@genex-ai/cli-demo 0.69.0-dev.175 → 0.70.0-dev.182

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Files changed (28) hide show
  1. package/dist/index.js +365 -14
  2. package/package.json +2 -1
  3. package/templates/controllers/character/vrm/vrm-loader.ts +74 -11
  4. package/templates/controllers/quality/governor.ts +147 -0
  5. package/templates/controllers/quality/pick-asset.ts +57 -0
  6. package/templates/controllers/quality/tier.ts +170 -0
  7. package/templates/skills/genex-ai-menu/SKILL.md +7 -1
  8. package/templates/skills/genex-ai-skybox/SKILL.md +14 -3
  9. package/templates/skills/genex-threejs-adaptive-quality/SKILL.md +141 -0
  10. package/templates/skills/genex-threejs-adaptive-quality/references/adaptive-quality.md +105 -0
  11. package/templates/skills/genex-threejs-bloom/SKILL.md +4 -1
  12. package/templates/skills/genex-threejs-bloom/references/bloom.md +1 -1
  13. package/templates/skills/genex-threejs-embed-auth/SKILL.md +4 -1
  14. package/templates/skills/genex-threejs-game-ui/SKILL.md +8 -6
  15. package/templates/skills/genex-threejs-image-pipeline/SKILL.md +5 -0
  16. package/templates/skills/genex-threejs-image-pipeline/references/image-pipeline.md +1 -1
  17. package/templates/skills/genex-threejs-lighting-design/SKILL.md +5 -1
  18. package/templates/skills/genex-threejs-multiplayer/SKILL.md +7 -1
  19. package/templates/skills/genex-threejs-multiplayer/references/host-physics.md +6 -3
  20. package/templates/skills/genex-threejs-physics-rapier/references/colliders-from-assets.md +1 -0
  21. package/templates/skills/genex-threejs-screen-space-ambient-occlusion/references/ambient-occlusion.md +1 -1
  22. package/templates/skills/genex-threejs-shadow-systems/SKILL.md +6 -0
  23. package/templates/skills/genex-threejs-shadow-systems/references/shadow-systems.md +1 -1
  24. package/templates/skills/genex-threejs-skill-router/SKILL.md +14 -1
  25. package/templates/skills/genex-threejs-skill-router/references/routing-map.md +16 -5
  26. package/templates/skills/genex-threejs-spectral-ocean/references/spectral-ocean.md +1 -1
  27. package/templates/skills/genex-threejs-touch-controls/SKILL.md +7 -0
  28. package/templates/skills/genex-threejs-water-optics/references/water-optics.md +1 -1
@@ -32,7 +32,10 @@ reference before adding selective bloom to a composed scene.
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  - selective bloom requires mutating scene materials every frame without restoration guarantees;
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  - transparent particles disappear from extraction because pass ownership is unclear;
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  - bloom radius changes wildly with resolution;
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- - highlights become gray because energy is clamped too early.
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+ - highlights become gray because energy is clamped too early;
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+ - bloom ships un-tiered: phone tiers run the light post level
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+ (`$genex-threejs-adaptive-quality`) — bloom is a desktop-tier pass, and its
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+ full-res HDR target is exactly the allocation phones get killed for.
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  ## Routing boundary
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@@ -2,7 +2,7 @@
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  Use this reference to choose bloom ownership, signal order, selective contribution, and scene-relative emissive ranges without making bloom responsible for the underlying form.
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- > **Renderer note:** this reference assumes `WebGPURenderer` + TSL node materials. Check the project's actual renderer first — the Genex scaffold ships vanilla WebGL three.js. On WebGL, adapt the technique with standard materials / `EffectComposer` passes or pick a simpler alternative; never switch renderers mid-project.
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+ > **Renderer note:** this reference assumes `WebGPURenderer` + TSL node materials. Check the project's actual renderer first — the Genex scaffold ships vanilla WebGL three.js. On WebGL, adapt the technique with standard materials / `EffectComposer` passes or pick a simpler alternative; never switch renderers mid-project. Either way the effect obeys the device tier (`$genex-threejs-adaptive-quality`): expensive passes are desktop-tier, and on WebGPU the per-target MSAA sample count is a runtime knob the governor may drive.
