@genex-ai/cli-demo 0.4.0 → 0.6.0

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package/dist/index.js CHANGED
@@ -816,6 +816,9 @@ async function deployGame(sshUrl, opts, log) {
816
816
  });
817
817
  if (push.code === 0) {
818
818
  log.success("Pushed.");
819
+ if (opts.playUrl) {
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+ await waitUntilLive(opts.playUrl, await buildFingerprint(siteDir), opts.liveTimeoutMs ?? 12e4, log);
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+ }
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  return true;
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  }
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  log.warn("git push failed \u2014 your live game was NOT updated.");
@@ -850,6 +853,41 @@ async function fileExists(p) {
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  return false;
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  }
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  }
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+ var sleep = (ms) => new Promise((r) => setTimeout(r, ms));
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+ async function buildFingerprint(siteDir) {
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+ let html;
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+ try {
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+ html = await fs6.readFile(path7.join(siteDir, "index.html"), "utf8");
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+ } catch {
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+ return null;
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+ }
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+ const m = html.match(/[A-Za-z0-9_]+-[A-Za-z0-9_-]{8}\.(?:js|css)/);
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+ return m ? m[0] : null;
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+ }
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+ async function waitUntilLive(playUrl, fingerprint, timeoutMs, log) {
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+ if (!fingerprint) {
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+ log.dim(` ${playUrl}`);
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+ log.dim(" (GitHub Pages rebuilds ~30\u201390s after a push.)");
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+ return;
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+ }
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+ log.step("Waiting for GitHub Pages to serve the new build\u2026");
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+ const deadline = Date.now() + timeoutMs;
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+ let n = 0;
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+ while (Date.now() < deadline) {
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+ try {
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+ const res = await fetch(`${playUrl}?_genexlive=${n++}`, { cache: "no-store" });
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+ if (res.ok && (await res.text()).includes(fingerprint)) {
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+ log.success(`Live. \u{1F310} ${playUrl}`);
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+ return;
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+ }
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+ } catch {
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+ }
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+ await sleep(4e3);
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+ }
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+ log.warn("Still publishing \u2014 GitHub Pages can take a bit longer.");
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+ log.dim(` ${playUrl}`);
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+ log.dim(" (Open it in ~30\u201360s; the new build is on its way.)");
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+ }
853
891
  async function warnIfAbsolutePaths(siteDir, log) {
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892
  let html;
855
893
  try {
@@ -884,7 +922,7 @@ async function runPublish(opts) {
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922
  if (opts.noPush) {
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  log.info("Skipping build + git push (--no-push).");
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  } else {
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- pushed = await deployGame(meta.sshUrl, { noBuild: opts.noBuild }, log);
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+ pushed = await deployGame(meta.sshUrl, { noBuild: opts.noBuild, playUrl: meta.playUrl }, log);
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926
  }
889
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  log.step("Listing it in the gallery\u2026");
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  let res;
@@ -918,7 +956,6 @@ async function runPublish(opts) {
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  }
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  if (meta.playUrl) {
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  log.dim(` play: ${meta.playUrl}`);
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- if (pushed === true) log.dim(" (GitHub Pages rebuilds ~30\u201390s after a push.)");
922
959
  }
923
960
  }
924
961
 
@@ -933,18 +970,18 @@ async function runPreview(opts) {
933
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  process.exitCode = 1;
934
971
  return;
935
972
  }
936
- const pushed = await deployGame(meta.sshUrl, { noBuild: opts.noBuild }, log);
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+ const pushed = await deployGame(
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+ meta.sshUrl,
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+ { noBuild: opts.noBuild, playUrl: meta.playUrl },
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+ log
977
+ );
937
978
  log.plain("");
938
979
  if (!pushed) {
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  log.warn("Preview not updated \u2014 see the error above.");
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  process.exitCode = 1;
941
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  return;
942
983
  }
943
- log.success("Preview deployed. \u{1F310}");
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- if (meta.playUrl) {
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- log.dim(` ${meta.playUrl}`);
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- log.dim(" (GitHub Pages rebuilds ~30\u201390s after a push; it stays an unlisted draft until you publish.)");
947
- }
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+ log.success("Preview deployed \u2014 unlisted draft (run `genex publish` to list it).");
948
985
  }
949
986
 
950
987
  // src/commands/generate.ts
@@ -967,17 +1004,21 @@ async function downloadToFile(url, dest, headers) {
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1004
  }
968
1005
 
