@genex-ai/cli-demo 0.70.0-dev.182 → 0.71.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/index.js +8 -354
- package/package.json +1 -2
- package/templates/controllers/character/vrm/vrm-loader.ts +11 -74
- package/templates/skills/genex-ai-menu/SKILL.md +1 -7
- package/templates/skills/genex-ai-skybox/SKILL.md +4 -15
- package/templates/skills/genex-ai-texture/SKILL.md +1 -1
- package/templates/skills/genex-ai-video/SKILL.md +1 -1
- package/templates/skills/genex-explore/SKILL.md +1 -1
- package/templates/skills/genex-getting-started/SKILL.md +2 -2
- package/templates/skills/genex-threejs-bloom/SKILL.md +1 -4
- package/templates/skills/genex-threejs-bloom/references/bloom.md +1 -1
- package/templates/skills/genex-threejs-camera-direction/SKILL.md +8 -48
- package/templates/skills/genex-threejs-camera-direction/references/camera-rigs.md +0 -62
- package/templates/skills/genex-threejs-embed-auth/SKILL.md +1 -4
- package/templates/skills/genex-threejs-game-feel/SKILL.md +1 -4
- package/templates/skills/genex-threejs-game-ui/SKILL.md +8 -42
- package/templates/skills/genex-threejs-image-pipeline/SKILL.md +0 -5
- package/templates/skills/genex-threejs-image-pipeline/references/image-pipeline.md +1 -1
- package/templates/skills/genex-threejs-lighting-design/SKILL.md +1 -5
- package/templates/skills/genex-threejs-multiplayer/SKILL.md +1 -7
- package/templates/skills/genex-threejs-multiplayer/references/host-physics.md +3 -6
- package/templates/skills/genex-threejs-physics-rapier/references/colliders-from-assets.md +0 -1
- package/templates/skills/genex-threejs-screen-space-ambient-occlusion/references/ambient-occlusion.md +1 -1
- package/templates/skills/genex-threejs-shadow-systems/SKILL.md +0 -6
- package/templates/skills/genex-threejs-shadow-systems/references/shadow-systems.md +1 -1
- package/templates/skills/genex-threejs-skill-router/SKILL.md +5 -26
- package/templates/skills/genex-threejs-skill-router/references/routing-map.md +7 -21
- package/templates/skills/genex-threejs-spectral-ocean/references/spectral-ocean.md +1 -1
- package/templates/skills/genex-threejs-touch-controls/SKILL.md +0 -11
- package/templates/skills/genex-threejs-visual-validation/SKILL.md +12 -29
- package/templates/skills/genex-threejs-water-optics/references/water-optics.md +1 -1
- package/templates/skills/genex-updates/SKILL.md +1 -1
- package/templates/controllers/quality/governor.ts +0 -147
- package/templates/controllers/quality/pick-asset.ts +0 -57
- package/templates/controllers/quality/tier.ts +0 -170
- package/templates/skills/genex-threejs-adaptive-quality/SKILL.md +0 -141
- package/templates/skills/genex-threejs-adaptive-quality/references/adaptive-quality.md +0 -105
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@@ -71,7 +71,7 @@ Add `--json` for machine-readable output.
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1. `git clone <clone URL from the output> <name>` — pick a short one-word name.
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2. `cd <name>`, then run init on the SAME CLI channel your current project
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uses: `npx @genex-ai/cli-demo@
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uses: `npx @genex-ai/cli-demo@latest init <name>` — or `@dev` when you're
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on the dev stand (unsure? `dashboardOrigins` in your current project's
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`.genex/project.json` says which). Never use `--force`. This creates your
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own project; the original is untouched.
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```bash
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git clone <the game's repo url> my-game && cd my-game
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npm install
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npx @genex-ai/cli-demo@
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npx @genex-ai/cli-demo@latest link <slug> # slug = the name in the play URL
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```
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Don't know the slug? **`npx genex list`** prints every game on your account —
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and your own files are never touched:
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```bash
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npx @genex-ai/cli-demo@
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npx @genex-ai/cli-demo@latest init
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```
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Use `--force` only if you intentionally want your own existing files overwritten
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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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- 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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- highlights become gray because energy is clamped too early.