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  ## Contents
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@@ -162,7 +162,10 @@ From `@genex-ai/embed-sdk/sentry` (crash reporting; exactly these two):
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  - `sentryCanvasSnapshot(canvas)` — session replay records the DOM, not the 3D
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  canvas; call this once per frame at the END of the render loop so replays
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  show actual gameplay. Works for BOTH WebGL and WebGPU renderers; internally
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- throttled, so calling at 60fps is fine:
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+ throttled, so calling at 60fps is fine. On TOUCH devices it is a deliberate
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+ no-op (and session replay/tracing sample down): each capture is a full-canvas
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+ GPU readback, exactly the overhead phones get memory-killed for — mobile
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+ replays are DOM-only by design, on-error replays still record everywhere:
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  ```ts
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  function animate() {
@@ -27,7 +27,7 @@ in another.
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  | Pause | always — opens on the Escape key | 1 — menu backdrop under a dark overlay |
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  | Fail / retry | always | 1 — a *graded* variant of the menu screen |
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  | Win / next | always | 1 — graded variant, warm |
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- | Settings | when there is anything to set | 1 |
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+ | Settings | always every game carries the Quality picker (Auto/Low/Medium/High, `$genex-threejs-adaptive-quality`), plus whatever else it has to set | 1 |
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  | Lobby / waiting | multiplayer only | 1 over the menu backdrop |
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  | HUD | always | 2 — generated sprite HUD (`$genex-ai-hud`), enqueued at this gate for EVERY game; plain CSS is the placeholder until the sprites land, never the final HUD |
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@@ -401,11 +401,13 @@ Order the HUD by what the player loses the game for ignoring:
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  `vUv` grain shimmers.
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  - **Desktop first.** Verify at desktop sizes and survive window resizes
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  without clipping; don't design phone layouts or test mobile viewports unless
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- the user asks. Exception: touch *input* is wired by default when a recipe
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- fits a bundled controller's built-in touch controls, or the touch kit +
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- recipes in `$genex-threejs-touch-controls` behind
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- `navigator.maxTouchPoints > 0`, invisible on desktop, so the shared link
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- isn't dead on a phone (skipping needs a one-line reason, not silence).
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+ the user asks. Two exceptions ship by default precisely BECAUSE you don't
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+ test on phones: touch *input* when a recipe fits a bundled controller's
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+ built-in touch controls, or the touch kit + recipes in
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+ `$genex-threejs-touch-controls` — behind `navigator.maxTouchPoints > 0`,
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+ invisible on desktop (skipping needs a one-line reason, not silence); and
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+ the adaptive-quality tier at boot (`$genex-threejs-adaptive-quality`), which
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+ keeps the shared link from being a dead OR crashing link on a phone.
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  ## Wire UI to game state, never the reverse
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@@ -43,6 +43,11 @@ ownership boundaries between whole-scene and effect-local graphs.
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  - Build pass toggles and effect-only views before tuning.
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  - UI rendered in the same target needs an explicit protection strategy.
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  - Do not load all atomic post skills by default. Route only the effects actually requested.
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+ - Budget the pipeline per device tier (`$genex-threejs-adaptive-quality`):
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+ phone pixel budget ≈ 1,000,000 px at DPR ≤ 1.25–1.5, desktop ≈ 1,650,000 px —
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+ every full-res pass target multiplies that cost, so phone tiers run the light
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+ post level and per-pass resolution scales (0.4–0.5 DPR blurs) are the norm,
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+ not an optimization.
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  ## Routing boundary
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@@ -2,7 +2,7 @@
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  Use this reference to compose shared scene buffers, lighting effects, atmosphere, bloom, exposure, tone mapping, grading, and feature-local render targets with explicit ownership.
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- > **Renderer note:** this reference assumes `WebGPURenderer` + TSL node materials. Check the project's actual renderer first — the Genex scaffold ships vanilla WebGL three.js. On WebGL, adapt the technique with standard materials / `EffectComposer` passes or pick a simpler alternative; never switch renderers mid-project.
