@genex-ai/cli-demo 0.5.0 → 0.6.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/index.js +68 -25
- package/package.json +1 -1
- package/templates/skills/genex-ai-model/SKILL.md +26 -3
- package/templates/skills/genex-ai-sfx/SKILL.md +3 -2
- package/templates/skills/genex-ai-skybox/SKILL.md +3 -2
- package/templates/skills/genex-ai-texture/SKILL.md +3 -2
- package/templates/skills/genex-threejs-multiplayer/SKILL.md +35 -0
package/dist/index.js
CHANGED
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@@ -816,6 +816,9 @@ async function deployGame(sshUrl, opts, log) {
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});
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if (push.code === 0) {
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log.success("Pushed.");
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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.");
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@@ -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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}
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async function warnIfAbsolutePaths(siteDir, log) {
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let html;
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try {
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@@ -884,7 +922,7 @@ async function runPublish(opts) {
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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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}
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log.step("Listing it in the gallery\u2026");
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let res;
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@@ -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.)");
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}
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}
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@@ -933,18 +970,18 @@ async function runPreview(opts) {
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process.exitCode = 1;
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return;
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}
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const pushed = await deployGame(
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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
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);
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log.plain("");
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if (!pushed) {
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log.warn("Preview not updated \u2014 see the error above.");
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process.exitCode = 1;
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return;
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}
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log.success("Preview deployed
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if (meta.playUrl) {
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log.dim(` ${meta.playUrl}`);
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log.dim(" (GitHub Pages rebuilds ~30\u201390s after a push; it stays an unlisted draft until you publish.)");
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}
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log.success("Preview deployed \u2014 unlisted draft (run `genex publish` to list it).");
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}
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// src/commands/generate.ts
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@@ -967,17 +1004,21 @@ async function downloadToFile(url, dest, headers) {
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}
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// src/commands/generate.ts
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var PUBLIC_PREFIX = "public/";
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var KIND_DIR = {
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-
model: "assets/models",
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skybox: "assets/skybox",
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sfx: "assets/sfx",
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texture: "assets/textures"
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model: "public/assets/models",
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skybox: "public/assets/skybox",
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sfx: "public/assets/sfx",
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texture: "public/assets/textures"
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};
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-
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function runtimePath(rel) {
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return `./${rel.replace(PUBLIC_PREFIX, "")}`;
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}
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var sleep2 = (ms) => new Promise((r) => setTimeout(r, ms));
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function fileDest(kind, slug, f) {
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if (kind === "texture") {
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const name = f.role.replace(/^texture-/, "");
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-
return `assets/textures/${slug}/${name}.${f.ext}`;
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return `public/assets/textures/${slug}/${name}.${f.ext}`;
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}
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return `${KIND_DIR[kind]}/${slug}.${f.ext}`;
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}
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@@ -1082,19 +1123,21 @@ async function poll(apiUrl, token, id, onProgress) {
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}
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} catch {
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}
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-
await
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+
await sleep2(3e3);
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}
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return null;
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}
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function printHint(kind, written, log) {
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-
const
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+
const load = runtimePath(written[0] ?? "");
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const hint = {
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model: `Load with GLTFLoader and add to the scene \u2014 see the genex-ai-model skill. Use the relative path "
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skybox: `Load as an equirectangular texture \u2192 scene.background + scene.environment \u2014 see genex-ai-skybox. Path "
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sfx: `Load with AudioLoader into a THREE.PositionalAudio (camera needs an AudioListener) \u2014 see genex-ai-sfx. Path "
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texture: `Load with TextureLoader, set RepeatWrapping, build a MeshStandardMaterial \u2014 see genex-ai-texture. Path "
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model: `Load with GLTFLoader and add to the scene \u2014 see the genex-ai-model skill. Use the relative path "${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}".`
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};
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log.success(
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log.success(
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"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)."
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);
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log.dim(` ${hint[kind]}`);
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}
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@@ -1117,10 +1160,10 @@ ${c.bold("Usage")}
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genex init [<name>] [options] Scaffold + authorize + create the draft project.
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genex preview [options] Build + push to the hosted draft URL (unlisted).
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genex publish [options] Build + push, then list the game in the gallery.
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-
genex model "<prompt>" [options] Generate a 3D model (GLB) into
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genex skybox "<prompt>" [options] Generate a skybox (equirect) into
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genex sfx "<prompt>" [options] Generate a sound effect (mp3) into
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genex texture "<prompt>" [options] Generate a PBR texture into
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+
genex model "<prompt>" [options] Generate a 3D model (GLB) into public/assets/models.
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+
genex skybox "<prompt>" [options] Generate a skybox (equirect) into public/assets/skybox.
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+
genex sfx "<prompt>" [options] Generate a sound effect (mp3) into public/assets/sfx.
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genex texture "<prompt>" [options] Generate a PBR texture into public/assets/textures.
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${c.bold("Options for the generators (`model` `skybox` `sfx` `texture`)")}
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--terrain (texture) seamless tiling surface for terrain/ground.
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package/package.json
CHANGED
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@@ -24,11 +24,33 @@ Write a specific prompt — "weathered wooden barrel with rusted iron bands" bea
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24
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"barrel". The command blocks until the mesh is ready (up to ~a minute), then saves:
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```
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-
assets/models/<slug>.glb
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+
public/assets/models/<slug>.glb
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28
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```
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`<slug>` is derived from the prompt (e.g. `weathered-wooden-barrel.glb`). The file
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-
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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`**,
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so it ships inside your published game.
