@genex-ai/cli-demo 0.51.0-dev.98 → 0.52.0-dev.111

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
@@ -1652,7 +1652,13 @@ 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
- return pushWorktree(cwd, target.pushUrl, target.managed, log);
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);
1656
1662
  }
1657
1663
  async function pushWorktree(cwd, pushUrl, managed, log) {
1658
1664
  const EMPTY_TREE = "4b825dc642cb6eb9a060e54bf8d69288fbee4904";
@@ -2119,6 +2125,104 @@ async function runPreview(opts) {
2119
2125
  }
2120
2126
  }
2121
2127
 
2128
+ // src/commands/generate.ts
2129
+ import { PNG } from "pngjs";
2130
+
2131
+ // src/lib/open.ts
2132
+ import { spawn as spawn4 } from "child_process";
2133
+ function tokenize(cmd) {
2134
+ return cmd.trim().split(/\s+/).filter(Boolean);
2135
+ }
2136
+ function openUrl(url) {
2137
+ let command;
2138
+ let args;
2139
+ const custom = (process.env.GENEX_BROWSER || process.env.BROWSER)?.trim();
2140
+ const customParts = custom ? tokenize(custom) : [];
2141
+ if (customParts.length > 0) {
2142
+ command = customParts[0];
2143
+ args = [...customParts.slice(1), url];
2144
+ } else {
2145
+ switch (process.platform) {
2146
+ case "darwin":
2147
+ command = "open";
2148
+ args = [url];
2149
+ break;
2150
+ case "win32":
2151
+ command = "cmd";
2152
+ args = ["/c", "start", "", url];
2153
+ break;
2154
+ default:
2155
+ command = "xdg-open";
2156
+ args = [url];
2157
+ break;
2158
+ }
2159
+ }
2160
+ try {
2161
+ const child = spawn4(command, args, { stdio: "ignore", detached: true });
2162
+ child.on("error", () => {
2163
+ });
2164
+ child.unref();
2165
+ } catch {
2166
+ }
2167
+ }
2168
+
2169
+ // src/lib/seams.ts
2170
+ var DEFAULT_SEAM_TOLERANCE = 3;
2171
+ function measureSeam(png, tolerance = DEFAULT_SEAM_TOLERANCE) {
2172
+ const { width: w, height: h, data } = png;
2173
+ const chan = (x, y, ch) => data[(y * w + x) * 4 + ch] ?? 0;
2174
+ const colDiff = (a, b) => {
2175
+ let s = 0;
2176
+ for (let y = 0; y < h; y++) {
2177
+ s += Math.abs(chan(a, y, 0) - chan(b, y, 0));
2178
+ s += Math.abs(chan(a, y, 1) - chan(b, y, 1));
2179
+ s += Math.abs(chan(a, y, 2) - chan(b, y, 2));
2180
+ }
2181
+ return s / (h * 3);
2182
+ };
2183
+ const rowDiff = (a, b) => {
2184
+ let s = 0;
2185
+ for (let x = 0; x < w; x++) {
2186
+ s += Math.abs(chan(x, a, 0) - chan(x, b, 0));
2187
+ s += Math.abs(chan(x, a, 1) - chan(x, b, 1));
2188
+ s += Math.abs(chan(x, a, 2) - chan(x, b, 2));
2189
+ }
2190
+ return s / (w * 3);
2191
+ };
2192
+ const seamH = colDiff(0, w - 1);
2193
+ const seamV = rowDiff(0, h - 1);
2194
+ const stepX = Math.max(1, Math.floor(w / 64));
2195
+ const stepY = Math.max(1, Math.floor(h / 64));
2196
+ let baseH = 0;
2197
+ let nH = 0;
2198
+ for (let x = 1; x < w - 1; x += stepX) {
2199
+ baseH += colDiff(x, x + 1);
2200
+ nH++;
2201
+ }
2202
+ let baseV = 0;
2203
+ let nV = 0;
2204
+ for (let y = 1; y < h - 1; y += stepY) {
2205
+ baseV += rowDiff(y, y + 1);
2206
+ nV++;
2207
+ }
2208
+ baseH = Math.max(baseH / Math.max(1, nH), 1e-6);
2209
+ baseV = Math.max(baseV / Math.max(1, nV), 1e-6);
2210
+ const round = (n) => Math.round(n * 100) / 100;
2211
+ const ratioHorizontal = round(seamH / baseH);
2212
