh = await loadWorldState();
232
+ worldVersion = fresh.version;
233
+ mergeWorld(fresh.data);
234
+ }
235
+ // res.guest: this host is a guest (guest-only room) — saving is off until a
236
+ // signed-in player joins; the relay prefers signed-in hosts automatically.
237
+ }
236
238
  ```
237
239
 
238
- `GET` returns `{ data }` (or `{ data: null }` if never saved). It requires a valid embed
239
- token for this exact game (401 without one, 403 with another game's token) and is
240
- size-capped at 1 MB. Don't save every frame debounce, and let `room.isHost` pick the
241
- single writer.
240
+ The slot is one JSON blob per game (≤ 1 MB) shared by every player world layout only,
241
+ NEVER per-player progression (that belongs in each player's own `savePlayerState()` slot
242
+ see the embed-auth skill). Don't save every frame: debounce (~1/sec), and also flush on
243
+ `document.visibilitychange === "hidden"` so the last edits survive the host closing the tab.
244
+ Guests can't write it, but the relay elects a signed-in host whenever one is present, so
245
+ host-driven saving works as long as ANY account is in the room.
242
246
 
243
247
  ## Checklist
244
248
 
@@ -183,35 +183,50 @@ const px = t.stateRaw.x, pz = t.stateRaw.z; // test against the raw latest
183
183
  ## Persistence helper
184
184
 
185
185
  ```ts
186
- // persistence.ts — /state requires the embed identity: call only after
187
- // `await waitForAuth()` has resolved (see the genex-threejs-embed-auth skill).
188
- import { getEmbedToken } from "@genex-ai/embed-sdk";
186
+ // persistence.ts — the embed SDK owns tokens, guest handling, and conflict
187
+ // decoding (see the genex-threejs-embed-auth skill). World slot = shared
188
+ // layout only; per-player progression goes in savePlayerState() instead.
189
+ import { loadWorldState, saveWorldState } from "@genex-ai/embed-sdk";
190
+
191
+ let worldVersion = 0;
189
192
 
190
193
  export async function loadWorld<T>(fallback: T): Promise<T> {
191
194
  try {
192
- const { data } = await fetch(`${GENEX.apiUrl}/api/projects/${GENEX.slug}/state`, {
193
- headers: { Authorization: `Bearer ${getEmbedToken()}` },
194
- }).then(r => r.json());
195
+ const { data, version } = await loadWorldState(); // waits for identity itself
196
+ worldVersion = version;
195
197
  return (data as T) ?? fallback;
196
198
  } catch { return fallback; }
197
199
  }
198
200
 
199
201
  let saveTimer: ReturnType<typeof setTimeout> | null = null;
202
+ let latest: unknown;
200
203
  export function saveWorld(world: unknown) {
201
- if (saveTimer) return; // debounce: at most one PUT/sec, from the host only
202
- saveTimer = setTimeout(() => {
203
- saveTimer = null;
204
- fetch(`${GENEX.apiUrl}/api/projects/${GENEX.slug}/state`, {
205
- method: "PUT",
206
- headers: {
207
- "Content-Type": "application/json",
208
- Authorization: `Bearer ${getEmbedToken()}`,
209
- },
210
- body: JSON.stringify(world),
211
- }).catch(() => {});
212
- }, 1000);
204
+ latest = world; // debounce: at most one write/sec, host only
205
+ if (saveTimer) return;
206
+ saveTimer = setTimeout(() => { saveTimer = null; void flushWorld(); }, 1000);
207
+ }
208
+
209
+ async function flushWorld() {
210
+ const res = await saveWorldState(latest, { ifVersion: worldVersion }).catch(() => null);
211
+ if (!res) return;
212
+ if (res.saved) worldVersion = res.version!;
213
+ else if (res.conflict) worldVersion = res.version!; // stale after a host race — next save wins
213
214
  }
215
+
216
+ // The host closing their tab must not lose the last edits: flush immediately
217
+ // when the page goes hidden (savePlayerState/saveWorldState small writes ride
218
+ // fetch keepalive, so this completes even mid-unload).