969
1006
  // src/commands/generate.ts
1007
+ var PUBLIC_PREFIX = "public/";
970
1008
  var KIND_DIR = {
971
- model: "assets/models",
972
- skybox: "assets/skybox",
973
- sfx: "assets/sfx",
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- texture: "assets/textures"
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+ model: "public/assets/models",
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+ skybox: "public/assets/skybox",
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+ sfx: "public/assets/sfx",
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+ texture: "public/assets/textures"
975
1013
  };
976
- var sleep = (ms) => new Promise((r) => setTimeout(r, ms));
1014
+ function runtimePath(rel) {
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+ return `./${rel.replace(PUBLIC_PREFIX, "")}`;
1016
+ }
1017
+ var sleep2 = (ms) => new Promise((r) => setTimeout(r, ms));
977
1018
  function fileDest(kind, slug, f) {
978
1019
  if (kind === "texture") {
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  const name = f.role.replace(/^texture-/, "");
980
- return `assets/textures/${slug}/${name}.${f.ext}`;
1021
+ return `public/assets/textures/${slug}/${name}.${f.ext}`;
981
1022
  }
982
1023
  return `${KIND_DIR[kind]}/${slug}.${f.ext}`;
983
1024
  }
@@ -1082,19 +1123,21 @@ async function poll(apiUrl, token, id, onProgress) {
1082
1123
  }
1083
1124
  } catch {
1084
1125
  }
1085
- await sleep(3e3);
1126
+ await sleep2(3e3);
1086
1127
  }
1087
1128
  return null;
1088
1129
  }
1089
1130
  function printHint(kind, written, log) {
1090
- const primary = written[0] ?? "";
1131
+ const load = runtimePath(written[0] ?? "");
1091
1132
  const hint = {
1092
- model: `Load with GLTFLoader and add to the scene \u2014 see the genex-ai-model skill. Use the relative path "./${primary}".`,
1093
- skybox: `Load as an equirectangular texture \u2192 scene.background + scene.environment \u2014 see genex-ai-skybox. Path "./${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}".`
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+ model: `Load with GLTFLoader and add to the scene \u2014 see the genex-ai-model skill. Use the relative path "${load}".`,
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+ skybox: `Load as an equirectangular texture \u2192 scene.background + scene.environment \u2014 see genex-ai-skybox. Path "${load}".`,
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+ sfx: `Load with AudioLoader into a THREE.PositionalAudio (camera needs an AudioListener) \u2014 see genex-ai-sfx. Path "${load}".`,
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+ texture: `Load with TextureLoader, set RepeatWrapping, build a MeshStandardMaterial \u2014 see genex-ai-texture. Path "${load}".`
1096
1137
  };
1097
- log.success("Done. Asset saved into ./assets (commit it \u2014 `genex publish` ships it with the game).");
1138
+ log.success(
1139
+ "Done. Asset saved into public/assets (so Vite ships it; load it as ./assets/\u2026 \u2014 `genex publish` commits and ships it with the game)."
1140
+ );
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1141
  log.dim(` ${hint[kind]}`);
1099
1142
  }
1100
1143
 
@@ -1117,10 +1160,10 @@ ${c.bold("Usage")}
1117
1160
  genex init [<name>] [options] Scaffold + authorize + create the draft project.
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  genex preview [options] Build + push to the hosted draft URL (unlisted).
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1162
  genex publish [options] Build + push, then list the game in the gallery.
1120
- genex model "<prompt>" [options] Generate a 3D model (GLB) into ./assets/models.
1121
- genex skybox "<prompt>" [options] Generate a skybox (equirect) into ./assets/skybox.
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- genex sfx "<prompt>" [options] Generate a sound effect (mp3) into ./assets/sfx.
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- genex texture "<prompt>" [options] Generate a PBR texture into ./assets/textures.
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+ genex model "<prompt>" [options] Generate a 3D model (GLB) into public/assets/models.
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+ genex skybox "<prompt>" [options] Generate a skybox (equirect) into public/assets/skybox.
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+ genex sfx "<prompt>" [options] Generate a sound effect (mp3) into public/assets/sfx.
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+ genex texture "<prompt>" [options] Generate a PBR texture into public/assets/textures.
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1167
 
1125
1168
  ${c.bold("Options for the generators (`model` `skybox` `sfx` `texture`)")}
1126
1169
  --terrain (texture) seamless tiling surface for terrain/ground.
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@genex-ai/cli-demo",
3
- "version": "0.4.0",
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+ "version": "0.6.0",
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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": {
@@ -24,11 +24,33 @@ Write a specific prompt — "weathered wooden barrel with rusted iron bands" bea
24
24
  "barrel". The command blocks until the mesh is ready (up to ~a minute), then saves:
25
25
 