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+ > **Renderer note:** this reference assumes `WebGPURenderer` + TSL node materials. Check the project's actual renderer first — the Genex scaffold ships vanilla WebGL three.js. On WebGL, adapt the technique with standard materials / `EffectComposer` passes or pick a simpler alternative; never switch renderers mid-project. Either way the effect obeys the device tier (`$genex-threejs-adaptive-quality`): expensive passes are desktop-tier, and on WebGPU the per-target MSAA sample count is a runtime knob the governor may drive.
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  ## Contents
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@@ -107,7 +107,11 @@ kill-switch diagnostic.
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  whole rig after a tone-mapping change is self-inflicted.
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  - Never repair unbalanced light ratios with exposure — fix the lights.
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  - Flicker from elapsed time, never per-frame randomness.
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- - Dispose lights and their shadow maps with the level that spawned them.
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+ - Dispose lights and their shadow maps with the level that spawned them — and
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+ the rest of the level with them: traverse the outgoing scene and dispose
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+ geometry, materials, AND textures separately (three frees nothing; material
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+ dispose does not touch textures). Leaked levels march phones toward the
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+ OS memory kill — `$genex-threejs-adaptive-quality` owns the budget watch.
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  - The rig must read with post off: time of day and where-to-go, before bloom.
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  ## Routing boundary
@@ -536,7 +536,13 @@ fights (many writers). A ball on `objects` glides and has one owner. That's the
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  `stateRaw` is the raw latest (hit-tests, discrete values). A reconnect-grace seat remains in this
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  map with `connected: false`. `avatarUrl` is that player's verified VRM pick (server-set, `''`
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  when unknown) — in a VRM-lane game render each remote with
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- `loadVrm(p.avatarUrl || "./assets/avatar.vrm")`; never publish avatar URLs through `me.set`.
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+ `loadVrmClone(p.avatarUrl || "./assets/avatar.vrm")` (the vendored loader's shared-GPU clone:
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+ N remotes share one set of geometry/textures instead of re-parsing per player — retarget
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+ clips once on `loadVrmClone.base(url)` and play them on each clone's own mixer); never
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+ publish avatar URLs through `me.set`. On phone tiers, animate and fully draw only the
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+ nearest `tier.remoteAvatarCap` remotes (`$genex-threejs-adaptive-quality`) — freeze the
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+ mixer and billboard or hide the rest; a room allows up to 64 players and 64 live avatars
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+ is a real phone memory kill on its own.
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  - `room.activePlayers` — the connected-only subset of `room.players`; use its size for live quorum.
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  - `room.objects` — shared objects nobody owns until claimed (a ball, an NPC):
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  - `claim(id)` — **legacy** optimistic request. It flips local ownership immediately and is corrected
@@ -275,9 +275,12 @@ room.me.set({
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  // Remote players: a VISUAL-ONLY avatar — NO Rapier body, NO controller instance for remotes.
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  // Build each remote's visual from THEIR OWN model: in a VRM-lane game that is
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- // loadVrm(pl.avatarUrl || "./assets/avatar.vrm") — the verified per-player pick the relay
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- // replicates ('' = unknown → fall back; deepDispose the model on 'leave'). Never reuse your
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- // own avatar file for every remote. Position/rotation from smoothed state; animation from the
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+ // loadVrmClone(pl.avatarUrl || "./assets/avatar.vrm") — the verified per-player pick the
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+ // relay replicates ('' = unknown → fall back; deepDispose the clone on 'leave'). The clone
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+ // shares parsed GPU geometry/textures across remotes with the same file (most rooms: all of
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+ // them) — retarget clips once against loadVrmClone.base(url).vrm and drive each clone's own
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+ // AnimationMixer. Never reuse your own avatar OBJECT for a remote (clones, not references).
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+ // Phone tiers animate only the nearest tier.remoteAvatarCap remotes (adaptive-quality skill). Position/rotation from smoothed state; animation from the
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  // synced flags via the avatar's own update(flags, dt). The character-controller skill's
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  // animations reference owns the flag set.
