@genex-ai/cli-demo 0.51.0-dev.110 → 0.51.0-dev.98

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 CHANGED
@@ -1652,13 +1652,7 @@ async function callPublish(ctx, commit, opts, log) {
1652
1652
  async function pushSource(cwd, ctx, log) {
1653
1653
  const target = await fetchPushUrl(ctx, log);
1654
1654
  if (!target) return false;
1655
- if (await pushWorktree(cwd, target.pushUrl, target.managed, log)) return true;
1656
- if (!target.managed) return false;
1657
- log.info("Retrying the source push\u2026");
1658
- await new Promise((r) => setTimeout(r, 2e3));
1659
- const fresh = await fetchPushUrl(ctx, log);
1660
- if (!fresh) return false;
1661
- return pushWorktree(cwd, fresh.pushUrl, fresh.managed, log);
1655
+ return pushWorktree(cwd, target.pushUrl, target.managed, log);
1662
1656
  }
1663
1657
  async function pushWorktree(cwd, pushUrl, managed, log) {
1664
1658
  const EMPTY_TREE = "4b825dc642cb6eb9a060e54bf8d69288fbee4904";
@@ -2125,44 +2119,6 @@ async function runPreview(opts) {
2125
2119
  }
2126
2120
  }
2127
2121
 
2128
- // src/lib/open.ts
2129
- import { spawn as spawn4 } from "child_process";
2130
- function tokenize(cmd) {
2131
- return cmd.trim().split(/\s+/).filter(Boolean);
2132
- }
2133
- function openUrl(url) {
2134
- let command;
2135
- let args;
2136
- const custom = (process.env.GENEX_BROWSER || process.env.BROWSER)?.trim();
2137
- const customParts = custom ? tokenize(custom) : [];
2138
- if (customParts.length > 0) {
2139
- command = customParts[0];
2140
- args = [...customParts.slice(1), url];
2141
- } else {
2142
- switch (process.platform) {
2143
- case "darwin":
2144
- command = "open";
2145
- args = [url];
2146
- break;
2147
- case "win32":
2148
- command = "cmd";
2149
- args = ["/c", "start", "", url];
2150
- break;
2151
- default:
2152
- command = "xdg-open";
2153
- args = [url];
2154
- break;
2155
- }
2156
- }
2157
- try {
2158
- const child = spawn4(command, args, { stdio: "ignore", detached: true });
2159
- child.on("error", () => {
2160
- });
2161
- child.unref();
2162
- } catch {
2163
- }
2164
- }
2165
-
2166
2122
  // src/lib/sse.ts
2167
2123
  async function* readSSE(body) {
2168
2124
  const decoder = new TextDecoder();
@@ -2299,9 +2255,9 @@ async function runGenerate(kind, opts) {
2299
2255
  log.dim(" (Re-running the generate command would start \u2014 and bill \u2014 a NEW generation.)");
2300
2256
  return;
2301
2257
  }
2302
- await awaitAndReport(apiUrl, token, id, kind, log, opts.open);
2258
+ await awaitAndReport(apiUrl, token, id, kind, log);
2303
2259
  }
2304
- async function awaitAndReport(apiUrl, token, id, kind, log, open = false) {
2260
+ async function awaitAndReport(apiUrl, token, id, kind, log) {
2305
2261
  log.step("Generating\u2026 (this can take up to a minute)");
2306
2262
  const onProgress = (p) => log.dim(` ${p}%`);
2307
2263
  const timeoutMs = waitTimeoutFor(kind);
@@ -2313,9 +2269,9 @@ async function awaitAndReport(apiUrl, token, id, kind, log, open = false) {
2313
2269
  process.exitCode = 1;
2314
2270
  return;
2315
2271
  }
2316
- await reportTerminal(kind, view, log, open);
2272
+ await reportTerminal(kind, view, log);
2317
2273
  }
2318