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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.
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## Contents
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## Aiming and pointer lock
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is ON by default on desktop — a click locks the pointer and raw mouse movement
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drives the view — so mostly you decide whether to turn it OFF. Name the bucket in
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the build plan:
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On the bundled `FollowCamera`, **pointer-lock aim is ON by default** on desktop:
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a click locks the pointer and raw mouse movement drives the view. You rarely turn
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it on — you decide whether to turn it OFF. Name the bucket in the build plan:
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- **MANDATORY** — first-person of any kind (FPS, walking sim, horror) and any
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mouse-aimed action (third-person shooter, turret/range). Lock is on by default;
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`genex controller character` game). On by default; leave it on. Opt out with
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`pointerLockAim: false` only for a stated reason (a cursor-heavy UI at the core
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of play).
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- **
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- **NEVER** — cursor-core games where the pointer IS the gameplay tool (top-down
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click-to-move, tower defense, builders, card/board/puzzle) and spectator/orbit
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showcases. These **must pass `pointerLockAim: false`** — otherwise the bundled
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camera grabs the cursor on the first click. (Touch needs nothing: pointer lock
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doesn't exist there and the mode no-ops on coarse pointers.)
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- **NEVER** — cursor-core games (top-down click-to-move, tower defense, builders,
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card/board/puzzle) and spectator/orbit showcases. These **must pass
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`pointerLockAim: false`** — otherwise the bundled camera grabs the cursor on the
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first click. (Touch needs nothing: pointer lock doesn't exist there and the mode
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no-ops on coarse pointers.)
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**Mechanism — games on the bundled controller (most games):** do NOT hand-roll
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lock handling. Aim is already enabled; the kit ships a ready-made cue overlay —
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(trackpad "natural scrolling" only flips the wheel). If look feels inverted it's a
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sign bug in the rig, not a device quirk — fix the sign, don't sniff the trackpad.
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## The screen-direction contract
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Every input axis has one correct on-screen direction, for every rig, bundled or
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hand-rolled. These four invariants are testable and non-negotiable:
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1. Mouse/touchpad RIGHT turns the view right; mouse UP looks up (down only behind
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an explicit invert option the player chose).
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2. `KeyD`/ArrowRight moves or turns the player toward screen-RIGHT; `KeyA`/
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ArrowLeft toward screen-left. Same for a touch stick's +x.
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3. Drag-pan picks ONE convention — grab-the-world (terrain follows the pointer)
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or move-the-camera — and BOTH axes obey it. One axis each is the
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"diagonals feel twisted" bug.
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4. See the OS-setting note above: inversion is always your sign, never the device.
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The formula that settles every sign argument: `screenRight = cross(cameraForward, worldUp)`.
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For a Y-up world and forward `(sin yaw, 0, cos yaw)`, screen-right is
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`(-cos yaw, 0, sin yaw)`. **Warning — `(cos yaw, 0, -sin yaw)` is the LEFT
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vector** (that's `cross(worldUp, cameraForward)`), and writing it as "right" is
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the single most-shipped direction bug in generated games: two independent
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projects inverted their A/D exactly this way. Related trap: positive
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`rotation.y` turns a +Z-facing object toward +X, which is screen-LEFT from a
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chase camera behind it — so "positive yaw = turn right" is false in this basis.
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Never derive signs by intuition — intuition about right-handed frames is wrong
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about half the time and has been wrong in every shipped instance. Copy a
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verified pair (sign AND basis together) from
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[references/camera-rigs.md](references/camera-rigs.md), then confirm with the
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input-direction part of the smoke check: hold D and watch which way the world
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answers.
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## Non-negotiable rules
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- Use subject dimensions to derive offsets; do not tune one fixed distance for
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- During an explicit handoff, use one interpolation stage. Do not stack a
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transition blend and a second follow smoother over the same interval.