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  const pl = room.players.get(id)!;
@@ -26,6 +26,7 @@ already resolved — constructing a collider before WASM init throws.
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  | tall dynamic props, posts | `capsuleCollider` / `cylinderCollider` | stable standing shapes |
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  | pickups, triggers, zones | any shape + `{ sensor: true, mass: 0 }` | overlap events, no contact forces |
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  | the player, cars, drones | none of the above — `npx genex controller` | controllers own their collider recipes |
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+ | any prop on a PHONE tier (`$genex-threejs-adaptive-quality`) | prefer `cuboidCollider`/hull over trimesh | trimesh contacts scale with triangle count — a phone CPU/memory tax; keep trimesh for static level geometry only |
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  ## Explicit primitive helpers
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@@ -2,7 +2,7 @@
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  Use this reference for a bounded-cost WebGPU/TSL ambient-visibility pass with half-resolution horizon integration, bent normals, bilateral reconstruction, and directional ambient tint.
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- > **Renderer note:** this reference assumes `WebGPURenderer` + TSL node materials. Check the project's actual renderer first — the Genex scaffold ships vanilla WebGL three.js. On WebGL, adapt the technique with standard materials / `EffectComposer` passes or pick a simpler alternative; never switch renderers mid-project.
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+ > **Renderer note:** this reference assumes `WebGPURenderer` + TSL node materials. Check the project's actual renderer first — the Genex scaffold ships vanilla WebGL three.js. On WebGL, adapt the technique with standard materials / `EffectComposer` passes or pick a simpler alternative; never switch renderers mid-project. Either way the effect obeys the device tier (`$genex-threejs-adaptive-quality`): expensive passes are desktop-tier, and on WebGPU the per-target MSAA sample count is a runtime knob the governor may drive.
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  ## Contents
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@@ -12,6 +12,12 @@ and shadows shimmer, swim, or run out of coverage.
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  Use a single shadow map only when its receiver region is genuinely bounded. For large moving views, make shadow coverage an explicit spatial hierarchy.
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+ **Phone budgets ride the quality tier** (`$genex-threejs-adaptive-quality`):
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+ shadow maps ≤1024² on phones (512² on the low tier — a 4096² map alone is
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+ ~67 MB of the phone's whole GPU budget), at most 2 cascades where desktop runs
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+ 4, and `shadowMap.autoUpdate = false` for static scenes (re-render on demand:
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+ a shadow pass is a full extra scene render every frame otherwise).
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+
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  ## Cached clipmap workflow
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  1. Define concentric light-space square levels.
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  Use this reference for stable directional shadows across a large procedural scene using committed light-space centers, texel snapping, bounded refresh budgets, cross-level blending, and targeted invalidation.
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- > **Renderer note:** this reference assumes `WebGPURenderer` + TSL node materials. Check the project's actual renderer first — the Genex scaffold ships vanilla WebGL three.js. On WebGL, adapt the technique with standard materials / `EffectComposer` passes or pick a simpler alternative; never switch renderers mid-project.
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+ > **Renderer note:** this reference assumes `WebGPURenderer` + TSL node materials. Check the project's actual renderer first — the Genex scaffold ships vanilla WebGL three.js. On WebGL, adapt the technique with standard materials / `EffectComposer` passes or pick a simpler alternative; never switch renderers mid-project. Either way the effect obeys the device tier (`$genex-threejs-adaptive-quality`): expensive passes are desktop-tier, and on WebGPU the per-target MSAA sample count is a runtime knob the governor may drive.
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  ## Contents
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@@ -20,6 +20,7 @@ map, execution order, and acceptance gate.
