@genex-ai/cli-demo 0.78.1-dev.203 → 0.80.0-dev.211
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 +1 -1
- package/package.json +1 -1
- package/templates/README.md +1 -1
- package/templates/skills/genex-ai-character/SKILL.md +2 -4
- package/templates/skills/genex-ai-hud/SKILL.md +46 -19
- package/templates/skills/genex-ai-menu/SKILL.md +13 -10
- package/templates/skills/genex-ai-model/SKILL.md +12 -6
- package/templates/skills/genex-game-director/SKILL.md +265 -0
- package/templates/skills/genex-game-director/references/design-contract.md +148 -0
- package/templates/skills/{genex-threejs-skill-router → genex-game-director}/references/routing-map.md +70 -67
- package/templates/skills/genex-getting-started/SKILL.md +3 -2
- package/templates/skills/genex-threejs-adaptive-quality/SKILL.md +9 -7
- package/templates/skills/genex-threejs-character-controller/SKILL.md +2 -4
- package/templates/skills/genex-threejs-embed-auth/SKILL.md +6 -48
- package/templates/skills/genex-threejs-game-content/SKILL.md +3 -4
- package/templates/skills/genex-threejs-game-ui/SKILL.md +23 -57
- package/templates/skills/genex-threejs-game-ui/references/style-capsules.md +7 -4
- package/templates/skills/genex-threejs-multiplayer/SKILL.md +1 -2
- package/templates/skills/genex-threejs-visual-validation/SKILL.md +2 -4
- package/templates/skills/genex-threejs-skill-router/SKILL.md +0 -266
package/dist/index.js
CHANGED
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@@ -287,7 +287,7 @@ async function hasGenexSkills(skillsDir) {
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return false;
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}
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}
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var REMOVED_SKILLS = ["genex-explore"];
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var REMOVED_SKILLS = ["genex-explore", "genex-threejs-skill-router"];
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async function pruneRemovedSkills(skillsDir, log) {
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const removed = [];
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for (const name of REMOVED_SKILLS) {
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package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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{
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"name": "@genex-ai/cli-demo",
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"version": "0.
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"version": "0.80.0-dev.211",
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"description": "Set up your project's agent workspace (.claude/.codex/.cursor in the game folder), authorize, create a game project, generate AI assets, and publish (genex CLI).",
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"type": "module",
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"bin": {
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package/templates/README.md
CHANGED
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@@ -17,5 +17,5 @@ command keeps them in sync with the installed CLI version automatically
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- `agents/` - example subagent definitions.
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- `commands/` - example slash commands.
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Start with `skills/genex-
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Start with `skills/genex-game-director/SKILL.md` when asking your agent
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to build or improve a 3D browser game.
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@@ -43,10 +43,8 @@ Meshy Image-to-3D first produces an unremeshed high-detail model. Show its
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front, back, left, and right views and report its measured face count. Preserve
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that model in R2. Before rigging, ask the user to approve a separate
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10,000-face triangle remesh. The 10k remesh—not the high-detail source—is
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rigged and animated. (For these approvals, use your
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`request_user_input`; if it has none, e.g. Cursor, a short numbered list in
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chat.)
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rigged and animated. (For these approvals, use your question tool when you
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have one; if you have none, a short numbered list in chat.)
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The high-detail pre-rig generation stays in the selected neutral A-pose. There
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is no dynamic-pose concept and no silent T-pose fallback. After the user has
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semi-transparency physically cannot survive sprite extraction: a composited
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panel's pixels are a blend of panel and background, and no cutout can
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un-blend them. Plates are NEVER baked into sprites. Give the plate its
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corners with `border-radius`
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`clip-path`
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best as chrome, generated. The load-bearing `mask`/`clip-path` in this
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skill is the masked-fill reveal below.
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corners with `border-radius` — **never a raw `clip-path`/`mask` chamfer**
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(it shears off borders, shadows, and content near the cut and re-breaks on
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every padding/value change: the recurring "cut corners" defect). A genuinely
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ornamented or angular frame belongs in chrome, generated. The one
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load-bearing `mask`/`clip-path` in this skill is the masked-fill reveal
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below — never corner shaping.
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- **Chrome (sprites — what THIS pipeline generates).** Opaque frames, corner
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brackets, ornaments, emblems, icons, medallions — hard-alpha art laid over
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the glass. The Stage-2 sheet contains ONLY chrome; never a panel with its
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the container is the sprite and the content is DOM — the default split.