26
26
  ```
27
- assets/models/<slug>.glb
27
+ public/assets/models/<slug>.glb
28
28
  ```
29
29
 
30
30
  `<slug>` is derived from the prompt (e.g. `weathered-wooden-barrel.glb`). The file
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- is **committed by `npx genex publish`**, so it ships inside your published game.
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+ lives under `public/` so Vite ships it in the build (load it as `./assets/models/...` —
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+ the `public/` prefix is stripped when served). It is **committed by `npx genex publish`**,
33
+ so it ships inside your published game.
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+
35
+ ## Hero models must face forward
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+
37
+ For the model the player controls (a ship, car, character — the "hero"), the mesh should
38
+ **face forward**: its front pointing down the direction of travel (conventionally `+Z`,
39
+ i.e. "looking forward"). A hero whose nose points sideways reads as broken at a glance.
40
+
41
+ - **In the prompt:** when it's the player's craft, ask for it facing forward — e.g.
42
+ `"...game-ready, facing forward, front toward +Z"`.
43
+ - **On load (fallback):** if the imported GLB still isn't forward, rotate it once so its
44
+ nose aligns with travel. Wrap the model in a parent `Object3D` and apply the correction
45
+ to the child, so your movement code can rotate the parent cleanly:
46
+ ```ts
47
+ const hero = new THREE.Object3D();
48
+ gltf.scene.rotation.y = Math.PI / 2; // one-time facing correction — tune per model
49
+ hero.add(gltf.scene);
50
+ scene.add(hero); // move/rotate `hero`, not gltf.scene
51
+ ```
52
+ - Orientation **is** visible in a still — confirm the hero faces forward in your
53
+ self-check screenshot before moving on.
32
54
 
33
55
  ## Load it into the scene
34
56
 
@@ -55,7 +77,8 @@ To place many copies, `model.clone()` per instance. For animated GLBs, drive
55
77
  (`/assets/...`) — GitHub Pages serves the game at a subpath.
56
78
  - Set `base: "./"` in `vite.config.ts` before `npm run build` (see the scaffold
57
79
  prompt's publish step).
58
- - Commit the `assets/` folder `npx genex publish` pushes it with the game.
80
+ - Keep generated assets under `public/assets/` — Vite only ships files under `public/`
81
+ (or files you `import`); `npx genex publish` commits and pushes that folder with the game.
59
82
 
60
83
  ## Options
61
84
 
@@ -18,7 +18,7 @@ npx genex sfx "punchy laser zap, short and dry" --duration 2
18
18
  Blocks until ready, then saves:
19
19
 
20
20
  ```
21
- assets/sfx/<slug>.mp3
21
+ public/assets/sfx/<slug>.mp3
22
22
  ```
23
23
 
24
24
  Committed by `npx genex publish`, so it ships with your game.
@@ -55,7 +55,8 @@ Reuse one loaded `buffer` across many plays; create a fresh `Audio`/`PositionalA
55
55
 
56
56
  ## Publish checklist
57
57
 
58
- - Relative path `./assets/sfx/...`; `base: "./"` in `vite.config.ts`; commit `assets/`.
58
+ - Relative path `./assets/sfx/...`; `base: "./"` in `vite.config.ts`; files live under
59
+ `public/assets/` so Vite ships them; `npx genex publish` commits and pushes them.
59
60
 
60
61
  ## Troubleshooting
61
62
 
@@ -26,7 +26,7 @@ npx genex skybox "<prompt>"
26
26
  Blocks until ready, then saves:
27
27
 
28
28
  ```
29
- assets/skybox/<slug>.jpg
29
+ public/assets/skybox/<slug>.jpg
30
30
  ```
31
31
 
32
32
  The JPG is **committed by `npx genex publish`**, so it ships with your game.
@@ -63,7 +63,8 @@ texture.dispose; // (dispose the PMREM source later if you stop using it)
63
63
 
64
64
  - Use the **relative** path `./assets/skybox/...` (GitHub Pages serves at a subpath).
65
65
  - `base: "./"` in `vite.config.ts` before `npm run build`.
66
- - Commit `assets/` `npx genex publish` pushes it with the game.
66
+ - Generated files live under `public/assets/` so Vite ships them; `npx genex publish`
67
+ commits and pushes that folder with the game.
67
68
 
68
69
  ## Troubleshooting
69
70
 
@@ -27,7 +27,7 @@ npx genex texture "lush green grass" --terrain # seamless tiling for ground/t
27
27
  Blocks until ready, then saves:
28
28
 
29
29
  ```
30
- assets/textures/<slug>/basecolor.<ext>
30
+ public/assets/textures/<slug>/basecolor.<ext>
31
31
  ```
32
32
 