- async function reportTerminal(kind, view, log, open = false) {
2274
+ async function reportTerminal(kind, view, log) {
2319
2275
  if (view.status !== "completed") {
2320
2276
  log.error(`Generation ${view.status}${view.error ? `: ${view.error}` : ""}.`);
2321
2277
  process.exitCode = 1;
@@ -2334,14 +2290,6 @@ async function reportTerminal(kind, view, log, open = false) {
2334
2290
  log.plain(` ${label}${f.url}`);
2335
2291
  }
2336
2292
  log.plain("");
2337
- if (open && files[0]) {
2338
- openUrl(files[0].url);
2339
- log.plain(
2340
- ` ${c.bold("\u{1F441} Show this to the user")} \u2014 it just opened in their browser; paste this link in chat too so they can open it themselves:`
2341
- );
2342
- log.plain(` ${files[0].url}`);
2343
- log.plain("");
2344
- }
2345
2293
  printHint(kind, files, log);
2346
2294
  await firstPreviewNudge(log);
2347
2295
  }
@@ -2492,10 +2440,10 @@ async function runWait(opts) {
2492
2440
  log.dim(` ${kind} ${id}`);
2493
2441
  log.plain("");
2494
2442
  if (TERMINAL2.has(view.status)) {
2495
- await reportTerminal(kind, view, log, opts.open);
2443
+ await reportTerminal(kind, view, log);
2496
2444
  return;
2497
2445
  }
2498
- await awaitAndReport(apiUrl, token, id, kind, log, opts.open);
2446
+ await awaitAndReport(apiUrl, token, id, kind, log);
2499
2447
  }
2500
2448
 
2501
2449
  // src/commands/controller.ts
@@ -3235,8 +3183,7 @@ var UI_NUMBER_FLAGS = {
3235
3183
  "--edge-flush-max": "edgeFlushMax",
3236
3184
  "--quantize": "quantize",
3237
3185
  "--ink-dist": "inkDist",
3238
- "--min-frac": "minFrac",
3239
- "--seam-tolerance": "seamTolerance"
3186
+ "--min-frac": "minFrac"
3240
3187
  };
3241
3188
  var UI_USAGE = `${c.bold("Options for `ui` (all tools read --in <png path or https URL>)")}
3242
3189
  ui extract --out-dir <dir> --names a,b,c (reading order) \u2014 split an
@@ -3252,10 +3199,7 @@ var UI_USAGE = `${c.bold("Options for `ui` (all tools read --in <png path or htt
3252
3199
  ink candidates as JSON. [--quantize 12] [--ink-dist 60]
3253
3200
  [--min-frac 0.004] [--out <json>] [--crop <png>]
3254
3201
  ui trim [--out <png>] \u2014 crop to the alpha bbox (default: overwrite
3255
- --in), print real dims + refresh the .bbox.json sidecar.
3256
- ui seams measure a tiling texture's wrap seam (opposite edges vs
3257
- interior detail) \u2192 ratio + verdict as JSON; nonzero exit on
3258
- a visible seam. [--seam-tolerance 3]`;
3202
+ --in), print real dims + refresh the .bbox.json sidecar.`;
3259
3203
  async function runUi(opts) {
3260
3204
  const log = createLogger({ quiet: opts.quiet });
3261
3205
  try {
@@ -3272,12 +3216,9 @@ async function runUi(opts) {
3272
3216
  case "trim":
3273
3217
  await uiTrim(opts, log);
3274
3218
  return;
3275
- case "seams":
3276
- await uiSeams(opts, log);
3277
- return;
3278
3219
  default:
3279
3220
  log.error(
3280
- opts.sub ? `Unknown ui tool "${opts.sub}". Tools: extract, masks, text-color, trim, seams.` : "Missing ui tool. Tools: extract, masks, text-color, trim, seams."
3221
+ opts.sub ? `Unknown ui tool "${opts.sub}". Tools: extract, masks, text-color, trim.` : "Missing ui tool. Tools: extract, masks, text-color, trim."