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- **Rule B — image vs code (the 5-minute test).** If CSS can build the
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element in under ~5 minutes without losing fidelity — flat plates, simple
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dots/pips, plain strokes, a
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dots/pips, plain strokes, a rounded corner — it is CSS. If it needs
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craft (material, ornament, painterly texture), it is a sprite. One
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exception cuts the other way: a static label engraved/embossed into a
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frame's craft stays BAKED in the sprite (`baked_static` below) even
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- **CSS-chrome recipes — the middle ground.** Between bare CSS and the full
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sprite pipeline sits brief-styled CSS chrome, right for utilitarian panels
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and secondary screens: a two-hue gradient frame (border + inset
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box-shadow in brief hues),
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`$genex-threejs-game-ui`'s corner rules), a
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divs (outer div = border hue, inset div =
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box-shadow in brief hues), rounded with `border-radius` (never a raw
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`clip-path` chamfer — see `$genex-threejs-game-ui`'s corner rules), a
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9-slice-ish panel from nested divs (outer div = border hue, inset div =
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plate hue, 2–3px reveal). What
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makes these legitimate: **CSS elements are styled FROM THE BRIEF — hue,
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weight, texture. Default-gray CSS anywhere on screen is a defect** (the
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classic failure: score pips shipped as unstyled "○ ●" system glyphs).
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@@ -219,8 +218,16 @@ serves as the user's style checkpoint, and anchors all later art
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is frame-anchored, so it waits for the user's keep/change YES on that
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checkpoint — kick it off the instant they approve, not before.** The scene half
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of the prompt is written in TEXT from the game plan — `[GAME_SCENE]` in the
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Stage-1 template: setting, the moment, what the player is doing, lighting
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Stage-1 template: setting, the moment, what the player is doing, lighting.
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**If a concept/reference image already exists — the user's own concept art, or
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a look frame you generated and they approved — anchor Stage 1 to it with
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`--edit <that-url>` so the HUD inherits its exact palette, materials, and
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lighting; that anchoring is what makes the final HUD actually match the
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concept, and skipping it is why a text-only mockup drifts.** A text-only
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Stage 1 is the fallback for when no reference exists. (To `--edit` a
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user-supplied image it must be reachable as an R2 URL — a bare chat attachment
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is not; reproduce it as a generation first, or say plainly you can't anchor to
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it rather than silently guessing.) Then write the
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widget layout and wiring code (placement, masked-fill scaffolding,
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plain-CSS placeholder bars) while it renders — the CSS HUD keeps
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the game playable until the sprites land. When a sprite lands it REPLACES
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is the whole concept now), so say so in one line and do it.
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```bash
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# Stage 1 — the game CONCEPT: full HUD composited over the game's own scene
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# described
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# Stage 1 — the game CONCEPT: full HUD composited over the game's own scene.
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# TEXT-described; add `--edit <concept-url>` to anchor it to an existing
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# concept/reference image so the HUD inherits its exact style.
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# Two candidates in one call; pick the better, save its URL:
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npx genex image "<filled stage-1 prompt>" --size 2560x1440 --quality high --candidates 2
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## Verify before calling it done
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**This is a gate, not a suggestion — the HUD is not "done", does not ship, and
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is not called a milestone until you have looked at it running.** The field
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failure is an agent that wires the sprites, takes one glance, notices a possible
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clip or cutoff, and ships anyway with "I'll refine if the user reports issues."
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That punt IS the defect. You are the one who verifies, not the user. If you are
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out of budget to check, say the HUD is unverified — never call it done.
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- **Open every extracted PNG and eyeball it** — right subject, right name.
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The reading-order sort can mismap when rows are uneven; re-run `extract`
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with corrected name order rather than regenerating anything.
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Display fonts run 25–50% wider than a naive estimate; widen the box or drop
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the weight, don't shrink the font.
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- **No widget overlaps** at the reference viewport, and none off-screen.
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- **Screenshot
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`$genex-threejs-visual-validation`'s capture discipline.
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- **Screenshot the running HUD and inspect it** — bright AND dark scenes —
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with `$genex-threejs-visual-validation`'s capture discipline. **Zoom every
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corner:** no sheared frames, no clipped/cut corners, no text truncated or
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colliding with an edge. Judge the pixels, not your intent — skipping this is
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exactly how the "cut corners" defect ships.
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## The closing wiring audit — the pipeline's final stage, not optional
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survive paraphrase; the canonical version of this failure is a subagent
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reporting "masks validated" while the parent ships width% fills.