+ const ratioVertical = round(seamV / baseV);
2213
+ const worstRatio = Math.max(ratioHorizontal, ratioVertical);
2214
+ return {
2215
+ width: w,
2216
+ height: h,
2217
+ ratioHorizontal,
2218
+ ratioVertical,
2219
+ worstRatio,
2220
+ worstAxis: ratioHorizontal >= ratioVertical ? "horizontal" : "vertical",
2221
+ tolerance,
2222
+ seamless: worstRatio <= tolerance
2223
+ };
2224
+ }
2225
+
2122
2226
  // src/lib/sse.ts
2123
2227
  async function* readSSE(body) {
2124
2228
  const decoder = new TextDecoder();
@@ -2255,9 +2359,9 @@ async function runGenerate(kind, opts) {
2255
2359
  log.dim(" (Re-running the generate command would start \u2014 and bill \u2014 a NEW generation.)");
2256
2360
  return;
2257
2361
  }
2258
- await awaitAndReport(apiUrl, token, id, kind, log);
2362
+ await awaitAndReport(apiUrl, token, id, kind, log, opts.open);
2259
2363
  }
2260
- async function awaitAndReport(apiUrl, token, id, kind, log) {
2364
+ async function awaitAndReport(apiUrl, token, id, kind, log, open = false) {
2261
2365
  log.step("Generating\u2026 (this can take up to a minute)");
2262
2366
  const onProgress = (p) => log.dim(` ${p}%`);
2263
2367
  const timeoutMs = waitTimeoutFor(kind);
@@ -2269,9 +2373,9 @@ async function awaitAndReport(apiUrl, token, id, kind, log) {
2269
2373
  process.exitCode = 1;
2270
2374
  return;
2271
2375
  }
2272
- await reportTerminal(kind, view, log);
2376
+ await reportTerminal(kind, view, log, open);
2273
2377
  }
2274
- async function reportTerminal(kind, view, log) {
2378
+ async function reportTerminal(kind, view, log, open = false) {
2275
2379
  if (view.status !== "completed") {
2276
2380
  log.error(`Generation ${view.status}${view.error ? `: ${view.error}` : ""}.`);
2277
2381
  process.exitCode = 1;
@@ -2290,6 +2394,15 @@ async function reportTerminal(kind, view, log) {
2290
2394
  log.plain(` ${label}${f.url}`);
2291
2395
  }
2292
2396
  log.plain("");
2397
+ if (kind === "texture" && files[0]) await reportTextureSeam(files[0].url, log);
2398
+ if (open && files[0]) {
2399
+ openUrl(files[0].url);
2400
+ log.plain(
2401
+ ` ${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:`
2402
+ );
2403
+ log.plain(` ${files[0].url}`);
2404
+ log.plain("");
2405
+ }
2293
2406
  printHint(kind, files, log);
2294
2407
  await firstPreviewNudge(log);
2295
2408
  }
@@ -2375,6 +2488,27 @@ async function poll(apiUrl, token, id, onProgress, timeoutMs) {
2375
2488
  }
2376
2489
  return null;
2377
2490
  }
2491
+ async function reportTextureSeam(url, log) {
2492
+ try {
2493
+ const res = await fetch(url);
2494
+ if (!res.ok) return;
2495
+ const png = PNG.sync.read(Buffer.from(await res.arrayBuffer()));
2496
+ if (png.width < 4 || png.height < 4) return;
2497
+ const r = measureSeam(png);
2498
+ if (r.seamless) {
2499
+ log.dim(` Tiling check: seam ${r.worstRatio}\xD7 this texture's own detail \u2014 tiles cleanly.`);
2500
+ return;
2501
+ }
2502
+ log.error(
2503
+ `Visible ${r.worstAxis} tiling seam \u2014 the tile boundary jumps ${r.worstRatio}\xD7 this texture's own detail (want \u2264 ${r.tolerance}\xD7).`
2504
+ );
2505
+ log.plain(" It will read as a repeating grid on any large surface. Before wiring it in:");
2506
