@genex-ai/cli-demo 0.69.0-dev.175 → 0.71.0-dev.186
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 +365 -14
- package/package.json +2 -1
- package/templates/controllers/character/vrm/vrm-loader.ts +74 -11
- package/templates/controllers/quality/governor.ts +147 -0
- package/templates/controllers/quality/pick-asset.ts +57 -0
- package/templates/controllers/quality/tier.ts +170 -0
- package/templates/skills/genex-ai-hud/SKILL.md +8 -2
- package/templates/skills/genex-ai-menu/SKILL.md +14 -2
- package/templates/skills/genex-ai-skybox/SKILL.md +14 -3
- package/templates/skills/genex-threejs-adaptive-quality/SKILL.md +141 -0
- package/templates/skills/genex-threejs-adaptive-quality/references/adaptive-quality.md +105 -0
- package/templates/skills/genex-threejs-bloom/SKILL.md +4 -1
- package/templates/skills/genex-threejs-bloom/references/bloom.md +1 -1
- package/templates/skills/genex-threejs-embed-auth/SKILL.md +4 -1
- package/templates/skills/genex-threejs-game-ui/SKILL.md +56 -24
- package/templates/skills/genex-threejs-game-ui/references/style-capsules.md +2 -1
- package/templates/skills/genex-threejs-image-pipeline/SKILL.md +5 -0
- package/templates/skills/genex-threejs-image-pipeline/references/image-pipeline.md +1 -1
- package/templates/skills/genex-threejs-lighting-design/SKILL.md +5 -1
- package/templates/skills/genex-threejs-multiplayer/SKILL.md +7 -1
- package/templates/skills/genex-threejs-multiplayer/references/host-physics.md +6 -3
- package/templates/skills/genex-threejs-physics-rapier/references/colliders-from-assets.md +1 -0
- package/templates/skills/genex-threejs-screen-space-ambient-occlusion/references/ambient-occlusion.md +1 -1
- package/templates/skills/genex-threejs-shadow-systems/SKILL.md +6 -0
- package/templates/skills/genex-threejs-shadow-systems/references/shadow-systems.md +1 -1
- package/templates/skills/genex-threejs-skill-router/SKILL.md +14 -1
- package/templates/skills/genex-threejs-skill-router/references/routing-map.md +20 -7
- package/templates/skills/genex-threejs-spectral-ocean/references/spectral-ocean.md +1 -1
- package/templates/skills/genex-threejs-touch-controls/SKILL.md +7 -0
- package/templates/skills/genex-threejs-water-optics/references/water-optics.md +1 -1
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# Genex adaptive quality — tiers, knobs, and the governor in depth
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Use this reference when tuning the tier ladder, deciding which knob may change
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when, or teaching the governor a game-specific step.
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## Why boot-conservative
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The phone budget is a hard ceiling that includes GPU memory (textures,
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framebuffers), and the OS kill arrives with no catchable event. Boot is the
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danger window: skybox + models + post targets decode together. So phone tiers
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START one notch below what the heuristics suggest and the governor steps UP
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after ~20 smooth seconds. The cost of guessing low is moments of softness; the
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cost of guessing high is a dead page.
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## The tier ladder
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| Knob | phone-low | phone | desktop |
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|---|---|---|---|
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| DPR cap | 1.0 | 1.5 | 2 |
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| antialias (context) | off | off | on |
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| Shadow map | 512 (static-cached) | 1024 | 2048 |
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| Post level | tone map only | + FXAA/vignette | full named stack |
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| Skybox rung | @2048 (~11 MB) | @4096 (~45 MB) | original |
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| Texture rung (props) | @1024 | @2048 | original |
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| Particles/scatter | 0.25× | 0.5× | 1× |
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| Draw distance | 0.5× | 0.75× | 1× |
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| Frame target | stable 30 | 60 | 60 |
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| Remote avatars animated | 4 | 8 | all |
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| Prop colliders | hull/cuboid | hull | as designed |
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A DPR drop from 3 (raw iPhone) to 1.5 cuts every full-screen surface — color,
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depth, and each post target — to a quarter of the bytes. It is the single
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strongest lever the tier owns.