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  | a custom generated playable humanoid or Meshy animation coverage beyond UAL: reference-informed A-pose concepts, explicit candidate + 10k-remesh approvals, exact action IDs, same-rig adapter | `$genex-ai-character` + `$genex-threejs-character-controller` |
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  | the player drives or flies something: cars, drones, vehicle physics, gearbox, enter/exit between character and vehicle | `$genex-threejs-vehicle-controllers` |
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  | playable on phones: touch/mobile input for any game — joystick, virtual buttons, drag zones, per-genre touch recipes, rotate-device overlay — wired by default for every NEW game when a recipe fits (skip with a one-line reason) | `$genex-threejs-touch-controls` |
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+ | phone-survivable rendering — device tiers, DPR/shadow/post budgets, the runtime quality governor, per-tier asset rungs for generated skyboxes/textures, the Quality picker, dispose-on-swap discipline — **mandatory for every game at boot wiring** | `$genex-threejs-adaptive-quality` |
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  | anything falls, collides, gets pushed, or needs physics: Rapier world setup, colliders for meshes and GLBs, collision events | `$genex-threejs-physics-rapier` |
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  | launch and docking timelines, procedural transform phases, springs, staging, rotating-frame alignment, debris motion | `$genex-threejs-procedural-animation` |
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  | reusable scalar/vector fields, domain warping, causal masks, procedural normals | `$genex-threejs-procedural-fields` |
@@ -58,6 +59,14 @@ map, execution order, and acceptance gate.
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  mentions sign-in, saves, progress, per-player state, a persistent world, or
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  leaderboards. Multiplayer auth (`getColyseusAuth`) comes from it too.
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+ **Adaptive quality is mandatory routing:** every game wires the device tier at
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+ boot — `$genex-threejs-adaptive-quality` (three lines: `detectTier()` before the
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+ renderer, tier-capped `setPixelRatio`, the governor in the loop; generated
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+ skyboxes/textures load through their rungs). Phones enforce a hard GPU-memory
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+ kill desktops never show you; the tier is what keeps a phone boot alive while
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+ desktop keeps the full look. This is a completion gate like the post stack —
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+ cheap to wire, not a new testing burden (desktop-only verification stands).
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+
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  **Character-animation routing:** use the existing VRM + UAL character
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  controller by default. Use `npx genex character` when the game needs a custom
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  generated humanoid or an action unavailable in UAL. Before generating a Meshy
@@ -122,7 +131,11 @@ stack this game ships — read off the concept frame's OWN look (the grade, bloo
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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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+ implies. The floor is TIER-AWARE (`$genex-threejs-adaptive-quality`): on phone
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+ tiers it is satisfied by the built tone-mapping/output pass with the light
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+ additions the tier allows (FXAA/vignette), while the full named stack remains
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+ the desktop floor — never ship the heavy stack undropped to phones (the UI
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+ vignette div or a CSS canvas filter does not count on any tier;
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  `$genex-threejs-image-pipeline` owns ordering when 2+ compose), a decision for
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  **every primitive surface** the game builds — walls, barriers, kerbs and
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  platforms each get a real texture or a **shader** where that surface wants motion
@@ -194,7 +194,11 @@ Three.js release or branch, and do not blindly copy demo architecture.
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  step-4 post plan, not inventing one now. This is a completion gate: the
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  named post stack must be BUILT before the game is called done, published,
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  or handed off — a game rendering on stock three.js defaults is not done,
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- and the gate does not wait for the word "done" to be said.
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+ and the gate does not wait for the word "done" to be said. The stack is
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+ tier-gated (`$genex-threejs-adaptive-quality`): full on desktop, the built
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+ tone-mapping pass + the tier's light additions on phones — wire the
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+ governor's post toggle so phone tiers drop the heavy passes, never ship
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+ them undropped.