+ log.plain(' \u2022 regenerate with "seamless tiling, no visible edges" in the prompt (--terrain for ground), or');
2507
+ log.plain(" \u2022 lower the mesh's UV repeat so the seam falls off-camera.");
2508
+ log.plain(` Re-check any image any time: ${c.cyan("npx genex ui seams --in <url>")}`);
2509
+ } catch {
2510
+ }
2511
+ }
2378
2512
  function printHint(kind, files, log) {
2379
2513
  const url = files[0]?.url ?? "";
2380
2514
  const hint = {
@@ -2440,10 +2574,10 @@ async function runWait(opts) {
2440
2574
  log.dim(` ${kind} ${id}`);
2441
2575
  log.plain("");
2442
2576
  if (TERMINAL2.has(view.status)) {
2443
- await reportTerminal(kind, view, log);
2577
+ await reportTerminal(kind, view, log, opts.open);
2444
2578
  return;
2445
2579
  }
2446
- await awaitAndReport(apiUrl, token, id, kind, log);
2580
+ await awaitAndReport(apiUrl, token, id, kind, log, opts.open);
2447
2581
  }
2448
2582
 
2449
2583
  // src/commands/controller.ts
@@ -3029,11 +3163,11 @@ function rank(items, query) {
3029
3163
  // src/commands/ui.ts
3030
3164
  import fs14 from "fs/promises";
3031
3165
  import path14 from "path";
3032
- import { PNG as PNG2 } from "pngjs";
3166
+ import { PNG as PNG3 } from "pngjs";
3033
3167
 
3034
3168
  // src/lib/png-tools.ts
3035
3169
  import fs13 from "fs/promises";
3036
- import { PNG } from "pngjs";
3170
+ import { PNG as PNG2 } from "pngjs";
3037
3171
  var ALPHA_TRANSPARENT_MAX = 16;
3038
3172
  var isHttpUrl = (s) => /^https?:\/\//i.test(s);
3039
3173
  async function loadPng(input) {
@@ -3045,14 +3179,14 @@ async function loadPng(input) {
3045
3179
  } else {
3046
3180
  buf = await fs13.readFile(input);
3047
3181
  }
3048
- return PNG.sync.read(buf);
3182
+ return PNG2.sync.read(buf);
3049
3183
  }
3050
3184
  async function writePng(file, png) {
3051
- await fs13.writeFile(file, PNG.sync.write(png));
3185
+ await fs13.writeFile(file, PNG2.sync.write(png));
3052
3186
  }
3053
3187
  function cropPng(image, box) {
3054
- const out = new PNG({ width: box.w, height: box.h });
3055
- PNG.bitblt(image, out, box.x, box.y, box.w, box.h, 0, 0);
3188
+ const out = new PNG2({ width: box.w, height: box.h });
3189
+ PNG2.bitblt(image, out, box.x, box.y, box.w, box.h, 0, 0);
3056
3190
  return out;
3057
3191
  }
3058
3192
  function floodFill(width, height, visited, queue, startX, startY, inRegion, onPixel) {
@@ -3183,7 +3317,8 @@ var UI_NUMBER_FLAGS = {
3183
3317
  "--edge-flush-max": "edgeFlushMax",
3184
3318
  "--quantize": "quantize",
3185
3319
  "--ink-dist": "inkDist",
3186
- "--min-frac": "minFrac"
3320
+ "--min-frac": "minFrac",
3321
+ "--seam-tolerance": "seamTolerance"
3187
3322
  };
3188
3323
  var UI_USAGE = `${c.bold("Options for `ui` (all tools read --in <png path or https URL>)")}
3189
3324
  ui extract --out-dir <dir> --names a,b,c (reading order) \u2014 split an
@@ -3199,7 +3334,10 @@ var UI_USAGE = `${c.bold("Options for `ui` (all tools read --in <png path or htt
3199
3334
  ink candidates as JSON. [--quantize 12] [--ink-dist 60]
3200
3335
  [--min-frac 0.004] [--out <json>] [--crop <png>]
3201
3336
  ui trim [--out <png>] \u2014 crop to the alpha bbox (default: overwrite
3202
- --in), print real dims + refresh the .bbox.json sidecar.`;
3337
+ --in), print real dims + refresh the .bbox.json sidecar.