219
+ document.addEventListener("visibilitychange", () => {
220
+ if (document.visibilityState === "hidden" && saveTimer) {
221
+ clearTimeout(saveTimer);
222
+ saveTimer = null;
223
+ void flushWorld();
224
+ }
225
+ });
214
226
  ```
215
227
 
216
- State is one JSON blob per project, max 1 MB, last-write-wins. Save from a single authority
217
- (`room.isHost`) so concurrent writers don't clobber each other.
228
+ State is one JSON blob per project, max 1 MB, shared by every player. Save from a single
229
+ authority (`room.isHost`) so concurrent writers don't clobber each other; `ifVersion` turns
230
+ any remaining race into a visible `conflict` instead of silent data loss. Guests can't
231
+ write it — the relay prefers signed-in players as host, so saving works whenever any
232
+ account is in the room (guest-only rooms simply don't persist until one joins).
@@ -0,0 +1,128 @@
1
+ ---
2
+ name: genex-threejs-physics-rapier
3
+ description: Set up Rapier physics for Genex Three.js games with the vendored PhysicsWorld glue — async WASM init, fixed-timestep world, body-to-mesh sync, collision events — and pick the right collider per asset (cuboid, hull, trimesh, including genex model GLBs). Use whenever anything falls, collides, gets pushed, or stands on moving ground; load before writing any physics code.
4
+ ---
5
+
6
+ # Genex Three.js Physics (Rapier)
7
+
8
+ Genex games run physics on Rapier (`@dimforge/rapier3d-compat`) through a small
9
+ vendored glue layer: `PhysicsWorld` owns the world, the fixed-timestep loop,
10
+ the rigid-body ↔ `Object3D` sync, and collision events; `shared/colliders.ts`
11
+ turns meshes and GLBs into colliders. You do not install this from a skill —
12
+ a CLI command drops the code into the game.
13
+
14
+ ## Get the code (one command, not hand-rolled)
15
+
16
+ ```bash
17
+ npx genex controller character # or car / drone — every kind installs shared/
18
+ npm i @dimforge/rapier3d-compat
19
+ ```
20
+
21
+ The command copies `src/controllers/shared/physics-world.ts`,
22
+ `shared/colliders.ts`, and `shared/math.ts` into the game (plus the controller
23
+ you picked). Even a game that only needs loose physics — falling crates, a
24
+ rolling ball — should run it once for the `shared/` layer; existing files are
25
+ never overwritten without `--force`.
26
+
27
+ **Never hand-write character or vehicle physics.** A capsule you push around
28
+ with raw impulses will clip slopes, stutter on stairs, and slide off moving
29
+ platforms — this is the single most common way physics games go wrong. Tuned,
30
+ tested controllers already exist: load `$genex-threejs-character-controller`
31
+ for walking/running/jumping and `$genex-threejs-vehicle-controllers` for cars
32
+ and drones, each installed by the same `npx genex controller` command.
33
+
34
+ ## Minimal working setup
35
+
36
+ ```ts
37
+ import * as THREE from "three";
38
+ import { PhysicsWorld } from "./controllers/shared/physics-world.ts";
39
+ import { cuboidCollider } from "./controllers/shared/colliders.ts";
40
+
41
+ const physics = await PhysicsWorld.create(); // awaits RAPIER.init() (embedded WASM)
42
+ const world = physics.world; // the raw Rapier world
43
+
44
+ // Static ground: a box whose top face is at y = 0.
45
+ const ground = new THREE.Mesh(new THREE.BoxGeometry(100, 0.5, 100), groundMat);
46
+ scene.add(ground);
47
+ const groundBody = physics.createBody({ type: "fixed", position: [0, -0.25, 0] }, ground);
48
+ cuboidCollider(world, groundBody, [50, 0.25, 50], { friction: 1 });
49
+
50
+ // Dynamic crate: passing the mesh to createBody registers it — the mesh
51
+ // follows the body automatically every frame, interpolated between steps.