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- Re-sync yaw/pitch from the camera when pointer lock is acquired.
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- Hand-rolled steering/pan/look math copies a verified basis from the reference
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and passes the input-direction check — signs are never derived by intuition.
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- Update the projection matrix whenever FOV, near, far, or aspect changes.
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- Keep stars or infinite backgrounds camera-relative when large translation
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would create false parallax or precision loss.
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- Explicit camera handoffs
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- cinematic implementation shot ownership
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- Pointer-look and movement constraints
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- Verified screen-direction bases
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- Floating origin and background handling
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- Projection and lifecycle ownership
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- Failure modes and diagnostics
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pitch -= mouseDeltaY * 0.0018
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```
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Expected on screen: mouse-right orbits the view right, mouse-up tilts it up —
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verify both axes against the screen-direction contract before retuning the scales.
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Pitch bounds vary by flight mode. The implementation also enforces camera height above
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Default speed is `9`, sensitivity `0.0023`.
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both axes (yaw-only evidence has let inverted pitch ship).
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Keys are cleared on:
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- pointer-lock exit;
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Input control and spatial constraint are separate layers.
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## Verified screen-direction bases
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Copy these pairs whole — the sign and the basis are only correct TOGETHER. Each
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was derived from `screenRight = cross(cameraForward, worldUp)` and verified
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against the on-screen result; if you change one half, re-verify with the
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input-direction check instead of reasoning about it.
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```text
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heading = (sin yaw, 0, cos yaw) // matches rotation.y for a +Z-front model
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```
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nose left on screen, so "D turns right" needs `yaw -=`. (Equivalently
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`yaw += steer` is correct only with heading `(-sin yaw, 0, cos yaw)` — a pair,
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never a lone sign.)
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**RTS / overhead pan camera** (fixed pitch, yaw-orbiting):
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```text
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right = (-cos yaw, 0, sin yaw) // pitch-independent screen-right on the ground
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forwardGround = (sin yaw, 0, cos yaw) // into the screen along the ground
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```
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```text
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```
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writes `right = (cos yaw, 0, -sin yaw)` — that is `cross(up, forward)`, the LEFT
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vector — inverting A/D and the horizontal drag while W/S stay correct.
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```text
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yaw -= movementX * sensitivity // mouse-right -> view turns RIGHT
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```
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Expected on screen, both axes, before any tuning: a straight-ahead landmark
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slides LEFT when the mouse moves right (the view pans right) and slides DOWN
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when the mouse moves up (the view tilts up).
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## Floating origin and background handling
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The Saturn scene first computes a virtual camera pose, stores its orientation
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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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replays are DOM-only by design, on-error replays still record everywhere:
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throttled, so calling at 60fps is fine:
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```ts
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function animate() {
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`$genex-threejs-camera-direction`; on the bundled controller it's ON by default
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movement key or look axis whose on-screen direction contradicts its label is a
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defect, not a tuning issue — the screen-direction contract and verified bases
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## Movement: snappy beats realistic
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| Win / next | always | 1 — graded variant, warm |
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| Settings |
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| Settings | when there is anything to set | 1 |
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so ALSO keep the pointer-lock-loss → pause path (`pointerlockchange`: if
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unlocked while `playing`, `setPhase("paused")`). Escape then always pauses; it
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lock (and pointer lock + fullscreen), so Escape-to-pause works the same inside
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camera the setter is live: `slider.oninput = () => { followCam.aimSensitivity = +slider.value; };`
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(radians per pixel; default `0.0023`, a usable range is ~`0.0008`–`0.005`).
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## The cursor during play: locked or a tool
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tower defense, builders, card/board — it stays visible, that's correct) or it is
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**locked away — including keyboard-only games** (racer, platformer, runner): an
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arrow parked over the action for the whole session is a shipped defect. Games on
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the bundled `FollowCamera` get the lock free (on by default). A hand-rolled game
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locks with ~6 lines, reusing this section's Escape flow:
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`canvas.style.cursor = "none"` after ~2s without `pointermove`, restored
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instantly on move. Menus and pause screens always keep their cursor.