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## The knob split — what may change when
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Getting this wrong produces silent no-ops or a session stuck ugly:
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- **Context-creation-fixed (never changes live):** `antialias`, `alpha`,
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`stencil`, `powerPreference` on WebGL. Changing them means a new context and
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a full re-init — the tier must decide them BEFORE the renderer exists.
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(WebGPU differs: MSAA is per-render-target sample count and is runtime-
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changeable.)
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- **Load-time (fixed for the session once fetched):** asset rungs (skybox and
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texture resolutions), model LOD sets. `pickAsset` decides them from the tier
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at load; switching later means a re-fetch — treat as fixed.
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- **Runtime-free (the governor's domain):** `setPixelRatio`, post passes on/off
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and their target resolutions, shadow map size (realloc), draw distance and
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fog, LOD bias, particle counts, mixer update rates, frame cap, remote-avatar
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animation count.
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## Governor mechanics
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- Slow = frame delta over budget for a SUSTAINED window (4 s) — never single
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spikes, which are usually shader compiles or GC. Precompiling with
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`renderer.compileAsync` during the loader screen removes most spikes at the
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source (and keeps first-frame jank from reading as a stall to the platform's
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telemetry).
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- Step-down order: DPR ×0.8 → post off → draw distance ×0.6 → 30 fps cap.
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Each step is the cheapest remaining lever with the biggest headroom return.
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- Step-up needs 20 smooth seconds (hysteresis), and a step that had to be
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re-applied twice is pinned for the session — oscillating quality reads worse
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than stable-low.
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- The governor never stops: thermal throttling degrades phones after minutes
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of play, so a boot-time benchmark alone always ends up wrong.
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- A stable 30 fps cap beats a stuttery 40–50: consistent frame pacing reads
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smoother and halves GPU work per second (heat, battery, memory bandwidth).
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- Backgrounded tab (`visibilitychange`): pause the render loop and audio, not
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just the governor — a hidden game burning GPU is pure thermal debt on the
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device class that can least afford it.
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## Detection honesty
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- Apple devices mask the GPU renderer string ("Apple GPU") — screen dims + DPR
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+ iOS major version are the usable signals there, and the governor corrects
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the rest from measured frames.
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- Android exposes real renderer strings (Adreno/Mali/Xclipse); the vendored
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lookup in `tier.ts` promotes strong GPUs to the `phone` tier. It is a
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heuristic on purpose — extend the regex when field data shows a
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misclassified family, and let the governor absorb the rest.
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- Never burn a probe context on a memory-strapped phone at play time; the one
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probe in `tier.ts` runs at boot and frees its context immediately.
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## Memory discipline that rides the tier
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- Dispose on every level swap: traverse the outgoing scene and call
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`.dispose()` on geometry, material, AND each material's textures — material
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dispose does not free textures, and three frees nothing automatically.
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- Watch `renderer.info.memory.{textures,geometries}` across swaps in dev; a
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monotonic climb is a leak marching toward the OS kill. The governor
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publishes these counts for the platform's field telemetry.
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- Prefer meshopt/instanced geometry for repeats; `BatchedMesh` batches
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HETEROGENEOUS static meshes into one draw where instancing (identical
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meshes only) can't.
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- Half-resolution transparency: render heavy particle/transparency passes to a
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half-size target and composite up — fill-rate is the phone bottleneck.
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## Multiplayer at tier
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Remotes are visual-only; with the shared avatar file, `loadVrmClone` gives N
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remotes one set of GPU geometry/textures. Animate and fully draw only the
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nearest `tier.remoteAvatarCap`; beyond it, freeze the mixer and billboard or
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hide. Matchmade games can also declare a lower `maxPlayers` in
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`genex.matchmaking` for phone-heavy audiences — capacity is a server-owned
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knob.