3281
3222
  );
3282
3223
  log.plain(UI_USAGE);
3283
3224
  process.exitCode = 1;
@@ -3984,78 +3925,6 @@ async function uiTrim(opts, log) {
3984
3925
  `
3985
3926
  );
3986
3927
  }
3987
- async function uiSeams(opts, log) {
3988
- const input = requireOpt(opts.input, "--in", "seams");
3989
- const tol = opts.seamTolerance ?? 3;
3990
- const png = await loadPng(input);
3991
- const { width: w, height: h, data } = png;
3992
- if (w < 4 || h < 4) fail("Image is too small to test for tiling.", { width: w, height: h });
3993
- const chan = (x, y, ch) => data[(y * w + x) * 4 + ch] ?? 0;
3994
- const colDiff = (a, b) => {
3995
- let s = 0;
3996
- for (let y = 0; y < h; y++) {
3997
- s += Math.abs(chan(a, y, 0) - chan(b, y, 0));
3998
- s += Math.abs(chan(a, y, 1) - chan(b, y, 1));
3999
- s += Math.abs(chan(a, y, 2) - chan(b, y, 2));
4000
- }
4001
- return s / (h * 3);
4002
- };
4003
- const rowDiff = (a, b) => {
4004
- let s = 0;
4005
- for (let x = 0; x < w; x++) {
4006
- s += Math.abs(chan(x, a, 0) - chan(x, b, 0));
4007
- s += Math.abs(chan(x, a, 1) - chan(x, b, 1));
4008
- s += Math.abs(chan(x, a, 2) - chan(x, b, 2));
4009
- }
4010
- return s / (w * 3);
4011
- };
4012
- const seamH = colDiff(0, w - 1);
4013
- const seamV = rowDiff(0, h - 1);
4014
- const stepX = Math.max(1, Math.floor(w / 64));
4015
- const stepY = Math.max(1, Math.floor(h / 64));
4016
- let baseH = 0;
4017
- let nH = 0;
4018
- for (let x = 1; x < w - 1; x += stepX) {
4019
- baseH += colDiff(x, x + 1);
4020
- nH++;
4021
- }
4022
- let baseV = 0;
4023
- let nV = 0;
4024
- for (let y = 1; y < h - 1; y += stepY) {
4025
- baseV += rowDiff(y, y + 1);
4026
- nV++;
4027
- }
4028
- baseH = Math.max(baseH / Math.max(1, nH), 1e-6);
4029
- baseV = Math.max(baseV / Math.max(1, nV), 1e-6);
4030
- const round = (n) => Math.round(n * 100) / 100;
4031
- const ratioH = round(seamH / baseH);
4032
- const ratioV = round(seamV / baseV);
4033
- const worst = Math.max(ratioH, ratioV);
4034
- const axis = ratioH >= ratioV ? "horizontal" : "vertical";
4035
- const seamless = worst <= tol;
4036
- const name = input.split("/").pop() ?? input;
4037
- process.stdout.write(
4038
- `${JSON.stringify({
4039
- input,
4040
- width: w,
4041
- height: h,
4042
- ratioHorizontal: ratioH,
4043
- ratioVertical: ratioV,
4044
- worstRatio: worst,
4045
- worstAxis: axis,
4046
- tolerance: tol,
4047
- seamless
4048
- })}
4049
- `
4050
- );
4051
- if (seamless) {
4052
- log.success(`${name}: tiles cleanly \u2014 worst seam ${worst}\xD7 the texture's own detail (\u2264 ${tol}\xD7).`);
4053
- return;
4054
- }
4055
- fail(
4056
- `Visible ${axis} tiling seam in ${name}: the tile boundary jumps ${worst}\xD7 the texture's own detail (want \u2264 ${tol}\xD7). Regenerate it seamless/tileable, or lower the mesh's UV repeat so the seam falls off-camera.`
4057
- );
4058
- }
4059
3928
 
4060
3929
  // src/index.ts
4061
3930
  var GEN_KINDS = /* @__PURE__ */ new Set(["model", "skybox", "sfx", "texture", "image", "video"]);
@@ -4100,8 +3969,6 @@ ${c.bold("Options for the generators (`model` `skybox` `sfx` `texture` `image` `
4100
3969
  --terrain (texture) seamless tiling surface for terrain/ground.
4101
3970
  --duration <sec> (sfx, video) target clip length in seconds.
4102
3971
  --transparent (image) transparent background (alpha) \u2014 for decals/stickers.
4103
- --open (image/video) open the finished asset in the user's browser +
4104
- print a link \u2014 show them the concept frame / anything they approve.
4105
3972
  --aspect <ratio> (image) aspect preset (e.g. square, landscape, portrait).
4106
3973
  --quality <q> (image) quality preset: low | medium | high.
4107
3974
  --candidates <n> (image) generate 2-4 variants in ONE call and print every
@@ -4286,9 +4153,6 @@ function parseArgs(argv) {
4286
4153
  case "--no-wait":
4287
4154
  parsed.options.noWait = true;
4288
4155
  break;
4289
- case "--open":
4290
- parsed.options.open = true;
4291
- break;
4292
4156
  case "--terrain":
4293
4157
  parsed.options.terrain = true;
4294
4158
  break;
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@genex-ai/cli-demo",
3
- "version": "0.51.0-dev.110",
3
+ "version": "0.51.0-dev.98",
4
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": {
@@ -114,24 +114,6 @@ The test: "is this fixed identity artwork, or should runtime code own it?"