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**Do not fire-and-forget the whole HUD/menu/logo into one background subagent.**
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The field failure: the entire production art pipeline was handed to a single
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background agent that then stalled overnight, so every preview the user played
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showed the CSS placeholder and the real HUD only landed hours later, unseen. If
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art runs in a subagent it is a BOUNDED task you wait on, then wire and verify in
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THIS session — not an overnight handoff. While the art is pending the HUD is
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unverified: do not call the game done or push it as a finished milestone. If a
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subagent stalls or misses its window, wire what landed and say plainly what is
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still placeholder — never present a placeholder HUD as the finished look.
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## Cost & latency honesty
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A full HUD is **~9 image generations** (mockup + deconstruct + clean + a few
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re-anchored the look) re-opens this rule once — re-edit the still
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(`--edit` against the new concept mockup) and re-run the video from the
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new still. Agent-initiated polish never does.
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- **
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- **The menu (`--frame`) path renders 720p — don't force 1080p.** The
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frame-conditioned first-last-frame route was rejected by the provider at
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1080p (repeated 422 failures that shipped a dead static menu), so the menu
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video path defaults to the proven-good, seamless-looping 720p — no flag
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needed. The DOM crossfade + full-screen scale read fine at 720p; do NOT pass
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`--resolution 1080p` on a `--frame` menu clip just to sharpen it, or you risk
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re-triggering the 422 and losing the video entirely. (Plain text-to-video,
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without `--frame`, still defaults to 1080p.)
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- **Pause/victory/defeat variants reuse the same video — as GRADES.** Same
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`<video>` element or URL, different emotion via CSS `filter` on the
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background: pause = a plain dark overlay (`rgba(0,0,0,0.55)`); defeat =
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genuine state change; expect a loop seam.
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- `--duration <sec>` (video) — 4, 6, or 8 for frame-conditioned clips;
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default 8.
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- `--resolution <720p|1080p>` (video) —
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- `--resolution <720p|1080p>` (video) — plain text-to-video defaults to 1080p;
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reliability (1080p was rejected there). `720p` is also the cost fallback
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(~half the credits). Loop clips (`--loop`) ignore it (that model has no
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resolution parameter).
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- `--aspect 16:9 --quality high` (image) — the right settings for a menu frame.
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the result up later with `npx genex wait <id>` (safe to re-run — it attaches
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MODEL_URL, tier, (u) => gltfLoader.loader.loadAsync(u), { ktx2: gltfLoader.ktx2 },
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);
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const model = gltf.scene;
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//
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// env and swims with every camera move)
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// Tame ONLY the provider's mirror-metal artifact (metalness≈1 + near-zero
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// roughness mirrors the whole sky env and swims with every camera move). Do
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// NOT flatten every material to 0.6 — that was dulling legitimately metallic
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// props (gunmetal, chrome, gold, polished stone). Clamp the extreme case only;
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// leave everything else as authored.
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model.traverse((o) => {
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const m = (o as THREE.Mesh).material as THREE.MeshStandardMaterial;
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if (m?.isMeshStandardMaterial)
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m.
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m.
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if (!m?.isMeshStandardMaterial) return;
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if (m.metalness > 0.85 && m.roughness < 0.2) {
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m.metalness = 0.7; // still reads metallic, no longer a full mirror
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m.roughness = Math.max(m.roughness, 0.3);
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}
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m.envMapIntensity = Math.min(m.envMapIntensity, 0.8);
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});
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// If a model that SHOULD read metallic still looks dull, this clamp is not the
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// cause — check the model against the concept and lift per-material as needed.
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model.scale.setScalar(1); // tune to taste
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model.position.set(0, 0, 0);
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scene.add(model);
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---
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name: genex-game-director
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description: The Genex game director — the entry point for every Genex build. Checks what your environment can do, writes the DESIGN.md design contract, routes any new-game, feature, or component request to the right Genex skills in the right order, and fans independent modules out to your sub-agents when you have them. Load first for any game work, or when unsure which skill applies.
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---
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# Genex Game Director
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Own the end-to-end outcome: a finished, playable, good-looking game — not a
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tech demo that boots. You are the director; the other Genex skills are your
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specialists. Load only the skills that change the result; never the whole
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pack by default.
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## 1. Check what you can do (once, before planning)
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Look at your own tool list and note the answers — the rest of this workflow
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uses them:
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- **A question tool?** Something that asks the player a structured question
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with clickable options. If you have one, use it wherever this workflow says
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"ask"; if not, a short numbered list in plain chat.
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- **Sub-agents?** A way to hand a scoped task to a background worker. If you
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have them, delegation (§6) is your default for independent modules; if not,
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do the same work yourself, in the same order — nothing else changes.