33
33
  Committed by `npx genex publish`, so it ships with your game.
@@ -67,7 +67,8 @@ scene.add(ground);
67
67
 
68
68
  ## Publish checklist
69
69
 
70
- - Relative path `./assets/textures/...`; `base: "./"` in `vite.config.ts`; commit `assets/`.
70
+ - Relative path `./assets/textures/...`; `base: "./"` in `vite.config.ts`; files live under
71
+ `public/assets/` so Vite ships them; `npx genex publish` commits and pushes them.
71
72
 
72
73
  ## Troubleshooting
73
74
 
@@ -0,0 +1,167 @@
1
+ ---
2
+ name: genex-threejs-multiplayer
3
+ description: Implement realtime multiplayer for Genex Three.js games with `@genex-ai/multiplayer`. Use whenever 2+ players share a world — movement sync, shared scores/rounds, shots/emotes, presence, and persistent worlds. MANDATORY whenever a game has multiplayer: load this before writing any networking code.
4
+ ---
5
+
6
+ # Genex Three.js Multiplayer
7
+
8
+ `@genex-ai/multiplayer` is a **relay**: whatever you write to `me` or `shared` is
9
+ synced to everyone; everything else stays local. The server runs **no physics, no
10
+ prediction, and no interpolation** — you run your own game logic and add your own
11
+ smoothing. This skill covers the API, the smoothing you must add yourself
12
+ (interpolation + prediction), config wiring, and persistent worlds.
13
+
14
+ **This skill is mandatory for any multiplayer game.** Load it before you write a
15
+ single line of networking code. Naïvely snapping every remote player to their last
16
+ raw network position looks terrible — interpolation/prediction are not optional polish.
17
+
18
+ Read [references/realtime-patterns.md](references/realtime-patterns.md) for the
19
+ copy-paste `RemoteInterpolator` + local-prediction helpers and the persistence/config code.
20
+
21
+ ## Install
22
+
23
+ ```bash
24
+ npm i @genex-ai/multiplayer
25
+ ```
26
+
27
+ ## Connect
28
+
29
+ Pick your own per-player state shape (any JSON). `room` is the **project slug**
30
+ (printed by `genex init`) — same id = same room, different ids are fully isolated.
31
+
32
+ ```ts
33
+ import { connect } from "@genex-ai/multiplayer";
34
+
35
+ type State = { x: number; z: number; yaw: number }; // YOUR per-player state
36
+
37
+ const room = await connect<State>({
38
+ url: GENEX.colyseusUrl, // e.g. "wss://demo-colyseus.glotech.world" — see config wiring below
39
+ room: GENEX.slug, // the project slug — everyone with this id shares a room
40
+ name: "ada", // optional display name
41
+ });
42
+ ```
43
+
44
+ ## API surface (exact — do not invent methods)
45
+
46
+ - `room.id` — your own session id.
47
+ - `room.me.set(state)` — publish your state. **Replaces it wholesale** (send the full
48
+ object, not a partial). Call on a **fixed 10–20 Hz tick**, never per render frame —
49
+ one `set` = one network message.
50
+ - `room.players` — a **fresh `Map` each read**, and it **includes you**. Skip yourself
51
+ with `if (id === room.id) continue;`. Each value is `{ id, name, state }`.
52
+ - `room.shared.get(key)` / `room.shared.set(key, value)` / `room.shared.keys()` —
53
+ a key/value store (any JSON) synced to everyone. Use for world state, scores, round.
54
+ - `room.on(event, cb)` → returns an **unsubscribe** function. Events: `'join'` /
55
+ `'change'` `(id, state)` (both also fire for **you** on connect — filter `id === room.id`),
56
+ `'leave'` `(id)`, `'shared'` `(key, value)`, and any custom event name from `send`.
57
+ - `room.send(type, payload)` — fire-and-forget to all **other** clients, not stored in
58
+ state. Use for shots, emotes, chat, pings.
59
+ - `room.leave()` — leave the room.
60
+
61
+ ## The loop you must build (input → local → tick → render)
62
+
63
+ 1. **Input mutates a local object only** (`me.x += …`). Never network on keypress.
64
+ 2. **A fixed tick publishes it:** `setInterval(() => room.me.set(me), 66)` (~15 Hz).
65
+ 3. **Render at your own framerate**, drawing:
66
+ - **yourself** from your *local predicted* state (zero latency — never from the
67
+ echoed server copy of you), and
68
+ - **every other player** through an **interpolator** (render ~100 ms in the past and
69
+ lerp between their last two snapshots) — never snap to raw network state.
70
+ 4. **Create-or-reuse one mesh per id**; remove a player's mesh on `'leave'`.
71
+
72
+ See [references/realtime-patterns.md](references/realtime-patterns.md) for the ready-made
73
+ `RemoteInterpolator` helper and a complete movement example.
74
+
75
+ ## Smoothness is human-tested — you cannot see it
76
+
77
+ Lag, stutter, and jitter are *motion over time*. A screenshot is one frozen instant, so