3338
+ ui seams measure a tiling texture's wrap seam (opposite edges vs
3339
+ interior detail) \u2192 ratio + verdict as JSON; nonzero exit on
3340
+ a visible seam. [--seam-tolerance 3]`;
3203
3341
  async function runUi(opts) {
3204
3342
  const log = createLogger({ quiet: opts.quiet });
3205
3343
  try {
@@ -3216,9 +3354,12 @@ async function runUi(opts) {
3216
3354
  case "trim":
3217
3355
  await uiTrim(opts, log);
3218
3356
  return;
3357
+ case "seams":
3358
+ await uiSeams(opts, log);
3359
+ return;
3219
3360
  default:
3220
3361
  log.error(
3221
- opts.sub ? `Unknown ui tool "${opts.sub}". Tools: extract, masks, text-color, trim.` : "Missing ui tool. Tools: extract, masks, text-color, trim."
3362
+ opts.sub ? `Unknown ui tool "${opts.sub}". Tools: extract, masks, text-color, trim, seams.` : "Missing ui tool. Tools: extract, masks, text-color, trim, seams."
3222
3363
  );
3223
3364
  log.plain(UI_USAGE);
3224
3365
  process.exitCode = 1;
@@ -3384,7 +3525,7 @@ async function uiExtract(opts, log) {
3384
3525
  log.warn(`Skipping "${name}" \u2014 crop too small (${cropW}x${cropH}).`);
3385
3526
  continue;
3386
3527
  }
3387
- const out = new PNG2({ width: cropW, height: cropH });
3528
+ const out = new PNG3({ width: cropW, height: cropH });
3388
3529
  for (let yo = 0; yo < cropH; yo++) {
3389
3530
  const sy = padY0 + yo;
3390
3531
  for (let xo = 0; xo < cropW; xo++) {
@@ -3545,7 +3686,7 @@ function greenAlpha(r, g, b, a) {
3545
3686
  return 0;
3546
3687
  }
3547
3688
  function convertGreenMask(annotatedCrop) {
3548
- const out = new PNG2({ width: annotatedCrop.width, height: annotatedCrop.height });
3689
+ const out = new PNG3({ width: annotatedCrop.width, height: annotatedCrop.height });
3549
3690
  let filled = 0;
3550
3691
  let minX = annotatedCrop.width;
3551
3692
  let minY = annotatedCrop.height;
@@ -3647,7 +3788,7 @@ function blendPixel(image, x, y, rgba) {
3647
3788
  image.data[idx + 3] = Math.max(image.data[idx + 3], rgba[3]);
3648
3789
  }
3649
3790
  function makeOverlay(clean2, mask) {
3650
- const out = new PNG2({ width: clean2.width, height: clean2.height });
3791
+ const out = new PNG3({ width: clean2.width, height: clean2.height });
3651
3792
  clean2.data.copy(out.data);
3652
3793
  for (let y = 0; y < mask.height; y += 1) {
3653
3794
  for (let x = 0; x < mask.width; x += 1) {
@@ -3925,6 +4066,27 @@ async function uiTrim(opts, log) {
3925
4066
  `
3926
4067
  );
3927
4068
  }
4069
+ async function uiSeams(opts, log) {
4070
+ const input = requireOpt(opts.input, "--in", "seams");
4071
+ const tol = opts.seamTolerance ?? DEFAULT_SEAM_TOLERANCE;
4072
+ const png = await loadPng(input);
4073
+ if (png.width < 4 || png.height < 4) {
4074
+ fail("Image is too small to test for tiling.", { width: png.width, height: png.height });
4075
+ }
4076
+ const r = measureSeam(png, tol);
4077
+ const name = input.split("/").pop() ?? input;
4078
+ process.stdout.write(`${JSON.stringify({ input, ...r })}
4079
+ `);
4080
+ if (r.seamless) {
4081
+ log.success(
4082
+ `${name}: tiles cleanly \u2014 worst seam ${r.worstRatio}\xD7 the texture's own detail (\u2264 ${tol}\xD7).`
4083
+ );
4084
+ return;
4085
+ }
4086
+ fail(
4087
+ `Visible ${r.worstAxis} tiling seam in ${name}: the tile boundary jumps ${r.worstRatio}\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.`
4088
+ );
4089
+ }
3928
4090
 
3929
4091
  // src/index.ts
3930
4092
  var GEN_KINDS = /* @__PURE__ */ new Set(["model", "skybox", "sfx", "texture", "image", "video"]);
@@ -3969,6 +4131,8 @@ ${c.bold("Options for the generators (`model` `skybox` `sfx` `texture` `image` `
3969
4131
  --terrain (texture) seamless tiling surface for terrain/ground.