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- **A browser?** If you can open pages and take screenshots, verify visuals
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yourself; if not, ask the player to look and tell you what they see.
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Never claim a capability you didn't find, and never stall because one is
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missing.
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## 2. Scope check — what is this?
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- **A new game** → the full flow: contract (§3), teams menu (§4), build order
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(§5), delegation (§6).
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- **A feature or fix for an existing game** → read the game's `DESIGN.md` if
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present (keep it current as you work; create a stub if it's missing and the
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change is big), then load just the skills the
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[routing map](references/routing-map.md) names for the touched systems.
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Read before writing: learn the current renderer choice, physics setup, and
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file conventions first, then extend them — don't rebuild working systems or
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switch renderers mid-project.
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- **A component or tool** — a custom controller, a shader, an asset-pipeline
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piece → skip the contract; route straight to the matching skills via the
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routing map. Mostly we build games, but nothing here breaks for
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game-adjacent work.
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## 3. The design contract — DESIGN.md
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Before rendering code, write `DESIGN.md` at the project root from
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[references/design-contract.md](references/design-contract.md). Post a short
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summary in chat (the plan-message duties from `$genex-threejs-game-ui` fold
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into this file plus that summary). The file is the single source of truth:
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sub-agents build against it, and after any long break it is how work resumes.
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Keep it current — decisions land in its log the moment they're made.
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## 4. Know your teams — what we can generate
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Plan the DESIGN.md Assets table from this menu. Details, flags, and approval
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steps live in each owning skill — load it when its lane fires:
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- `npx genex model "<prompt>"` — a real 3D thing (GLB): what you chase,
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drive, fight → `$genex-ai-model`
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- `npx genex texture "<prompt>"` — any surface bigger than a prop
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(`--terrain` for ground) → `$genex-ai-texture`
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- `npx genex skybox "<prompt>"` — a described 360° sky when the game is
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outdoors → `$genex-ai-skybox`
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- `npx genex sfx "<prompt>"` — the core verb and every impact →
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`$genex-ai-sfx`
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- `npx genex image "<prompt>"` — posters, signs, sprites, decals, HUD art
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(`--transparent` for anything laid on a surface) → `$genex-ai-image`,
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`$genex-ai-hud`
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- `npx genex video "<prompt>"` — in-world screens, billboards, an animated
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menu backdrop (`--loop` for seamless) → `$genex-ai-video`, `$genex-ai-menu`
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- `npx genex character "<prompt>"` — a custom playable humanoid (REQUIRED
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player approvals — §7) → `$genex-ai-character`
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- `npx genex controller character|car|drone|touch|quality` and
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`npx genex animations search "<intent>"` — ready-made, tuned movement and
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motion; never write movement physics from scratch →
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`$genex-threejs-character-controller`,
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`$genex-threejs-vehicle-controllers`, `$genex-threejs-touch-controls`,
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`$genex-threejs-adaptive-quality`
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Run the commands inside the project (the `@genex-ai/cli-demo` dev dependency
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makes `npx genex` resolve to the right CLI). Each prints a permanent
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`assets.genex.technology` URL you load straight from at runtime — the asset
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lives in Genex storage, not your repo, so there's nothing to commit; each
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owning `genex-ai-…` skill has the exact loader code. Prefer the procedural skills in
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the routing map for abstract/parametric/animated systems (no files, infinite
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variation); prefer these generators for concrete, describable, photoreal
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assets — they complement each other. Assets you didn't plan don't exist: if
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the menu has a lane this game needs, put a row in the Assets table.
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**Generate a core asset set by default — don't wait to be asked.** For any
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game that needs concrete objects or surfaces, decide a small core set from the
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game IDEA — and from the Content lines when there are any (locations and the
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enemy roster name the set) — and put it in the Assets table up front. This set
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is concept-INDEPENDENT (prompted from the idea, not the concept image, and it
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mostly survives a style change), so it does NOT wait on the concept yes. Each
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`npx genex` job is an independent ~1-minute render: launch them concurrently
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in the background (`--no-wait`), scaffold the scene while they run, and wire
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each in as it lands, with a procedural placeholder until then:
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- the **hero model** the player controls or chases (`npx genex model`),
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- one key **texture** for the ground/main surface (`--terrain` for ground),
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- a **skybox** when the scene is outdoors,
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- a **sfx** or two for the core action and its feedback.
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Skip generation only for purely abstract/geometric games. For three.js
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questions no skill covers, use the official three.js documentation
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(https://threejs.org/docs/) — the skills cover the Genex-specific parts, not
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the whole engine.