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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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(`$genex-threejs-adaptive-quality`) — bloom is a desktop-tier pass, and its
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full-res HDR target is exactly the allocation phones get killed for.
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## Routing boundary
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Use this reference to choose bloom ownership, signal order, selective contribution, and scene-relative emissive ranges without making bloom responsible for the underlying form.
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> **Renderer note:** this reference assumes `WebGPURenderer` + TSL node materials. Check the project's actual renderer first — the Genex scaffold ships vanilla WebGL three.js. On WebGL, adapt the technique with standard materials / `EffectComposer` passes or pick a simpler alternative; never switch renderers mid-project.
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> **Renderer note:** this reference assumes `WebGPURenderer` + TSL node materials. Check the project's actual renderer first — the Genex scaffold ships vanilla WebGL three.js. On WebGL, adapt the technique with standard materials / `EffectComposer` passes or pick a simpler alternative; never switch renderers mid-project. Either way the effect obeys the device tier (`$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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- `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() {
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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 |
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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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--no-wait`, enqueued FIRST of all art; the URL goes into the style-brief
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comment.
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**Share it
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When the concept lands,
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**Share it the moment it lands — queue first, show immediately, never wait.**
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When the concept lands, enqueue the Tier-2 UI jobs and the core asset set
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against it in the same breath — the frame you just generated IS the working
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style until the user says otherwise. Then pick it up with
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`genex wait <id> --open` (or generate it with `--open`): it opens in the
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user's browser AND prints the link. Paste that URL as a clickable link in
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your message — a URL is invisible in a terminal, and "do you like it?" with
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no picture in front of the user is the #1 way this checkpoint fails (they end
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up digging logs for the file path). Ask ONE keep-or-change question — "this
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is roughly how the game will look: keep it, or change something?" — **as
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plain chat text, never via the blocking structured-question tool: a suspended
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turn is a gate, and this question must not gate anything.** Silence is
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acceptance; only explicit notes reopen the style. An unanswered style
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question that parks the art pipeline is how a finished game ships bare walls
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and a placeholder HUD — strictly worse than re-rolling a few assets later.
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**Feedback triggers a LOOP whenever it arrives:** if the user comes back
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disliking ANYTHING — immediately or an hour later — regenerate with their
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exact notes (`--candidates 2–3` gives them options to choose from), open +
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link the new frame, and ask again the same non-blocking way. Carry every note
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forward so each round compounds; if two rounds don't converge, offer 2–3
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distinct directions
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the
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distinct directions instead of re-rolling blind (plain chat, same rule).
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Every shown frame becomes the working style exactly like the first did:
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silence after a shown regeneration accepts THAT frame, and when
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`--candidates` goes unanswered, pick the strongest yourself and say so. When
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the style actually changes, re-anchor the style-carrying art made against
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the old frame: the menu still is re-edited (`--edit`) against the new frame
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and its video re-run once from the new still (`$genex-ai-menu` — a
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user-driven style change re-opens its one-video rule), and the HUD chrome
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re-runs its pipeline from Stage 1 with the new frame as the `--edit` anchor
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(`$genex-ai-hud` — budget the full serial chain; it is the most expensive
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re-anchor in the set). Style-neutral assets (most textures, sfx, models)
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usually survive — judge each in one line. The same "open it + paste the
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link" rule covers every image the user weighs in on — the menu still, the
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HUD mockup candidates.
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**The concept anchors STYLE, not truth.** Palette, materials, light, and
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register come from the frame; CONTENT comes from the game contract. When
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- **Contrast against the real scene.** Test text over the brightest AND
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darkest areas of actual gameplay; a soft dark plate or text-shadow beats
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restyling per level.