114
114
  Baking a runtime value into a sprite is a failure; stripping a carved identity
115
115
  label flattens the art.
116
116
 
117
- ## Icons & mechanics must match the game — diff before Stage 2
118
-
119
- Words are only half of it. Every ICON, slot, gauge, and pictogram in the mockup
120
- implies a MECHANIC: a grenade icon promises grenades, three ability slots
121
- promise three abilities, an armor bar promises armor. Before Stage 2, walk each
122
- one against the game contract — the mechanics the code actually has (or that you
123
- are committing to build):
124
-
125
- - **Backed by a real mechanic** → keep it and wire it to that state.
126
- - **No backing mechanic** → it is a promise the player will notice is empty.
127
- CUT it (prompt Stage 2, or a region re-edit, to omit that icon/slot) OR add
128
- the mechanic to the game. Shipping a depicted control the game can't do — a
129
- grenade slot on a rifle-only HUD, an armor bar with no armor, a minimap over
130
- no map — is a failure, and "the model drew it so I kept it" is how it happens.
131
-
132
- The mockup (and any concept frame) anchors STYLE; the game contract owns WHAT
133
- EXISTS. When the picture and the mechanics disagree, the mechanics win.
134
-
135
117
  ## The pipeline
136
118
 
137
119
  Each step is one command; every `<...-url>` is the R2 URL the previous command
@@ -129,18 +129,6 @@ Gotchas (all bite in practice):
129
129
  moving or skinned target, use a small `PlaneGeometry` quad offset along the normal
130
130
  (`hit.point + n * 0.01`, `quad.lookAt(hit.point.clone().add(n))`) instead.
131
131
 
132
- ### Impact marks (bullet holes, scorch, blood) — spawn on the hit, not a keypress
133
-
134
- A game that shoots, throws, or explodes and leaves NO mark on what it hits reads
135
- as unfinished — and it's the same recipe, driven by the weapon's raycast you
136
- already have. Generate ONE small `--transparent` bullet-hole / scorch / impact
137
- image, then on each confirmed **world** hit place a decal at `hit.point` with
138
- `hit.face.normal` (exactly the `spray()` body above), capped in a FIFO ring
139
- (~30–50) reusing one shared material. On enemy/skinned hits skip the decal and
140
- use the quad fallback or a hit-spark VFX instead. Impact marks are a first-class
141
- generated surface for any weapon/collision game — inventory them up front with
142
- the rest of your art, don't discover the bare walls at the end.
143
-
144
132
  ## Multiplayer
145
133
 
146
134
  The asset URL is public, permanent, and CORS-open, so it is safe to broadcast the
@@ -67,24 +67,6 @@ map.repeat.set(64, 64);
67
67
  scene.add(ground);
68
68
  ```
69
69
 
70
- ## Verify it actually tiles — don't eyeball it
71
-
72
- A texture that isn't truly seamless draws a repeating seam grid the moment
73
- `repeat` is raised — the single most common "asset-flip" tell, and `--terrain`
74
- asks for seamless but does not guarantee it. So measure the seam, don't guess:
75
-
76
- ```bash
77
- npx genex ui seams --in <texture-url> # a local .png works too
78
- ```
79
-
80
- It compares the texture's opposite edges against its own interior detail and
81
- prints a ratio + verdict (`seamless: false` and a nonzero exit on a visible
82
- seam). A fail is a real defect — fix it in this order: **regenerate** (add
83
- "seamless tiling, no visible edges" to the prompt, or `--terrain`), then **lower
84
- `repeat`** so any residual seam falls off-camera. Run this on every tiled
85
- floor/wall texture before you call the scene done — a large flat surface with a
86
- high `repeat` and an unchecked texture is exactly how seams reach the player.
87
-
88
70
  ## Publish checklist
89
71
 
90
72
  - Load it from the **URL** the command printed — absolute and permanent, so it resolves
@@ -110,8 +92,6 @@ high `repeat` and an unchecked texture is exactly how seams reach the player.
110
92
  - **"Email not verified" (`email_verification_required`)** — generation credits
111
93
  unlock after the account's email is verified. Give the user the verify link the
112
94
  CLI printed, wait for them to confirm, then re-run the command.
113
- - **Visible tiling seams** — measure first (`npx genex ui seams --in <url>`): a
114
- high ratio is a defect to fix, not a limitation to accept. Regenerate with
115
- `--terrain` / a "seamless tiling" prompt, lower the `repeat`, or blend two
116
- textures until the check passes.