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  12. Once the loop is playable, build the planned interface states via
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  `$genex-threejs-game-ui` (HUD, pause on Escape, fail/retry, win, and the
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  full loading state grown from the step-6 loader), then `npx genex wait`
@@ -280,7 +284,11 @@ A routed Genex scene is incomplete until it exposes:
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  - named perceptual parameters for the important visual systems;
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  - debug views for generated fields, masks, or passes;
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  - a no-post baseline that still communicates the subject;
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- - a clear quality tier or render-budget knob when the effect is expensive;
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+ - a clear quality tier or render-budget knob when the effect is expensive
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+ and for every GAME, the adaptive-quality tier wired at boot
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+ (`$genex-threejs-adaptive-quality`): tier-capped pixel ratio, tier shadow
290
+ budget, the runtime governor in the loop, and generated skybox/texture
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+ loads routed through their rungs;
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  - when physics or controllers are in play, a fixed-timestep loop: per-frame
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  work (platforms, enter/exit, controller updates) runs inside the physics
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  world's before-step hook, then the world steps — never in the render loop;
@@ -290,9 +298,12 @@ A routed Genex scene is incomplete until it exposes:
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  **Publishing IS calling it done.** Before `npx genex publish`, every completion
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  gate above must pass — sprite HUD wired, Escape pause working, branded loader
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- with its key art, fonts loaded, renderer baseline + one built post effect,
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- world dressing placed or validly waived, and the content contract's
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- countables present or explicitly re-scoped by the user. If any is still
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+ with its key art, fonts loaded, renderer baseline + one built post effect
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+ (tier-aware), the adaptive-quality tier wired at boot, world dressing placed
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+ or validly waived, and the content contract's countables present or
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+ explicitly re-scoped by the user. `genex preview`/`publish` print a mobile
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+ preflight (estimated phone GPU memory vs budget) — treat a warning there as a
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+ gate item too. If any is still
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  pending, say which and publish only after an explicit go-ahead.
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  Do not invent unavailable Genex service APIs. When preparing a game for Genex
@@ -2,7 +2,7 @@
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  Use this reference for a large, unbounded-looking ocean whose identity comes from directional spectral synthesis, staged inverse FFTs, derivative maps, Jacobian whitecaps, and coherent optical shading.
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- > **Renderer note:** this reference assumes `WebGPURenderer` + TSL node materials. Check the project's actual renderer first — the Genex scaffold ships vanilla WebGL three.js. On WebGL, adapt the technique with standard materials / `EffectComposer` passes or pick a simpler alternative; never switch renderers mid-project.
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+ > **Renderer note:** this reference assumes `WebGPURenderer` + TSL node materials. Check the project's actual renderer first — the Genex scaffold ships vanilla WebGL three.js. On WebGL, adapt the technique with standard materials / `EffectComposer` passes or pick a simpler alternative; never switch renderers mid-project. Either way the effect obeys the device tier (`$genex-threejs-adaptive-quality`): expensive passes are desktop-tier, and on WebGPU the per-target MSAA sample count is a runtime knob the governor may drive.
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  ## Contents
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@@ -153,6 +153,13 @@ z-order stays: drag zone (5) under joystick/buttons (10) under pause menus.
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  canvas. If the game also needs taps there (tap to shoot), read them from the
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  zone (`onChange` + a small-movement threshold) or shrink the zone.
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+ ## Input is half of phone-playable
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+
158
+ This skill is INPUT only. A phone that can steer a game that then runs out of
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+ GPU memory still loses the player — the rendering half (device tiers, DPR and
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+ shadow budgets, the runtime governor, per-tier asset rungs) lives in
161
+ `$genex-threejs-adaptive-quality` and is wired at boot for every game.
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+
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  ## When you skip
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  Say it in one plain line — *"skipped touch controls: the game is
@@ -2,7 +2,7 @@
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  Use this reference for bounded or analytic water with shared displacement and normals, derivative-filtered detail, analytic reflection, heuristic refraction, absorption, and crest foam. Use `$genex-threejs-spectral-ocean` for stochastic FFT seas.
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5
- > **Renderer note:** this reference assumes `WebGPURenderer` + TSL node materials. Check the project's actual renderer first — the Genex scaffold ships vanilla WebGL three.js. On WebGL, adapt the technique with standard materials / `EffectComposer` passes or pick a simpler alternative; never switch renderers mid-project.
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+ > **Renderer note:** this reference assumes `WebGPURenderer` + TSL node materials. Check the project's actual renderer first — the Genex scaffold ships vanilla WebGL three.js. On WebGL, adapt the technique with standard materials / `EffectComposer` passes or pick a simpler alternative; never switch renderers mid-project. Either way the effect obeys the device tier (`$genex-threejs-adaptive-quality`): expensive passes are desktop-tier, and on WebGPU the per-target MSAA sample count is a runtime knob the governor may drive.
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  ## Contents
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