3970
4132
  --duration <sec> (sfx, video) target clip length in seconds.
3971
4133
  --transparent (image) transparent background (alpha) \u2014 for decals/stickers.
4134
+ --open (image/video) open the finished asset in the user's browser +
4135
+ print a link \u2014 show them the concept frame / anything they approve.
3972
4136
  --aspect <ratio> (image) aspect preset (e.g. square, landscape, portrait).
3973
4137
  --quality <q> (image) quality preset: low | medium | high.
3974
4138
  --candidates <n> (image) generate 2-4 variants in ONE call and print every
@@ -4153,6 +4317,9 @@ function parseArgs(argv) {
4153
4317
  case "--no-wait":
4154
4318
  parsed.options.noWait = true;
4155
4319
  break;
4320
+ case "--open":
4321
+ parsed.options.open = true;
4322
+ break;
4156
4323
  case "--terrain":
4157
4324
  parsed.options.terrain = true;
4158
4325
  break;
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@genex-ai/cli-demo",
3
- "version": "0.51.0-dev.98",
3
+ "version": "0.52.0-dev.111",
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": {
@@ -21,7 +21,7 @@
21
21
  "start": "node src/index.ts",
22
22
  "dev": "node --watch src/index.ts",
23
23
  "typecheck": "tsc --noEmit",
24
- "test": "node --test test/*.test.ts"
24
+ "test": "node --test --test-concurrency=1 test/*.test.ts"
25
25
  },
26
26
  "keywords": [
27
27
  "cli",
@@ -114,6 +114,24 @@ 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
+
117
135
  ## The pipeline
118
136
 
119
137
  Each step is one command; every `<...-url>` is the R2 URL the previous command
@@ -129,6 +129,18 @@ 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
+
132
144
  ## Multiplayer
133
145
 
134
146
  The asset URL is public, permanent, and CORS-open, so it is safe to broadcast the
@@ -67,6 +67,39 @@ map.repeat.set(64, 64);
67
67
  scene.add(ground);
68
68
  ```
69
69
 
70
+ ## Tiling is checked FOR you — read the verdict
71
+
72
+ `npx genex texture` measures the wrap seam of every texture it generates and
73
+ prints the verdict right under the URL. A bad one looks like this:
74
+
75
+ ```
76
+ ✗ Visible vertical tiling seam — the tile boundary jumps 6.6× this texture's own detail (want ≤ 3×).
77
+ ```
78
+
79
+ `--terrain` ASKS the model for seamless; it does **not** guarantee it — a shipped
80
+ game seamed at 6.6× with `--terrain` set. So when that line appears, fix it
81
+ BEFORE wiring the texture in: **regenerate** with "seamless tiling, no visible
82
+ edges" in the prompt, or **lower the `repeat`** so the seam falls off-camera. A
83
+ good texture prints `tiles cleanly` instead. To re-check any image (including one
84
+ you didn't just generate): `npx genex ui seams --in <png|url>`.