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## 5. Build order — the same hard floors, one owner
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The mandatory rows, in order, each with its one "done when" line:
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1. **Identity first** — load `$genex-threejs-embed-auth` unconditionally,
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every game (multiplayer or not), before any boot code. Done when:
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`initEmbed(...)` runs at the very top of boot and the right gate
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(`waitForPlayer()` vs `waitForAuth()`) is wired.
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2. **Adaptive quality at boot** — `$genex-threejs-adaptive-quality`. Done
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when: the device tier is wired at boot (tier-capped pixel ratio), the
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governor runs in the loop, and generated skyboxes/textures load through
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their rungs. Phones enforce a hard GPU-memory kill desktop testing never
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shows; the tier is what keeps a phone boot alive.
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3. **UI plan gate** — `$genex-threejs-game-ui`, every game: the screen
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inventory, one shared style brief, 2–3 AAA references, the menu archetype,
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then the concept image with its full HUD already on it. Show the player
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the picture the moment it lands and ask the keep-or-change question with
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your question tool. Done when: the player said yes to a frame. The yes
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gates ONLY style-dependent art — everything else keeps moving while you
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wait.
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4. **Content contract when the request names plural content** — quests,
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enemies, bosses, locations, spells, items, or a content genre (an RPG, an
|
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adventure, an open world, a story game) — `$genex-threejs-game-content`.
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+
Its countable lines live in DESIGN.md's Content section, written before
|
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the asset batch (the asset set derives from it). Done when: every plural
|
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+
noun of the request has a countable line. Shrinking one is a question to
|
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+
the player, never a silent cut.
|
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139
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+
5. **Route the rest** via [references/routing-map.md](references/routing-map.md):
|
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+
the smallest useful skill set, the execution order, the visual-direction
|
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+
gate (renderer baseline + named post stack), and the world-dressing
|
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decision. Done when: DESIGN.md names the chosen skills and gates.
|
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+
6. **Multiplayer when 2+ players share a world** — `$genex-threejs-multiplayer`
|
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+
before any networking code. Choose the net model from the experience
|
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+
(`connect()` for one ongoing drop-in world, `matchmake()` for fresh capped
|
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146
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+
matches) — never ask the player to pick an SDK API. When a Play/Online
|
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button exists, nothing connects before the click. A `matchmake()` game
|
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+
declares its `genex.matchmaking` block before preview. Done when: the
|
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model, start rule, and late-join behavior are stated in DESIGN.md and the
|
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netcode feel gate ran before handoff.
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7. **Ship the first playable v0 fast and preview it.** The scaffold prompt
|
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owns the player-facing milestones and links — don't restate them; obey
|
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them. Done when: the player has a draft link within about ten minutes of
|
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+
the build starting.
|
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+
|
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+
Two rules for every game that moves (decide both before building, state them
|
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+
in DESIGN.md):
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+
|
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159
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+
- **Pointer bucket** — the bundled `FollowCamera` locks the pointer by
|
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+
default on desktop, so this is mostly a decision to opt OUT. **Mandatory
|
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pointer lock**: first-person of any kind, and any mouse-aimed action
|
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+
(third-person shooter, FPS, sniper, turret, crosshair/reticle) — leave it
|
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on. **Lock by default**: third-person free-camera action/adventure —
|
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164
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+
drag-orbit (`pointerLockAim: false`) only with a stated reason (e.g. a
|
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cursor-heavy UI core). **Never**: cursor-core games (click-to-move, tower
|
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defense, builder, card/puzzle), orbit showcases, touch-only — these MUST
|
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|
+
pass `pointerLockAim: false`. Keyboard-only games (racer, platformer) lock
|
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+
too: the cursor is either a gameplay tool or locked away during play. The
|
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+
mechanism and the full aim contract live in
|
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`$genex-threejs-camera-direction`.
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- **Input direction** — D/ArrowRight must move or turn the player
|
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+
screen-RIGHT, mouse-right must turn the view right, drag-pan axes share one
|
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convention. The screen-direction contract and verified copy-paste bases
|
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live in `$genex-threejs-camera-direction` — hand-rolled steering/pan/look
|
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|
+
math copies one instead of deriving signs, and the smoke check's
|
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+
input-direction pass verifies it.