78
+ **you cannot tell from a screenshot (or any still capture) whether remote movement feels
79
+ smooth.** Don't try. Trying to "verify smoothness" from captures leads to blind parameter
80
+ tuning, regressions, and reverts.
81
+
82
+ Your job is bounded:
83
+
84
+ 1. **Use the reference `RemoteInterpolator` as written.** Render-delay + lerp between the
85
+ last two snapshots, with a clamp (no extrapolation). Don't hand-roll your own smoother.
86
+ 2. **Verify it *runs*, not that it *feels good*:** two clients, two distinct meshes, both
87
+ move, no console errors, each player sees the other. That's all a capture can prove.
88
+ 3. **Then hand the feel off to the human.** Say plainly: *"Multiplayer smoothness depends on
89
+ your network and can only be felt by a person — open it in two tabs or with a friend and
90
+ tell me how it feels."* Stop there; don't keep tuning on speculation.
91
+
92
+ **Do NOT add velocity extrapolation, "keep gliding," dead-reckoning, or prediction for
93
+ *remote* players** until a human reports a specific symptom. The reference deliberately
94
+ clamps instead of extrapolating — extrapolation overshoots on turns and looks worse, which
95
+ is exactly the trap to avoid.
96
+
97
+ ### When the human reports a problem, match the symptom (don't guess)
98
+
99
+ - **"My own plane feels laggy."** You're rendering yourself from the echoed server copy.
100
+ Render *yourself* from your local predicted object instead (zero latency).
101
+ - **"Other players teleport / stutter / move in steps."** Snapping to raw state, or
102
+ `RENDER_DELAY_MS` too low for the jitter. Confirm remotes go through the interpolator,
103
+ then raise `RENDER_DELAY_MS` (e.g. 100 → 150).
104
+ - **"Other players rubber-band / float past corners / overshoot."** That's extrapolation or
105
+ raw network round-trip latency — *more smoothing won't fix it.* Remove any extrapolation
106
+ and accept the small honest delay; true RTT is not a client-side bug.
107
+ - **"Everyone lags equally, including stationary objects."** Likely `me.set` per frame
108
+ flooding the relay — move publishing to the fixed 10–20 Hz tick.
109
+
110
+ ## Config wiring (required — the browser can't read `.genex/project.json`)
111
+
112
+ The game runs in the browser; `.genex/project.json` (which holds `slug`, `colyseusUrl`,
113
+ `apiUrl`) is gitignored and not bundled. Surface those values to the client explicitly —
114
+ e.g. a tiny committed `src/genex.config.ts`:
115
+
116
+ ```ts
117
+ // src/genex.config.ts — values from `.genex/project.json` (printed by `genex init`)
118
+ export const GENEX = {
119
+ slug: "my-game-slug",
120
+ colyseusUrl: "wss://demo-colyseus.glotech.world",
121
+ apiUrl: "https://demo-api.glotech.world",
122
+ } as const;
123
+ ```
124
+
125
+ Read `.genex/project.json` once and fill these in. (A Vite `define` / `.env` with
126
+ `VITE_` vars works too — the point is the values must end up in the built JS.)
127
+
128
+ ## Persistent worlds (optional — survives restarts)
129
+
130
+ The relay is in-memory: room state is gone when everyone leaves or the server restarts.
131
+ For a world that persists, save/load one JSON blob keyed by the project slug:
132
+
133
+ ```ts
134
+ // load on boot
135
+ const { data } = await fetch(`${GENEX.apiUrl}/api/projects/${GENEX.slug}/state`).then(r => r.json());
136
+ initWorld(data ?? defaultWorld());
137
+
138
+ // save from ONE authority (e.g. the host client) to avoid races; max 1 MB, last-write-wins
139
+ fetch(`${GENEX.apiUrl}/api/projects/${GENEX.slug}/state`, {
140
+ method: "PUT",
141
+ headers: { "Content-Type": "application/json" },
142
+ body: JSON.stringify(world),
143
+ });
144
+ ```
145
+
146
+ `GET` returns `{ data }` (or `{ data: null }` if never saved). It's public (no auth) and
147
+ size-capped at 1 MB. Don't save every frame — debounce, and elect a single writer.
148
+
149
+ ## Checklist
150
+
151
+ - [ ] `npm i @genex-ai/multiplayer`, and config values wired into the client build.
152
+ - [ ] `room` is the **project slug**.
153
+ - [ ] `me.set` on a fixed **10–20 Hz** tick (not per frame); full object each time.
154
+ - [ ] Skip yourself in `room.players` (`id === room.id`).
155
+ - [ ] Remote players go through interpolation; **you** render from local predicted state.
156
+ - [ ] Create-or-reuse a mesh per id; remove it on `'leave'`.
157
+ - [ ] If the world should persist, save from one authority via the state API.
158
+
159
+ ## Troubleshooting
160
+
161
+ - **Other players stutter / teleport** — you're snapping to raw network state. Use the
162