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- **Panel and button corners come from `border-radius`, not a CSS clip.**
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Don't chamfer, notch, or slice corners with `clip-path: polygon(...)` or a
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`mask` for a "hi-tech" look: a raw CSS clip hard-cuts the box, so it shears
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off whatever sits near the corner (text, padding, the focus ring, a glow)
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and leaves a jagged aliased diagonal that reads as *broken*, not as a
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designed bevel. Soft corners are `border-radius`; a genuinely angular or
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ornamented frame is a generated frame sprite (`$genex-ai-hud` chrome, or a
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Tier-3 9-slice panel), never hand-cut in CSS. This governs decorative
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panel/button **shape** only — it does not touch the masked-fill HUD reveal
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or `genex ui` masks, which are the correct uses of `mask`/`clip-path`.
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- **One cohesion layer.** A single full-screen vignette div (a subtle radial
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gradient darkening the corners, optionally faint grain) over canvas + UI is
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the cheapest way to make DOM-over-WebGL read as one composed image instead
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without clipping; don't design phone layouts or test mobile viewports unless
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the user asks.
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test on phones: touch *input* when a recipe fits — a bundled controller's
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built-in touch controls, or the touch kit + recipes in
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`$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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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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- Hard-cut phase swaps, a menu whose elements just appear, numbers that
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teleport.
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- A silent menu; a bare "Loading…" over black.
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- The art pipeline parked on an unanswered look question — the question is
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advisory: queue Tier-2 + the asset set against the shown frame and keep
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moving; silence is acceptance.
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- Panel or button corners chamfered/notched with `clip-path`/`mask` instead of
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`border-radius` — the corner looks sheared off, not designed.
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- UI panels covering the player or the thing about to kill them.
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- Layout shifting as numbers grow.
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- A fail state with no visible restart key, or a restart that reloads the page.
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Every capsule below assumes the base rules from the skill: corners/edges for
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UI, one display + one body font, tabular numerals, contrast plates over
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arbitrary scenes
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arbitrary scenes, and panel/button corners from `border-radius` or a generated
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frame — never a raw CSS `clip-path`/`mask` chamfer.
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## Fantasy / action RPG
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- Budget the pipeline per device tier (`$genex-threejs-adaptive-quality`):
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phone pixel budget ≈ 1,000,000 px at DPR ≤ 1.25–1.5, desktop ≈ 1,650,000 px —
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every full-res pass target multiplies that cost, so phone tiers run the light
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post level and per-pass resolution scales (0.4–0.5 DPR blurs) are the norm,
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not an optimization.
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Use this reference to compose shared scene buffers, lighting effects, atmosphere, bloom, exposure, tone mapping, grading, and feature-local render targets with explicit ownership.
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> **Renderer note:** this reference assumes `WebGPURenderer` + TSL node materials. Check the project's actual renderer first — the Genex scaffold ships vanilla WebGL three.js. On WebGL, adapt the technique with standard materials / `EffectComposer` passes or pick a simpler alternative; never switch renderers mid-project.
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> **Renderer note:** this reference assumes `WebGPURenderer` + TSL node materials. Check the project's actual renderer first — the Genex scaffold ships vanilla WebGL three.js. On WebGL, adapt the technique with standard materials / `EffectComposer` passes or pick a simpler alternative; never switch renderers mid-project. Either way the effect obeys the device tier (`$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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whole rig after a tone-mapping change is self-inflicted.
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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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## Routing boundary
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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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`
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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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// Remote players: a VISUAL-ONLY avatar — NO Rapier body, NO controller instance for remotes.
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//
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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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const pl = room.players.get(id)!;
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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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2
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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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4
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5
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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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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. Either way the effect obeys the device tier (`$genex-threejs-adaptive-quality`): expensive passes are desktop-tier, and on WebGPU the per-target MSAA sample count is a runtime knob the governor may drive.
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7
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## Contents
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8
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@@ -12,6 +12,12 @@ and shadows shimmer, swim, or run out of coverage.