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The loader is the first thing every player sees — a bare "Loading… 3/5" over
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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.
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the adaptive-quality tier at boot (`$genex-threejs-adaptive-quality`), which
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keeps the shared link from being a dead OR crashing link on a phone.
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the user asks. Exception: touch *input* is wired by default when a recipe
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fits — a bundled controller's built-in touch controls, or the touch kit +
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recipes in `$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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## Wire UI to game state, never the reverse
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- HUD sprites never enqueued at the gate — the placeholder CSS shipped as the
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final HUD.
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- No pause screen, or a pause that isn't bound to Escape.
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- The OS arrow parked over the action for the whole session in a keyboard-driven
|
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game (the cursor is either a gameplay tool or locked away — see the cursor
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section).
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- A style brief whose fonts were never actually loaded (a system-stack display
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font at runtime).
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- A micro-element (reticle, cue, toast, damage number) left as default CSS
|
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@@ -43,11 +43,6 @@ 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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46
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## Routing boundary
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48
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@@ -2,7 +2,7 @@
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2
2
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3
3
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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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4
4
|
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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.
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## Contents
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8
8
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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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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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- Dispose lights and their shadow maps with the level that spawned them.
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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
|
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@@ -536,13 +536,7 @@ fights (many writers). A ball on `objects` glides and has one owner. That's the
|
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536
|
`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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538
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|
when unknown) — in a VRM-lane game render each remote with
|
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|
-
`
|
|
540
|
-
N remotes share one set of geometry/textures instead of re-parsing per player — retarget
|
|
541
|
-
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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|
+
`loadVrm(p.avatarUrl || "./assets/avatar.vrm")`; never publish avatar URLs through `me.set`.
|
|
546
540
|
- `room.activePlayers` — the connected-only subset of `room.players`; use its size for live quorum.
|
|
547
541
|
- `room.objects` — shared objects nobody owns until claimed (a ball, an NPC):
|
|
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542
|
- `claim(id)` — **legacy** optimistic request. It flips local ownership immediately and is corrected
|
|
@@ -275,12 +275,9 @@ 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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|
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//
|
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//
|
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|
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//
|
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|
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// them) — retarget clips once against loadVrmClone.base(url).vrm and drive each clone's own
|
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|
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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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|
+
// 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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// 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)!;
|
|
@@ -26,7 +26,6 @@ already resolved — constructing a collider before WASM init throws.
|
|
|
26
26
|
| tall dynamic props, posts | `capsuleCollider` / `cylinderCollider` | stable standing shapes |
|
|
27
27
|
| pickups, triggers, zones | any shape + `{ sensor: true, mass: 0 }` | overlap events, no contact forces |
|
|
28
28
|
| the player, cars, drones | none of the above — `npx genex controller` | controllers own their collider recipes |
|
|
29
|
-
| 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 |
|
|
30
29
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|
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31
30
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## Explicit primitive helpers
|
|
32
31
|
|
|
@@ -2,7 +2,7 @@
|
|
|
2
2
|
|
|
3
3
|
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.
|
|
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.
|
|
6
6
|
|
|
7
7
|
## Contents
|
|
8
8
|
|
|
@@ -12,12 +12,6 @@ and shadows shimmer, swim, or run out of coverage.
|
|
|
12
12
|
|
|
13
13
|
Use a single shadow map only when its receiver region is genuinely bounded. For large moving views, make shadow coverage an explicit spatial hierarchy.
|
|
14
14
|
|
|
15
|
-
**Phone budgets ride the quality tier** (`$genex-threejs-adaptive-quality`):
|
|
16
|
-
shadow maps ≤1024² on phones (512² on the low tier — a 4096² map alone is
|
|
17
|
-
~67 MB of the phone's whole GPU budget), at most 2 cascades where desktop runs
|
|
18
|
-
4, and `shadowMap.autoUpdate = false` for static scenes (re-render on demand:
|
|
19
|
-
a shadow pass is a full extra scene render every frame otherwise).