85
+
86
+ ## Scale by texel density — never hand-pick `repeat`
87
+
88
+ The other half of "the floor looks wrong" is a `repeat` guessed out of the air.
89
+ Keep texels SQUARE: derive BOTH axes from the surface's real world size and ONE
90
+ chosen tile size.
91
+
92
+ ```ts
93
+ const TILE_M = 4; // one tile covers 4×4 metres — choose once
94
+ map.repeat.set(width / TILE_M, depth / TILE_M); // a 40×400 m lane → (10, 100)
95
+ ```
96
+
97
+ A non-uniform guess like `repeat.set(2, 40)` on a long lane stretches the texture
98
+ 20:1 along it: the pattern smears one way and crowds the other. That reads as
99
+ "wrong scale / glued together" even when the texture itself is flawless — and it
100
+ is exactly what shipped in a real game. Same rule for walls and platforms: derive
101
+ from that surface's own width/height, not from the floor's numbers.
102
+
70
103
  ## Publish checklist
71
104
 
72
105
  - Load it from the **URL** the command printed — absolute and permanent, so it resolves
@@ -92,6 +125,8 @@ scene.add(ground);
92
125
  - **"Email not verified" (`email_verification_required`)** — generation credits
93
126
  unlock after the account's email is verified. Give the user the verify link the
94
127
  CLI printed, wait for them to confirm, then re-run the command.
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.
128
+ - **Visible tiling seams** — measure first (`npx genex ui seams --in <url>`): a
129
+ high ratio is a defect to fix, not a limitation to accept. Regenerate with
130
+ `--terrain` / a "seamless tiling" prompt, lower the `repeat`, or blend two
131
+ textures until the check passes.
97
132
  - **Colors look washed/dark** — ensure `map.colorSpace = THREE.SRGBColorSpace`.
@@ -79,13 +79,25 @@ 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.** 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.
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.
89
101
 
90
102
  **The concept anchors STYLE, not truth.** Palette, materials, light, and
91
103
  register come from the frame; CONTENT comes from the game contract. When
@@ -195,6 +207,48 @@ edits scattered through the code:
195
207
  HUD state come from `$genex-threejs-multiplayer`; render what the SDK
196
208
  reports, don't guess at it.
197
209
 
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
250
+ lock; standalone play (`<slug>.genex.technology`) works today regardless.
251
+
198
252
  ## The loader
199
253
 
200
254
  The loader is the first thing every player sees — a bare "Loading… 3/5" over
@@ -67,11 +67,21 @@ direction in the same plan block — the camera rig + pointer bucket
67
67
  (`$genex-threejs-camera-direction`), the renderer baseline (tone mapping,
68
68
  exposure, output color space — set deliberately at boot; stock three.js
69
69
  defaults are not a look, `$genex-threejs-exposure-color-grading`), the post
70
- stack this game ships (bloom/AO/grade at least ONE built render-pass effect
71
- for EVERY game, justified by the shared style brief; the UI vignette div or a
72
- CSS filter on the canvas does not count, and a plan that "deliberately skips
73
- everything" is the stock default, not a look; `$genex-threejs-image-pipeline`
74
- owns ordering when 2+ compose), one named **ambient-motion loop** that keeps
70
+ stack this game ships — read off the concept frame's OWN look (the grade, bloom
71
+ level, haze, grain it already shows) and which post the 2–3 AAA references lean
72
+ on, not a default single bloom; ONE built render-pass effect is the FLOOR
73
+ against no-post for EVERY game, never the target — ship the richness the concept
74
+ implies (the UI vignette div or a CSS canvas filter does not count;
75
+ `$genex-threejs-image-pipeline` owns ordering when 2+ compose), a decision for
76
+ **every primitive surface** the game builds — walls, barriers, kerbs and
77
+ platforms each get a real texture or a **shader** where that surface wants motion
78
+ or energy (a pulsing force barrier, an electric fence, a scrolling hazard strip),
79
+ judged one by one: a shader that gives a barrier life earns its place, the same
80
+ effect everywhere disfigures, deliberate flat black is valid if you say so — but
81
+ a flat-colour box beside textured geometry is the "stopped halfway" tell
82
+ (`$genex-threejs-procedural-materials` / `$genex-threejs-procedural-vfx`, and SEE
83
+ it in the running game), one named
84
+ **ambient-motion loop** that keeps
75
85
  the scene alive at rest (emissive pulse, shimmer, drifting dust — shader
76
86
  work, zero generations), and the lighting/atmosphere mood from that
77
87
  same brief. Planning is not building — effects still land last in the
@@ -41,13 +41,19 @@ Three.js release or branch, and do not blindly copy demo architecture.