+ `RemoteInterpolator` (render-delay + lerp).
163
+ - **My own movement feels laggy** — you're rendering yourself from the echoed server
164
+ state. Render yourself from your local predicted object instead.
165
+ - **Too much traffic / desync** — you're calling `me.set` per frame. Move it to the tick.
166
+ - **Players never appear** — `room.players` is empty until the first state patch lands;
167
+ read it in the render loop, and remember it includes you (filter your own id).
@@ -0,0 +1,202 @@
1
+ # Realtime patterns: interpolation, prediction, persistence
2
+
3
+ The `@genex-ai/multiplayer` relay gives you the **latest** state of each player and
4
+ nothing else — no timestamps, no smoothing. These are the pieces you add on top so the
5
+ game feels good. All code is plain TypeScript; nothing here is provided by the package.
6
+
7
+ ## Why you need this
8
+
9
+ - You publish `me.set` at ~15 Hz but render at 60 fps. If you snap each remote player to
10
+ their last received position, they move in visible 15 Hz steps and jump on packet
11
+ jitter. **Fix: interpolation** — render each remote player slightly in the past and
12
+ lerp between their two surrounding snapshots.
13
+ - Your *own* avatar would feel laggy if you waited for the server to echo your position
14
+ back. **Fix: prediction** — apply input locally and render yourself from that
15
+ immediately; the tick still publishes it for everyone else.
16
+
17
+ ## RemoteInterpolator (render-delay interpolation)
18
+
19
+ Buffers timestamped snapshots per remote player and samples a smoothed value ~100 ms in
20
+ the past. Stamp snapshots with the local clock on arrival (we don't get server time).
21
+
22
+ ```ts
23
+ // interpolation.ts
24
+ const RENDER_DELAY_MS = 100; // render remotes this far in the past; raise if jittery
25
+ const BUFFER_MS = 1000; // keep ~1s of history
26
+
27
+ type Vec = { x: number; y: number; z: number; yaw: number };
28
+ type Snap = { t: number; v: Vec };
29
+
30
+ function lerp(a: number, b: number, k: number) {
31
+ return a + (b - a) * k;
32
+ }
33
+ // shortest-arc angle lerp (radians) — avoids spinning the wrong way across ±π
34
+ function lerpAngle(a: number, b: number, k: number) {
35
+ let d = (b - a) % (Math.PI * 2);
36
+ if (d > Math.PI) d -= Math.PI * 2;
37
+ if (d < -Math.PI) d += Math.PI * 2;
38
+ return a + d * k;
39
+ }
40
+
41
+ export class RemoteInterpolator {
42
+ private buffers = new Map<string, Snap[]>();
43
+
44
+ /** Call whenever you read a remote player's latest state (e.g. each frame, or on 'change'). */
45
+ push(id: string, v: Vec, now = performance.now()) {
46
+ let buf = this.buffers.get(id);
47
+ if (!buf) this.buffers.set(id, (buf = []));
48
+ const last = buf[buf.length - 1];
49
+ // de-dupe identical repeats (players is re-read every frame)
50
+ if (last && last.v.x === v.x && last.v.z === v.z && last.v.yaw === v.yaw && last.v.y === v.y) return;
51
+ buf.push({ t: now, v });
52
+ const cutoff = now - BUFFER_MS;
53
+ while (buf.length > 2 && buf[0].t < cutoff) buf.shift();
54
+ }
55
+
56
+ /** Smoothed value to render this frame, or null if we have nothing yet. */
57
+ sample(id: string, now = performance.now()): Vec | null {
58
+ const buf = this.buffers.get(id);
59
+ if (!buf || buf.length === 0) return null;
60
+ const target = now - RENDER_DELAY_MS;
61
+ if (buf.length === 1 || target <= buf[0].t) return buf[0].v;
62
+ if (target >= buf[buf.length - 1].t) return buf[buf.length - 1].v; // clamp (no extrapolation)
63
+ for (let i = 0; i < buf.length - 1; i++) {
64
+ const a = buf[i], b = buf[i + 1];
65
+ if (target >= a.t && target <= b.t) {
66
+ const k = (target - a.t) / (b.t - a.t || 1);
67
+ return {
68
+ x: lerp(a.v.x, b.v.x, k),
69
+ y: lerp(a.v.y, b.v.y, k),
70
+ z: lerp(a.v.z, b.v.z, k),
71
+ yaw: lerpAngle(a.v.yaw, b.v.yaw, k),
72
+ };
73
+ }
74
+ }
75
+ return buf[buf.length - 1].v;
76
+ }
77
+
78
+ remove(id: string) {
79
+ this.buffers.delete(id);
80
+ }
81
+ }
82
+ ```
83
+
84
+ **Tuning:** `RENDER_DELAY_MS` ≈ one tick interval + jitter (100 ms is safe for a 15 Hz
85
+ tick). Lower = more responsive but more stutter on jitter. For sudden teleports (respawn,
86
+ warp) clear that player's buffer and snap, so you don't lerp across the whole map.
87
+
88
+ ## Complete movement example
89
+
90
+ ```ts
91
+ import * as THREE from "three";
92
+ import { connect } from "@genex-ai/multiplayer";
93
+ import { GENEX } from "./genex.config";
94
+ import { RemoteInterpolator } from "./interpolation";
95
+
96
+ type S = { x: number; z: number; yaw: number };
97
+
98
+ const room = await connect<S>({ url: GENEX.colyseusUrl, room: GENEX.slug });