52
+ const crate = new THREE.Mesh(new THREE.BoxGeometry(1, 1, 1), crateMat);
53
+ scene.add(crate);
54
+ const crateBody = physics.createBody({ type: "dynamic", position: [0, 3, 0] }, crate);
55
+ cuboidCollider(world, crateBody, [0.5, 0.5, 0.5], { friction: 0.6, density: 1 });
56
+
57
+ // Anything that pushes bodies runs once per fixed substep, before the step:
58
+ physics.onBeforeStep(() => {
59
+ // controller.update(), impulses, kinematic platform poses ...
60
+ });
61
+
62
+ const clock = new THREE.Clock();
63
+ renderer.setAnimationLoop(() => {
64
+ physics.step(clock.getDelta()); // fixed substeps + mesh sync + events
65
+ // camera follow, animation mixers — render-delta work stays OUT here
66
+ renderer.render(scene, camera);
67
+ });
68
+ ```
69
+
70
+ Note `cuboidCollider` takes **half** extents: `[0.5, 0.5, 0.5]` is a 1×1×1 box.
71
+
72
+ ## The update ordering contract
73
+
74
+ Physics code never sees the render framerate. Keep this order or controllers
75
+ misbehave in ways that look like tuning problems:
76
+
77
+ 1. **Inside `physics.onBeforeStep(...)`** — runs once per fixed substep, in
78
+ this order: kinematic platform poses (`setNextKinematicTranslation` /
79
+ `setNextKinematicRotation`), then `EnterExitManager.update(dt)` if the game
80
+ has enter/exit vehicles, then each controller's `update()`. Controllers
81
+ ignore any dt argument and read `world.timestep` internally — never feed
82
+ them the render delta.
83
+ 2. **`physics.step(delta)`** — once per `requestAnimationFrame`, with the
84
+ render clock delta in **seconds**. It runs zero or more fixed substeps,
85
+ syncs registered meshes (interpolated), and drains collision events.
86
+ 3. **After `step`** — cameras, animation mixers, HUD: render-delta work. Gate
87
+ once-per-physics-step camera corrections on `physics.stepsLastFrame > 0`.
88
+
89
+ Read [references/physics-setup.md](references/physics-setup.md) for world
90
+ options, the body registry and its caveats, kinematic platforms, collision and
91
+ sensor events, sleeping bodies, CCD/tunneling, pause/slow-mo, and debug
92
+ rendering.
93
+
94
+ Read [references/colliders-from-assets.md](references/colliders-from-assets.md)
95
+ for the collider decision table per asset type — `genex model` GLBs, level
96
+ geometry, primitives — hull vs trimesh tradeoffs, and the scale pitfalls.
97
+
98
+ ## Benign boot warning — do not chase it
99
+
100
+ `@dimforge/rapier3d-compat` 0.19.3 logs once at startup:
101
+
102
+ ```text
103
+ using deprecated parameters for the initialization function; pass a single object instead
104
+ ```
105
+
106
+ This comes from the library's own embedded WASM loader, cannot be fixed from
107
+ game code, and is harmless. Ignore it; do not refactor init code trying to
108
+ silence it.
109
+
110
+ ## Failure conditions
111
+
112
+ - physics stepped with the raw render delta instead of `physics.step`'s fixed
113
+ accumulator (speed varies with framerate);
114
+ - a controller updated outside `onBeforeStep`, or fed the render delta;
115
+ - a dynamic body repositioned with `setTranslation` every frame instead of
116
+ being kinematic;
117
+ - a trimesh collider on a fast dynamic body (falls through the floor);
118
+ - colliders built from a model whose scale changes afterwards;
119
+ - a mesh registered to a body after its parent moved or scaled (silent desync);
120
+ - hand-written character/vehicle physics instead of `npx genex controller`.
121
+
122
+ ## Routing boundary
123
+
124
+ Player movement, jumping, slopes, and animation state belong to
125
+ `$genex-threejs-character-controller`. Cars, drones, and enter/exit flow belong
126
+ to `$genex-threejs-vehicle-controllers`. Chase/orbit camera design beyond the
127
+ bundled follow camera is `$genex-threejs-camera-direction`. Meshes for props
128
+ come from `$genex-ai-model`; this skill only decides how they collide.