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+
|
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+
## 6. Delegate — sub-agents own Modules rows
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+
|
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180
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+
If your environment has sub-agents, delegation is the DEFAULT for every
|
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independent DESIGN.md Modules row — not a big-game special case. If it
|
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+
doesn't, run the same rows yourself in order; the `--no-wait` generation
|
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pattern still hides most latency. Either way this skill is worn by the main
|
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agent: you stay the director.
|
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+
|
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- One row = one worker = one disjoint file set. One writer per file — that
|
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rule is anti-collision, never a reason to serialize work.
|
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- You stay the integrator and the only writer of shared files (boot, main
|
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+
loop, netcode). Workers never spawn workers — one level deep, always.
|
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+
- Concept-DEPENDENT rows (the HUD chain, style-matched art) wait for the
|
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+
player's yes on the concept; concept-INDEPENDENT rows (world/terrain,
|
|
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content data, enemies, asset wiring) launch immediately. Typing a big game
|
|
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alone, line by line, is how sessions run out before the world exists.
|
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+
- Give each worker everything by path: the `DESIGN.md` path, its Modules row,
|
|
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|
+
and the skill files it needs (skills live in this project —
|
|
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|
+
`.claude/skills/<name>/SKILL.md`, `.codex/skills/…`, or `.cursor/skills/…`,
|
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+
whichever this project has). A worker prompt shape that works: "You own the
|
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198
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+
`<row>` module of `<project>/DESIGN.md` — read it first, then read the
|
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|
+
named skill files. Build ONLY the files your row owns. Generate ONLY your
|
|
200
|
+
row's assets already marked `planned` in the Assets table; anything new you
|
|
201
|
+
need, add it as a `proposed` row and say so. Report what landed and what's
|
|
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|
+
left."
|
|
203
|
+
- **The Assets table is the budget.** A worker runs generation commands only
|
|
204
|
+
for its own rows already marked `planned`; anything new it wants goes in as
|
|
205
|
+
a `proposed` row for you to approve first. An asset-shepherd lane polls
|
|
206
|
+
`npx genex wait --all` and wires + flips landed rows to `wired` — it never
|
|
207
|
+
enqueues. (Whoever wires the HUD after a worker finishes follows
|
|
208
|
+
`$genex-ai-hud`'s handoff rule: read the produced mask/bbox JSON from disk,
|
|
209
|
+
never wire from a prose summary.)
|
|
210
|
+
- Do NOT spawn workers to write extra test suites or audits — one
|
|
211
|
+
verification worker at most, running the smoke checks the scaffold prompt
|
|
212
|
+
already requires.
|
|
213
|
+
|
|
214
|
+
## 7. A custom playable character (Meshy) — approvals are the product
|
|
215
|
+
|
|
216
|
+
Use the existing VRM + UAL character controller by default
|
|
217
|
+
(`npx genex controller character`). Use `npx genex character` when the game
|
|
218
|
+
needs a custom generated humanoid or an action unavailable in UAL. Before
|
|
219
|
+
generating a Meshy character, discuss two or three visual directions. When the
|
|
220
|
+
user names a visual reference, inspect references before writing the concept
|
|
221
|
+
prompt. Recommend a neutral A-pose for characters that will be rigged.
|
|
222
|
+
|
|
223
|
+
Generate concept images first and show the actual images to the user. Do not
|
|
224
|
+
start Image-to-3D until the user explicitly selects a candidate. Generate
|
|
225
|
+
exactly three concepts, all neutral A-pose; never use a dynamic concept pose
|
|
226
|
+
or silently fall back to T-pose. Warn that held, slung, or overlapping props
|
|
227
|
+
and straps can fuse into the body or obscure limbs, and recommend separate
|
|
228
|
+
gameplay props. Only after the explicit choice, run
|
|
229
|
+
`npx genex character preview <concept-id> --candidate <1|2|3> --user-approved`.
|
|
230
|
+
|
|
231
|
+
Meshy Image-to-3D first produces an unremeshed high-detail model. Show its
|
|
232
|
+
front, back, left, and right views and report its measured face count. Preserve
|
|
233
|
+
that model in R2. Before rigging, ask the user to approve a separate
|
|
234
|
+
10,000-face triangle remesh. The 10k remesh—not the high-detail source—is
|
|
235
|
+
rigged and animated. Keep every pre-animation generation in the selected
|
|
236
|
+
neutral A-pose. Wait for that explicit approval before
|
|
237
|
+
`npx genex character finalize <preview-id> --user-approved --approve-remesh 10000 [--animation <action-id>…]`.
|
|
238
|
+
(`npx genex character "<prompt>" --direct-text` is the explicit legacy
|
|
239
|
+
one-shot path, not a substitute for these approvals.)