95
+ - **Visible tiling seams** — use `--terrain` (tuned for seamless edges), lower the
96
+ `repeat`, or blend two textures. Perfect seamlessness is a known v1 limitation.
117
97
  - **Colors look washed/dark** — ensure `map.colorSpace = THREE.SRGBColorSpace`.
@@ -79,25 +79,13 @@ lap counter in a game without laps). `--aspect 16:9 --quality high
79
79
  --no-wait`, enqueued FIRST of all art; the URL goes into the style-brief
80
80
  comment.
81
81
 
82
- **Share it before building on it actually SHOW the image, don't just ask.**
83
- When the concept lands, pick it up with `genex wait <id> --open` (or generate it
84
- with `--open`): it opens in the user's browser AND prints the link. Paste that
85
- URL as a clickable link in your approval message — a URL is invisible in a
86
- terminal, and "do you like it?" with no picture in front of the user is the #1
87
- way this checkpoint fails (they end up digging logs for the file path). Then ask
88
- ONE structured question — "this is roughly how the game will look: keep it, or
89
- change something?" — with 2–3 concrete adjustment options. Keep building
90
- gameplay-neutral work (scaffold, physics, netcode) while waiting, but do NOT
91
- anchor further art to an unapproved frame. **Approval is a LOOP, not a
92
- one-shot:** if the user dislikes ANYTHING, regenerate with their exact notes
93
- (`--candidates 2–3` gives them options to choose from), open + link the new
94
- frame, and ask again — repeat until they actually approve. Carry every note
95
- forward so each round compounds; if two rounds don't converge, offer 2–3
96
- distinct directions as a structured question instead of re-rolling blind. The
97
- HUD mockup, the menu, and every downstream asset wait for a frame the user has
98
- signed off — a single "meh" is never permission to move on. The same "open it +
99
- paste the link" rule covers every image the user weighs in on — the menu still,
100
- the HUD mockup candidates.
82
+ **Share it before building on it.** The moment the frame lands, show it to
83
+ the user "this is roughly how the game will look: keep it, or change
84
+ something?" as ONE structured question with 2–3 concrete adjustment
85
+ options. Keep building gameplay-neutral work (scaffold, physics, netcode)
86
+ while waiting, but do NOT anchor further art to an unapproved frame; if the
87
+ user redirects, regenerate with their notes before the HUD mockup and menu
88
+ frame go out.
101
89
 
102
90
  **The concept anchors STYLE, not truth.** Palette, materials, light, and
103
91
  register come from the frame; CONTENT comes from the game contract. When
@@ -207,48 +195,6 @@ edits scattered through the code:
207
195
  HUD state come from `$genex-threejs-multiplayer`; render what the SDK
208
196
  reports, don't guess at it.
209
197
 
210
- ## Escape must pause the game — not shrink the window
211
-
212
- For a game that captures the mouse (first-person or pointer-lock aim — see the
213
- pointer bucket in `$genex-threejs-camera-direction`), pressing Escape does two
214
- **browser-reserved** things you CANNOT stop with `preventDefault`: it exits
215
- fullscreen and releases pointer lock, and the player sees the window "shrink".
216
- The real fix is the **Keyboard Lock API**, which routes Escape to your code
217
- instead — Chromium only, and only in fullscreen. Enter fullscreen on a gesture
218
- (the Deploy/Resume click), capture Escape, and own the pause:
219
-
220
- ```ts
221
- // call ONLY from a user gesture (the Deploy click, the Resume click) — never at boot
222
- async function enterImmersive(): Promise<void> {
223
- try {
224
- if (!document.fullscreenElement)
225
- await document.documentElement.requestFullscreen({ navigationUI: "hide" });
226
- } catch { /* sandboxed iframe or no gesture — the pointer-lock path below still pauses */ }
227
- // Chromium + fullscreen only: deliver Escape to us instead of exiting fullscreen.