|
|
20
|
-
|
|
21
15
|
## Cached clipmap workflow
|
|
22
16
|
|
|
23
17
|
1. Define concentric light-space square levels.
|
|
@@ -2,7 +2,7 @@
|
|
|
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.
|
|
6
6
|
|
|
7
7
|
## Contents
|
|
8
8
|
|
|
@@ -15,12 +15,11 @@ map, execution order, and acceptance gate.
|
|
|
15
15
|
|
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16
16
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| Work needed | Load |
|
|
17
17
|
| --- | --- |
|
|
18
|
-
| shot composition, chase/side/orbit rigs, camera handoffs, projection ownership, pointer look, mouse-aimed action (shooter, FPS/first-person, sniper, turret, crosshair/reticle), mouse-look,
|
|
18
|
+
| shot composition, chase/side/orbit rigs, camera handoffs, projection ownership, pointer look, mouse-aimed action (shooter, FPS/first-person, sniper, turret, crosshair/reticle), mouse-look, floating origins | `$genex-threejs-camera-direction` |
|
|
19
19
|
| on-foot player movement: walk/run/jump/crouch, third-person character, slopes, stairs, moving platforms, personal VRM animation, directional locomotion, transitions, action motion | `$genex-threejs-character-controller` |
|
|
20
20
|
| a custom generated playable humanoid or Meshy animation coverage beyond UAL: reference-informed A-pose concepts, explicit candidate + 10k-remesh approvals, exact action IDs, same-rig adapter | `$genex-ai-character` + `$genex-threejs-character-controller` |
|
|
21
21
|
| the player drives or flies something: cars, drones, vehicle physics, gearbox, enter/exit between character and vehicle | `$genex-threejs-vehicle-controllers` |
|
|
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` |
|
|
24
23
|
| anything falls, collides, gets pushed, or needs physics: Rapier world setup, colliders for meshes and GLBs, collision events | `$genex-threejs-physics-rapier` |
|
|
25
24
|
| launch and docking timelines, procedural transform phases, springs, staging, rotating-frame alignment, debris motion | `$genex-threejs-procedural-animation` |
|
|
26
25
|
| reusable scalar/vector fields, domain warping, causal masks, procedural normals | `$genex-threejs-procedural-fields` |
|
|
@@ -59,14 +58,6 @@ map, execution order, and acceptance gate.
|
|
|
59
58
|
mentions sign-in, saves, progress, per-player state, a persistent world, or
|
|
60
59
|
leaderboards. Multiplayer auth (`getColyseusAuth`) comes from it too.
|
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60
|
|
|
62
|
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**Adaptive quality is mandatory routing:** every game wires the device tier at
|
|
63
|
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boot — `$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
|
|
66
|
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kill desktops never show you; the tier is what keeps a phone boot alive while
|
|
67
|
-
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).
|
|
69
|
-
|
|
70
61
|
**Character-animation routing:** use the existing VRM + UAL character
|
|
71
62
|
controller by default. Use `npx genex character` when the game needs a custom
|
|
72
63
|
generated humanoid or an action unavailable in UAL. Before generating a Meshy
|
|
@@ -131,11 +122,7 @@ stack this game ships — read off the concept frame's OWN look (the grade, bloo
|
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131
122
|
level, haze, grain it already shows) and which post the 2–3 AAA references lean
|
|
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123
|
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
|
|
135
|
-
tiers it is satisfied by the built tone-mapping/output pass with the light
|
|
136
|
-
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
|
|
138
|
-
vignette div or a CSS canvas filter does not count on any tier;
|
|
125
|
+
implies (the UI vignette div or a CSS canvas filter does not count;
|
|
139
126
|
`$genex-threejs-image-pipeline` owns ordering when 2+ compose), a decision for
|
|
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127
|
**every primitive surface** the game builds — walls, barriers, kerbs and
|
|
141
128
|
platforms each get a real texture or a **shader** where that surface wants motion
|
|
@@ -217,16 +204,8 @@ concept-driven — a richer first build beats a grey-box one.