99
+ const interp = new RemoteInterpolator();
100
+
101
+ // --- local player: prediction. Input mutates this; we render yourself from it. ---
102
+ const me = { x: 0, z: 0, yaw: 0 };
103
+ addEventListener("keydown", (e) => {
104
+ if (e.key === "ArrowLeft") me.yaw += 0.1;
105
+ if (e.key === "ArrowRight") me.yaw -= 0.1;
106
+ if (e.key === "ArrowUp") { me.x += Math.sin(me.yaw); me.z += Math.cos(me.yaw); }
107
+ });
108
+
109
+ // --- publish at ~15 Hz (NOT per frame) ---
110
+ const tick = setInterval(() => room.me.set(me), 66);
111
+
112
+ // --- meshes, one per id ---
113
+ const meshes = new Map<string, THREE.Object3D>();
114
+ function meshFor(id: string) {
115
+ let m = meshes.get(id);
116
+ if (!m) { m = new THREE.Mesh(boxGeo, boxMat); scene.add(m); meshes.set(id, m); }
117
+ return m;
118
+ }
119
+ room.on("leave", (id) => {
120
+ const m = meshes.get(id);
121
+ if (m) { scene.remove(m); meshes.delete(id); }
122
+ interp.remove(id);
123
+ });
124
+
125
+ function frame() {
126
+ // yourself: render from local predicted state (zero latency)
127
+ meshFor(room.id).position.set(me.x, 0, me.z);
128
+ meshFor(room.id).rotation.y = me.yaw;
129
+
130
+ // everyone else: feed the interpolator, render the smoothed sample
131
+ for (const [id, p] of room.players) {
132
+ if (id === room.id) continue;
133
+ interp.push(id, { x: p.state.x ?? 0, y: 0, z: p.state.z ?? 0, yaw: p.state.yaw ?? 0 });
134
+ const v = interp.sample(id);
135
+ if (!v) continue;
136
+ const m = meshFor(id);
137
+ m.position.set(v.x, v.y, v.z);
138
+ m.rotation.y = v.yaw;
139
+ }
140
+
141
+ renderer.render(scene, camera);
142
+ requestAnimationFrame(frame);
143
+ }
144
+ frame();
145
+
146
+ // cleanup if you ever tear down: clearInterval(tick); room.leave();
147
+ ```
148
+
149
+ ## Custom events (shots, emotes, chat)
150
+
151
+ For one-off actions that aren't part of continuous state, use `send` — it doesn't belong
152
+ in `me.set` (which is your *current* state, not events):
153
+
154
+ ```ts
155
+ // shooter:
156
+ room.send("shot", { from: room.id, x: me.x, z: me.z, yaw: me.yaw });
157
+
158
+ // everyone else:
159
+ room.on("shot", (msg: any) => spawnTracer(msg.x, msg.z, msg.yaw));
160
+ ```
161
+
162
+ ## Shared room state (scores, round, world)
163
+
164
+ `shared` is for state everyone agrees on, not per-player position:
165
+
166
+ ```ts
167
+ room.shared.set("round", (Number(room.shared.get("round")) || 0) + 1);
168
+ room.on("shared", (key, value) => { if (key === "score") updateScoreboard(value); });
169
+ ```
170
+
171
+ Any client can write any key (demo relay has no auth). For authority (who may change the
172
+ score / advance the round), pick one client — e.g. the first/lowest session id present —
173
+ and let only it write.
174
+
175
+ ## Persistence helper
176
+
177
+ ```ts
178
+ // persistence.ts
179
+ export async function loadWorld<T>(fallback: T): Promise<T> {
180
+ try {
181
+ const { data } = await fetch(`${GENEX.apiUrl}/api/projects/${GENEX.slug}/state`).then(r => r.json());
182
+ return (data as T) ?? fallback;
183
+ } catch { return fallback; }
184
+ }
185
+
186
+ let saveTimer: ReturnType<typeof setTimeout> | null = null;
187
+ export function saveWorld(world: unknown) {
188
+ // debounce: at most one PUT per second, from ONE authority client
189
+ if (saveTimer) return;
190
+ saveTimer = setTimeout(() => {
191
+ saveTimer = null;
192
+ fetch(`${GENEX.apiUrl}/api/projects/${GENEX.slug}/state`, {
193
+ method: "PUT",
194
+ headers: { "Content-Type": "application/json" },
195
+ body: JSON.stringify(world),
196
+ }).catch(() => {});
197
+ }, 1000);
198
+ }
199
+ ```
200
+
201
+ State is one JSON blob per project, max 1 MB, last-write-wins. Save from a single
202
+ authority (host) so concurrent writers don't clobber each other.
@@ -36,6 +36,11 @@ map, execution order, and acceptance gate.
36
36
  | exposure, tone mapping, color grading, LUTs | `$genex-threejs-exposure-color-grading` |
37
37
  | render-target ownership, pass ordering, depth/normal/history signals | `$genex-threejs-image-pipeline` |
38
38
  | fixed-view captures, seed sweeps, browser and GPU evidence | `$genex-threejs-visual-validation` |
39
+ | realtime multiplayer: movement sync, shared state, presence, shots/emotes, persistence | `$genex-threejs-multiplayer` |
40
+
41
+ **Multiplayer is mandatory routing:** if the game has 2+ players sharing a world, loading
42
+ `$genex-threejs-multiplayer` is **required** before any networking code — the relay does no
43
+ interpolation/prediction, and that skill is how you add them.
39
44
 