228
- try {
229
- await (navigator as unknown as { keyboard?: { lock?: (k: string[]) => Promise<void> } })
230
- .keyboard?.lock?.(["Escape"]);
231
- } catch { /* Keyboard Lock unsupported — fine */ }
232
- }
233
-
234
- document.addEventListener("keydown", (e) => {
235
- if (e.code !== "Escape") return;
236
- e.preventDefault(); // stops any *other* default; the reserved ones the lock handles
237
- if (phase === "playing") { document.exitPointerLock?.(); setPhase("paused"); } // free cursor for the menu
238
- else if (phase === "paused") { void enterImmersive(); canvas.requestPointerLock?.(); } // Esc resumes
239
- });
240
- ```
241
-
242
- - **Degradation is built in.** Where Keyboard Lock is absent (Safari, Firefox) or
243
- the game isn't fullscreen, the browser still releases pointer lock on Escape —
244
- so ALSO keep the pointer-lock-loss → pause path (`pointerlockchange`: if
245
- unlocked while `playing`, `setPhase("paused")`). Escape then always pauses; it
246
- only *also* drops fullscreen on browsers without the lock — unavoidable there.
247
- - **Only for immersive/pointer-lock games.** A top-down or menu-driven game never
248
- captures the mouse and has no window to shrink — skip all of this.
249
- - **Dashboard embed:** full coverage needs the game iframe to permit keyboard
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- lock; standalone play (`<slug>.genex.technology`) works today regardless.
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-
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  ## The loader
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  The loader is the first thing every player sees — a bare "Loading… 3/5" over
@@ -67,13 +67,11 @@ direction in the same plan block — the camera rig + pointer bucket
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  (`$genex-threejs-camera-direction`), the renderer baseline (tone mapping,
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  exposure, output color space — set deliberately at boot; stock three.js
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  defaults are not a look, `$genex-threejs-exposure-color-grading`), the post
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- stack this game ships — read off the concept frame's OWN look (the grade, bloom
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- level, haze, grain it already shows) and which post the 2–3 AAA references lean
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- on, not a default single bloom; ONE built render-pass effect is the FLOOR
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- against no-post for EVERY game, never the target — ship the richness the concept
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- implies (the UI vignette div or a CSS canvas filter does not count;
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- `$genex-threejs-image-pipeline` owns ordering when 2+ compose), one named
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- **ambient-motion loop** that keeps
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+ stack this game ships (bloom/AO/grade at least ONE built render-pass effect
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+ for EVERY game, justified by the shared style brief; the UI vignette div or a
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+ CSS filter on the canvas does not count, and a plan that "deliberately skips
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+ everything" is the stock default, not a look; `$genex-threejs-image-pipeline`
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+ owns ordering when 2+ compose), one named **ambient-motion loop** that keeps
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  the scene alive at rest (emissive pulse, shimmer, drifting dust — shader
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  work, zero generations), and the lighting/atmosphere mood from that
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  same brief. Planning is not building — effects still land last in the
@@ -41,19 +41,13 @@ Three.js release or branch, and do not blindly copy demo architecture.
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  - **renderer baseline**: tone mapping, exposure, and output color space set
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  deliberately at boot (`$genex-threejs-exposure-color-grading` owns the
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  staging — stock three.js defaults are not a look);
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- - **the post stack**: read the look off your evidence don't default to a
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- single bloom. TWO sources drive it: (a) the CONCEPT FRAME a rendered
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- image that already carries a grade, a bloom level, haze/DoF, maybe grain or
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- aberration; name what it actually shows and reproduce THAT; (b) the 2–3 AAA
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- references name which post each one leans on (racing: motion blur + heat
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- haze; grounded shooter: restrained bloom + film grain + faint aberration;
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- clean sci-fi: crisp bloom + strong grade). Ship the stack that evidence
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- calls for, each effect named and justified. ONE scene-serving render-pass
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- effect (bloom, AO, or a LUT/shader grade — a UI vignette div or a CSS
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- canvas filter does NOT count) is the FLOOR against "no post", never the
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- target: match the concept's richness, don't stop at one token pass. "No
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- post at all" is the stock default, not a plan, and "it's only a draft" is
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- not a lower floor. When 2+ effects compose, `$genex-threejs-image-pipeline`
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+ - **the post stack**: which image effects THIS game ships (bloom? AO?
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+ grade?) each named and justified by the shared style brief. The floor
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+ for EVERY game is the deliberate renderer baseline PLUS at least one
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+ scene-serving render-pass effect (bloom, AO, or a LUT/shader grade the
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+ UI vignette div or a CSS filter on the canvas does not count); "no post
49
+ at all" is the stock default, not a plan, and "it's only a draft" is not
50
+ a lower floor. When 2+ effects compose, `$genex-threejs-image-pipeline`
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  owns the pass ordering;
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  - **references**: name 2–3 AAA games whose look this game borrows
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  (conventions, lighting mood, palette, post — never trade dress); the