|
|
240
|
+
|
|
241
|
+
Load `$genex-ai-character`, search Meshy actions first with
|
|
242
|
+
`npx genex animations search "<intent>" --json`, and use returned action IDs;
|
|
243
|
+
never invent IDs. Meshy limb rotations play unchanged. Never freeze hand tracks
|
|
244
|
+
or apply post-mixer arm, hand, leg, or foot corrections. Only horizontal root
|
|
245
|
+
or hip translation may be normalized for Rapier. In both lanes, the
|
|
246
|
+
ECCTRL-derived character controller owns collision and world translation.
|
|
247
|
+
Before handoff, visibly check idle, walk, run, crouch-idle, crouch-move, and
|
|
248
|
+
jump — shoulders, elbows, wrists, hands, both leg cycles, and feet — and press
|
|
249
|
+
every control the HUD advertises.
|
|
250
|
+
|
|
251
|
+
## 8. Fresh-eyes review — before publish
|
|
252
|
+
|
|
253
|
+
Take the game's current screenshots (desktop and phone sizes) and hand them,
|
|
254
|
+
with DESIGN.md only, to a fresh reviewer — a sub-agent if you have one,
|
|
255
|
+
otherwise re-read them yourself adversarially, looking to refute "it's done":
|
|
256
|
+
untextured surfaces, a bare HUD, missing screens, Content lines not in the
|
|
257
|
+
game, Assets rows never flipped to `wired`. Fix or honestly report what it
|
|
258
|
+
finds; never publish over an unacknowledged gap.
|
|
259
|
+
|
|
260
|
+
## 9. Say it straight
|
|
261
|
+
|
|
262
|
+
"Loaded" means you read a file. "Built" means the thing runs. "Done" means its
|
|
263
|
+
"done when" line is true. Never report a skill as applied because you read it,
|
|
264
|
+
an asset as wired because it generated, or a gate as passed because you meant
|
|
265
|
+
to.
|
|
@@ -0,0 +1,148 @@
|
|
|
1
|
+
# The design contract — DESIGN.md
|
|
2
|
+
|
|
3
|
+
Write `DESIGN.md` at the game project root before any rendering code, from the
|
|
4
|
+
template below. Plain game language, readable by the player, committed to the
|
|
5
|
+
game's repo (it travels into remixes). It is a working document, not paperwork:
|
|
6
|
+
it replaces the plan you would otherwise post only in chat, and it is the
|
|
7
|
+
recovery point after any long break — sub-agents read it by path, and so do
|
|
8
|
+
you when a session resumes.
|
|
9
|
+
|
|
10
|
+
Rules the director enforces about this file:
|
|
11
|
+
|
|
12
|
+
- Create it right after the scope check, before the concept generation; fill
|
|
13
|
+
sections as decisions land and keep it current (stale is worse than short).
|
|
14
|
+
- **The Modules table is the delegation contract**: one row per independent
|
|
15
|
+
lane, and a row's "Owns files" set never overlaps another row's. One writer
|
|
16
|
+
per file.
|
|
17
|
+
- **The Assets table is the budget**: the asset list falls out of Content
|
|
18
|
+
(enemies → models, an arena → a ground texture, outdoors → a skybox).
|
|
19
|
+
Status flow per row: `proposed → planned → generating (id) → landed (URL) →
|
|
20
|
+
wired`. Workers generate only their own rows already marked `planned`; new
|
|
21
|
+
wants enter as `proposed` for the main agent to approve; the asset shepherd
|
|
22
|
+
flips statuses and never enqueues. Re-rolls follow the player's notes only.
|
|
23
|
+
The `Wired?` column exists because "generated but never wired in" is the
|
|
24
|
+
most common way finished art gets lost — a row isn't done at `landed`.
|
|
25
|
+
- Shrinking any Content line is a question to the player first, never a
|
|
26
|
+
silent cut.
|
|
27
|
+
|
|
28
|
+
## Template
|
|
29
|
+
|
|
30
|
+
```markdown
|
|
31
|
+
# <Game name> — Design
|
|
32
|
+
|
|
33
|
+
_Living document — the agent keeps this current; changes land in the log at
|
|
34
|
+
the bottom._
|
|
35
|
+
|
|
36
|
+
## Concept
|
|
37
|
+
One paragraph: what the game is, what playing it feels like.