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Use a single shadow map only when its receiver region is genuinely bounded. For large moving views, make shadow coverage an explicit spatial hierarchy.
|
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14
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15
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+
**Phone budgets ride the quality tier** (`$genex-threejs-adaptive-quality`):
|
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16
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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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22
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17
23
|
1. Define concentric light-space square levels.
|
|
@@ -2,7 +2,7 @@
|
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2
2
|
|
|
3
3
|
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.
|
|
4
4
|
|
|
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.
|
|
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. Either way the effect obeys the device tier (`$genex-threejs-adaptive-quality`): expensive passes are desktop-tier, and on WebGPU the per-target MSAA sample count is a runtime knob the governor may drive.
|
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6
6
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7
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|
## Contents
|
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8
8
|
|
|
@@ -20,6 +20,7 @@ map, execution order, and acceptance gate.
|
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20
20
|
| a custom generated playable humanoid or Meshy animation coverage beyond UAL: reference-informed A-pose concepts, explicit candidate + 10k-remesh approvals, exact action IDs, same-rig adapter | `$genex-ai-character` + `$genex-threejs-character-controller` |
|
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21
21
|
| the player drives or flies something: cars, drones, vehicle physics, gearbox, enter/exit between character and vehicle | `$genex-threejs-vehicle-controllers` |
|
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22
22
|
| 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) | `$genex-threejs-touch-controls` |
|
|
23
|
+
| phone-survivable rendering — device tiers, DPR/shadow/post budgets, the runtime quality governor, per-tier asset rungs for generated skyboxes/textures, the Quality picker, dispose-on-swap discipline — **mandatory for every game at boot wiring** | `$genex-threejs-adaptive-quality` |
|
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23
24
|
| anything falls, collides, gets pushed, or needs physics: Rapier world setup, colliders for meshes and GLBs, collision events | `$genex-threejs-physics-rapier` |
|
|
24
25
|
| launch and docking timelines, procedural transform phases, springs, staging, rotating-frame alignment, debris motion | `$genex-threejs-procedural-animation` |
|
|
25
26
|
| reusable scalar/vector fields, domain warping, causal masks, procedural normals | `$genex-threejs-procedural-fields` |
|
|
@@ -58,6 +59,14 @@ map, execution order, and acceptance gate.
|
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mentions sign-in, saves, progress, per-player state, a persistent world, or
|
|
59
60
|
leaderboards. Multiplayer auth (`getColyseusAuth`) comes from it too.
|
|
60
61
|
|
|
62
|
+
**Adaptive quality is mandatory routing:** every game wires the device tier at
|
|
63
|
+
boot — `$genex-threejs-adaptive-quality` (three lines: `detectTier()` before the
|
|
64
|
+
renderer, tier-capped `setPixelRatio`, the governor in the loop; generated
|
|
65
|
+
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 —
|
|
68
|
+
cheap to wire, not a new testing burden (desktop-only verification stands).
|
|
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|
+
|
|
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70
|
**Character-animation routing:** use the existing VRM + UAL character
|
|
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71
|
controller by default. Use `npx genex character` when the game needs a custom
|
|
63
72
|
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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|
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implies
|
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|
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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
|
|
@@ -52,8 +52,10 @@ Three.js release or branch, and do not blindly copy demo architecture.
|
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52
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while you build the game. FIRST of all art: the gate's **concept frame** —
|
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53
53
|
a playable-moment shot (verb + threat + objective in frame, per the
|
|
54
54
|
game-ui gate), shown to the user for a keep-or-change answer the moment
|
|
55
|
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it lands
|
|
56
|
-
the game
|
|
55
|
+
it lands — the answer is advisory, never a gate: the art pipeline starts
|
|
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|
+
against the frame as-is, and the game-ui skill owns the re-anchor loop
|
|
57
|
+
when notes arrive; later `--edit`-able generations anchor to it for STYLE
|
|
58
|
+
while the game contract owns content. Then the `$genex-ai-hud` Stage-1 mockup, enqueued
|
|
57
59
|
here for EVERY game; and the `$genex-ai-menu` video whenever the menu
|
|
58
60
|
decision is yes (the default for every game — "it's only a draft" is not a
|
|
59
61
|
reason to decide no). Skipping this enqueue is
|
|
@@ -194,7 +196,11 @@ Three.js release or branch, and do not blindly copy demo architecture.