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+
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35
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+
## Hero models must face forward
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+
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+
For the model the player controls (a ship, car, character — the "hero"), the mesh should
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+
**face forward**: its front pointing down the direction of travel (conventionally `+Z`,
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+
i.e. "looking forward"). A hero whose nose points sideways reads as broken at a glance.
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40
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+
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+
- **In the prompt:** when it's the player's craft, ask for it facing forward — e.g.
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+
`"...game-ready, facing forward, front toward +Z"`.
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43
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+
- **On load (fallback):** if the imported GLB still isn't forward, rotate it once so its
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+
nose aligns with travel. Wrap the model in a parent `Object3D` and apply the correction
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+
to the child, so your movement code can rotate the parent cleanly:
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46
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+
```ts
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47
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+
const hero = new THREE.Object3D();
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48
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+
gltf.scene.rotation.y = Math.PI / 2; // one-time facing correction — tune per model
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49
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+
hero.add(gltf.scene);
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50
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+
scene.add(hero); // move/rotate `hero`, not gltf.scene
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+
```
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52
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+
- Orientation **is** visible in a still — confirm the hero faces forward in your
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+
self-check screenshot before moving on.
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32
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33
55
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## Load it into the scene
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34
56
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@@ -55,7 +77,8 @@ To place many copies, `model.clone()` per instance. For animated GLBs, drive
|
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55
77
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(`/assets/...`) — GitHub Pages serves the game at a subpath.
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56
78
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- Set `base: "./"` in `vite.config.ts` before `npm run build` (see the scaffold
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57
79
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prompt's publish step).
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-
-
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80
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+
- Keep generated assets under `public/assets/` — Vite only ships files under `public/`
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81
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+
(or files you `import`); `npx genex publish` commits and pushes that folder with the game.
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59
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60
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## Options
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61
84
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@@ -18,7 +18,7 @@ npx genex sfx "punchy laser zap, short and dry" --duration 2
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18
18
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Blocks until ready, then saves:
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19
19
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20
20
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```
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-
assets/sfx/<slug>.mp3
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+
public/assets/sfx/<slug>.mp3
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22
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```
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23
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Committed by `npx genex publish`, so it ships with your game.
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@@ -55,7 +55,8 @@ Reuse one loaded `buffer` across many plays; create a fresh `Audio`/`PositionalA
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## Publish checklist
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57
57
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-
- Relative path `./assets/sfx/...`; `base: "./"` in `vite.config.ts`;
|
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+
- Relative path `./assets/sfx/...`; `base: "./"` in `vite.config.ts`; files live under
|
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+
`public/assets/` so Vite ships them; `npx genex publish` commits and pushes them.
|
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59
60
|
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60
61
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## Troubleshooting
|
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61
62
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@@ -26,7 +26,7 @@ npx genex skybox "<prompt>"
|
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26
26
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Blocks until ready, then saves:
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27
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28
28
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```
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-
assets/skybox/<slug>.jpg
|
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+
public/assets/skybox/<slug>.jpg
|
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30
30
|
```
|
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31
31
|
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32
32
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The JPG is **committed by `npx genex publish`**, so it ships with your game.
|
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@@ -63,7 +63,8 @@ texture.dispose; // (dispose the PMREM source later if you stop using it)
|
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63
63
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64
64
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- Use the **relative** path `./assets/skybox/...` (GitHub Pages serves at a subpath).
|
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65
65
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- `base: "./"` in `vite.config.ts` before `npm run build`.
|
|
66
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-
-
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66
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+
- Generated files live under `public/assets/` so Vite ships them; `npx genex publish`
|
|
67
|
+
commits and pushes that folder with the game.
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68
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|
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68
69
|
## Troubleshooting
|
|
69
70
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|
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@@ -27,7 +27,7 @@ npx genex texture "lush green grass" --terrain # seamless tiling for ground/t
|
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27
27
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Blocks until ready, then saves:
|
|
28
28
|
|
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29
29
|
```
|
|
30
|
-
assets/textures/<slug>/basecolor.<ext>
|
|
30
|
+
public/assets/textures/<slug>/basecolor.<ext>
|
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31
31
|
```
|
|
32
32
|
|
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33
33
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Committed by `npx genex publish`, so it ships with your game.
|
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@@ -67,7 +67,8 @@ scene.add(ground);
|
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67
67
|
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68
68
|
## Publish checklist
|
|
69
69
|
|
|
70
|
-
- Relative path `./assets/textures/...`; `base: "./"` in `vite.config.ts`;
|
|
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
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## Troubleshooting
|
|
73
74
|
|
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@@ -72,6 +72,41 @@ const room = await connect<State>({
|
|
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72
72
|
See [references/realtime-patterns.md](references/realtime-patterns.md) for the ready-made
|
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73
73
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`RemoteInterpolator` helper and a complete movement example.
|
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|
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75
|
+
## Smoothness is human-tested — you cannot see it
|
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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
|
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79
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+
smooth.** Don't try. Trying to "verify smoothness" from captures leads to blind parameter
|
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+
tuning, regressions, and reverts.
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81
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+
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+
Your job is bounded:
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|
+
|
|
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
|
+
|
|
75
110
|
## Config wiring (required — the browser can't read `.genex/project.json`)
|
|
76
111
|
|
|
77
112
|
The game runs in the browser; `.genex/project.json` (which holds `slug`, `colyseusUrl`,
|