40
45
  ## Real (AI-generated) assets — `npx genex` commands
41
46
 
@@ -58,6 +63,20 @@ Prefer the **procedural** skills above for abstract/parametric/animated systems
58
63
  **`npx genex` generators** for concrete, describable, photoreal assets. They complement
59
64
  each other.
60
65
 
66
+ **Generate a core asset set by default — don't wait to be asked.** For any game that
67
+ needs concrete objects or surfaces, decide a small core set from the concept and start
68
+ generating it **up front, in parallel** (each `npx genex` is an independent ~1-minute
69
+ job — launch them concurrently in the background, then scaffold the scene while they run
70
+ and wire each asset in as it lands, with a procedural placeholder as fallback until then):
71
+
72
+ - the **hero model** the player controls or chases (`npx genex model`),
73
+ - one key **texture** for the ground/main surface (`npx genex texture --terrain` for ground),
74
+ - a **skybox** when the scene is outdoors (`npx genex skybox`),
75
+ - a **sfx** or two for the core action/feedback (`npx genex sfx`).
76
+
77
+ Skip generation only for purely abstract/geometric games. Keep the set small and
78
+ concept-driven — a richer first build beats a grey-box one.
79
+
61
80
  ## Routing rules
62
81
 
63
82
  - Start from the playable game target: player verb, scene scale, camera distance,
@@ -51,3 +51,11 @@ publishing or multiplayer, inspect the project first. Prefer clean boundaries:
51
51
  - serializable player/session state;
52
52
  - explicit asset loading paths;
53
53
  - one clear start function for local preview and hosted launch.
54
+
55
+ **Multiplayer is mandatory routing.** If the game has 2+ players sharing a world,
56
+ load `$genex-threejs-multiplayer` **before writing any networking code** — it is not
57
+ optional. The `@genex-ai/multiplayer` relay syncs `me`/`shared` but does **no**
58
+ physics, prediction, or interpolation; that skill is how you add interpolation for
59
+ remote players, prediction for the local player, config wiring, and (for save-state
60
+ games) the persistent-world API. Use only the APIs that skill documents — do not
61
+ invent transport methods.