|
|
|
194
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|
step-4 post plan, not inventing one now. This is a completion gate: the
|
|
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197
|
named post stack must be BUILT before the game is called done, published,
|
|
196
198
|
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.
|
|
199
|
+
and the gate does not wait for the word "done" to be said. The stack is
|
|
200
|
+
tier-gated (`$genex-threejs-adaptive-quality`): full on desktop, the built
|
|
201
|
+
tone-mapping pass + the tier's light additions on phones — wire the
|
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|
+
governor's post toggle so phone tiers drop the heavy passes, never ship
|
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|
+
them undropped.
|
|
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204
|
12. Once the loop is playable, build the planned interface states via
|
|
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205
|
`$genex-threejs-game-ui` (HUD, pause on Escape, fail/retry, win, and the
|
|
200
206
|
full loading state grown from the step-6 loader), then `npx genex wait`
|
|
@@ -280,7 +286,11 @@ A routed Genex scene is incomplete until it exposes:
|
|
|
280
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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;
|
|
283
|
-
- 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 —
|
|
290
|
+
and for every GAME, the adaptive-quality tier wired at boot
|
|
291
|
+
(`$genex-threejs-adaptive-quality`): tier-capped pixel ratio, tier shadow
|
|
292
|
+
budget, the runtime governor in the loop, and generated skybox/texture
|
|
293
|
+
loads routed through their rungs;
|
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294
|
- when physics or controllers are in play, a fixed-timestep loop: per-frame
|
|
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295
|
work (platforms, enter/exit, controller updates) runs inside the physics
|
|
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296
|
world's before-step hook, then the world steps — never in the render loop;
|
|
@@ -290,9 +300,12 @@ A routed Genex scene is incomplete until it exposes:
|
|
|
290
300
|
|
|
291
301
|
**Publishing IS calling it done.** Before `npx genex publish`, every completion
|
|
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302
|
gate above must pass — sprite HUD wired, Escape pause working, branded loader
|
|
293
|
-
with its key art, fonts loaded, renderer baseline + one built post effect
|
|
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|
-
|
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|
-
|
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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
|
|
306
|
+
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
|
|
296
309
|
pending, say which and publish only after an explicit go-ahead.
|
|
297
310
|
|
|
298
311
|
Do not invent unavailable Genex service APIs. When preparing a game for Genex
|
|
@@ -2,7 +2,7 @@
|
|
|
2
2
|
|
|
3
3
|
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.
|
|
4
4
|
|
|
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.
|
|
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. 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.
|
|
6
6
|
|
|
7
7
|
## Contents
|
|
8
8
|
|
|
@@ -153,6 +153,13 @@ z-order stays: drag zone (5) under joystick/buttons (10) under pause menus.
|
|
|
153
153
|
canvas. If the game also needs taps there (tap to shoot), read them from the
|
|
154
154
|
zone (`onChange` + a small-movement threshold) or shrink the zone.
|
|
155
155
|
|
|
156
|
+
## Input is half of phone-playable
|
|
157
|
+
|
|
158
|
+
This skill is INPUT only. A phone that can steer a game that then runs out of
|
|
159
|
+
GPU memory still loses the player — the rendering half (device tiers, DPR and
|
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160
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+
shadow budgets, the runtime governor, per-tier asset rungs) lives in
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161
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`$genex-threejs-adaptive-quality` and is wired at boot for every game.
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162
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## When you skip
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Say it in one plain line — *"skipped touch controls: the game is
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@@ -2,7 +2,7 @@
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2
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Use this reference for bounded or analytic water with shared displacement and normals, derivative-filtered detail, analytic reflection, heuristic refraction, absorption, and crest foam. Use `$genex-threejs-spectral-ocean` for stochastic FFT seas.
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-
> **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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5
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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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6
6
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7
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## Contents
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8
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