41
41
  - **renderer baseline**: tone mapping, exposure, and output color space set
42
42
  deliberately at boot (`$genex-threejs-exposure-color-grading` owns the
43
43
  staging — stock three.js defaults are not a look);
44
- - **the post stack**: which image effects THIS game ships (bloom? AO?
45
- grade?) each named and justified by the shared style brief. The floor
46
- for EVERY game is the deliberate renderer baseline PLUS at least one
47
- scene-serving render-pass effect (bloom, AO, or a LUT/shader grade the
48
- UI vignette div or a CSS filter on the canvas does not count); "no post
49
- at all" is the stock default, not a plan, and "it's only a draft" is not
50
- a lower floor. When 2+ effects compose, `$genex-threejs-image-pipeline`
44
+ - **the post stack**: read the look off your evidence don't default to a
45
+ single bloom. TWO sources drive it: (a) the CONCEPT FRAME a rendered
46
+ image that already carries a grade, a bloom level, haze/DoF, maybe grain or
47
+ aberration; name what it actually shows and reproduce THAT; (b) the 2–3 AAA
48
+ references name which post each one leans on (racing: motion blur + heat
49
+ haze; grounded shooter: restrained bloom + film grain + faint aberration;
50
+ clean sci-fi: crisp bloom + strong grade). Ship the stack that evidence
51
+ calls for, each effect named and justified. ONE scene-serving render-pass
52
+ effect (bloom, AO, or a LUT/shader grade — a UI vignette div or a CSS
53
+ canvas filter does NOT count) is the FLOOR against "no post", never the
54
+ target: match the concept's richness, don't stop at one token pass. "No
55
+ post at all" is the stock default, not a plan, and "it's only a draft" is
56
+ not a lower floor. When 2+ effects compose, `$genex-threejs-image-pipeline`
51
57
  owns the pass ordering;
52
58
  - **references**: name 2–3 AAA games whose look this game borrows
53
59
  (conventions, lighting mood, palette, post — never trade dress); the
@@ -59,6 +65,21 @@ Three.js release or branch, and do not blindly copy demo architecture.
59
65
  drifting dust, a slowly flowing texture. Shader/procedural, zero
60
66
  generations, built with the scene — a world that is perfectly still
61
67
  reads as a screenshot, not a place;
68
+ - **every primitive surface — texture it or shade it, decided one by one**:
69
+ the ground is never the only surface. Walk the walls, barriers, kerbs,
70
+ platforms and props the game BUILDS out of primitives, and give each a real
71
+ material: a generated texture, or a **shader** where that surface genuinely
72
+ wants motion or energy — a force barrier that pulses and refracts, an
73
+ electric fence, a scrolling hazard strip, an emissive seam that breathes.
74
+ Judge surface by surface: a shader that gives a blocking barrier life earns
75
+ its place; the same effect smeared over everything disfigures the scene.
76
+ Deliberate flat black IS a valid answer when the look calls for it — say so
77
+ in one line. What is never valid is not deciding: a flat-colour box standing
78
+ next to textured geometry is the "stopped halfway" tell, and it is what
79
+ ships when this bullet is skipped. `$genex-threejs-procedural-materials`
80
+ and `$genex-threejs-procedural-vfx` own the craft. Whatever you apply, SEE
81
+ it in the running game before calling it done — an unverified shader
82
+ disfigures as easily as it delights;
62
83
  - **lighting/atmosphere mood** from the SAME shared style brief the UI gate
63
84
  wrote — one art direction across scene and UI.
64
85
  Planning is not building: effects still land LAST (steps 10–11); this step