|
|
|
217
204
|
drag-orbit (`pointerLockAim: false`) only with a stated reason (e.g. a
|
|
218
205
|
cursor-heavy UI core). **Never** — cursor-core games (click-to-move, tower
|
|
219
206
|
defense, builder, card/puzzle), orbit showcases, touch-only; these MUST pass
|
|
220
|
-
`pointerLockAim: false`.
|
|
221
|
-
|
|
222
|
-
and the full aim contract live in `$genex-threejs-camera-direction`.
|
|
223
|
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- Input direction (always — every game that moves with keys or pointer):
|
|
224
|
-
D/ArrowRight must move or turn the player screen-RIGHT, mouse-right must turn
|
|
225
|
-
the view right, drag-pan axes share one convention. The screen-direction
|
|
226
|
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contract and verified copy-paste bases live in
|
|
227
|
-
`$genex-threejs-camera-direction` — hand-rolled steering/pan/look math copies
|
|
228
|
-
one instead of deriving signs, and the smoke check's input-direction pass
|
|
229
|
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verifies it.
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`pointerLockAim: false`. The mechanism and the full aim contract live in
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- Art direction follows THIS game's concept. The style examples inside skills
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are examples, not defaults — never default to neon/cyberpunk/synthwave (or any
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other single register) unless the concept calls for it.
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- Use `$genex-threejs-visual-validation` before declaring graphics/procedural-system
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work done. **Game fast path:** for game tasks that loaded no procedural/visual-system
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skill, done = a screenshot plus an interaction smoke check (load the page, press each
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control, see the visible response
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control, see the visible response) — don't run the full diagnostic gate — PLUS the
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floors from the routing-map's acceptance gate: the generated sprite HUD wired in
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(not the CSS placeholder), pause on Escape, the branded loader with its key-art
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background, the brief's fonts actually loaded, the renderer baseline + at least one
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(`$genex-threejs-visual-validation` owns the capture discipline).
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7. Add camera direction when framing, controls, transitions, or scale perception
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affect play — or the game aims with the mouse (shooter/FPS/turret): the
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steering/pan/look math: the screen-direction contract (D → screen-right,
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mouse-right → view right, drag axes one convention) with verified copy-paste
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bases lives there — signs are copied, never derived.
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8. Add procedural animation when object motion needs authored phases,
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convergence, looping, or deterministic timelines.
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9. Add shared fields before writing multiple independent noise layers.
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step-4 post plan, not inventing one now. This is a completion gate: the
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named post stack must be BUILT before the game is called done, published,
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or handed off — a game rendering on stock three.js defaults is not done,
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and the gate does not wait for the word "done" to be said.
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tier-gated (`$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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and the gate does not wait for the word "done" to be said.
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12. Once the loop is playable, build the planned interface states via
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`$genex-threejs-game-ui` (HUD, pause on Escape, fail/retry, win, and the
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full loading state grown from the step-6 loader), then `npx genex wait`
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done = a screenshot plus an interaction smoke check (load the page, press each
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control, assert a visible response
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control, assert a visible response — `$genex-threejs-visual-validation` has the
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procedure), **plus the UI floor from `$genex-threejs-game-ui` (the generated
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sprite HUD wired in — not the CSS placeholder — pause on Escape, the branded
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loader with its key-art background, the brief's font pair actually loaded)
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- named perceptual parameters for the important visual systems;
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- debug views for generated fields, masks, or passes;
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- a no-post baseline that still communicates the subject;
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- a clear quality tier or render-budget knob when the effect is expensive
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and for every GAME, the adaptive-quality tier wired at boot
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(`$genex-threejs-adaptive-quality`): tier-capped pixel ratio, tier shadow
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budget, the runtime governor in the loop, and generated skybox/texture
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loads routed through their rungs;
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- a clear quality tier or render-budget knob when the effect is expensive;
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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;
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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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-
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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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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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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
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2
2
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3
3
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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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4
4
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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.
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6
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7
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## Contents
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8
8
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