|
|
38
|
+
Concept image: <asset URL> (candidate <n> — my pick, approved by the player
|
|
39
|
+
on <date>)
|
|
40
|
+
|
|
41
|
+
## Core loop
|
|
42
|
+
- **You do:** <primary verb — drive, shoot, build…>
|
|
43
|
+
- **To:** <objective>
|
|
44
|
+
- **Under pressure from:** <what pushes back>
|
|
45
|
+
- **You earn:** <reward / progression>
|
|
46
|
+
- **You lose when:** <fail state> → **and retry by:** <restart shape>
|
|
47
|
+
|
|
48
|
+
## Content (only when the request names plural content or a content genre)
|
|
49
|
+
Every plural noun from the request becomes a countable line:
|
|
50
|
+
- Quests: <N>, chained by <how>
|
|
51
|
+
- Locations: <named list>
|
|
52
|
+
- Enemies: <N kinds, which are bosses>
|
|
53
|
+
- Grows: <levels/gear/abilities> · Earn/spend: <economy>
|
|
54
|
+
- Ten minutes in, I am: <one honest sentence>
|
|
55
|
+
|
|
56
|
+
## Screens & UI
|
|
57
|
+
Screens: <loader, menu, HUD, pause, win/lose…> · Style brief: <one line>
|
|
58
|
+
References: <2–3 named games> · Menu archetype: <name>
|
|
59
|
+
|
|
60
|
+
## Assets — the generation plan AND the budget
|
|
61
|
+
| Asset | Kind | Status | Wired? |
|
|
62
|
+
|------------------|-------------|---------------------------------|--------|
|
|
63
|
+
| Concept + HUD | image | landed → <URL> (candidate <n>) | n/a |
|
|
64
|
+
| <main surface> | texture | generating (<id>) | — |
|
|
65
|
+
| <hero model> | model | planned | — |
|
|
66
|
+
| Menu still+video | image+video | blocked on concept yes → queued | — |
|
|
67
|
+
Status flow: proposed → planned → generating (id) → landed (URL) → wired.
|
|
68
|
+
(Optionally note the prompt gist per row — it makes style-change re-rolls one
|
|
69
|
+
command.)
|
|
70
|
+
|
|
71
|
+
## World & scale
|
|
72
|
+
<Size in numbers if open world; arena bounds otherwise. Streamed terrain? y/n>
|
|
73
|
+
|
|
74
|
+
## Multiplayer
|
|
75
|
+
<single-player | ongoing world (connect) | fresh matches (matchmake: quorum,
|
|
76
|
+
teams, backfill…)> — and why. Play-button rule: nothing connects before the
|
|
77
|
+
click (when a Play screen exists).
|
|
78
|
+
|
|
79
|
+
## Modules — the build split
|
|
80
|
+
| Module | Owns files | Built by | Done when |
|
|
81
|
+
|---|---|---|---|
|
|
82
|
+
| Boot & identity | src/main.ts, src/genex-boot.ts | main agent (only writer) | boots, tier wired, initEmbed runs |
|
|
83
|
+
| World/terrain | src/world/** | sub-agent when available | walkable, matches World & scale |
|
|
84
|
+
| Quests & dialogue data | src/content/** | sub-agent when available | counts match Content lines |
|
|
85
|
+
| Enemies/AI | src/enemies/** | sub-agent when available | roster matches Content |
|
|
86
|
+
| HUD chain (style-dependent) | src/ui/** | sub-agent AFTER concept yes | all screens from Screens & UI |
|
|
87
|
+
| Verification | (no source files) | one sub-agent max | smoke check notes per milestone |
|
|
88
|
+
|
|
89
|
+
## Decisions & changes
|
|
90
|
+
- <date> — <one-liner per decision, including anything the player said no or
|
|
91
|
+
yes to>
|
|
92
|
+
```
|
|
93
|
+
|
|
94
|
+
## Filled example (a small arena shooter)
|
|
95
|
+
|
|
96
|
+
```markdown
|
|
97
|
+
# Rustyard — Design
|
|
98
|
+
|
|
99
|
+
## Concept
|
|
100
|
+
A scrap-robot arena shooter: you skate a magnetized junkyard bot around a
|
|
101
|
+
crusher pit, blasting rival bots into spare parts before the magnet cycle
|
|
102
|
+
pulls everything in. Fast, crunchy, thirty-second lives.
|
|
103
|
+
Concept image: https://assets.genex.technology/g/rustyard/concept.png
|
|
104
|
+
(candidate 2 — approved 2026-07-20)
|
|
105
|
+
|
|
106
|
+
## Core loop
|
|
107
|
+
- **You do:** skate + shoot
|
|
108
|
+
- **To:** outscore three rival bots before the magnet cycle ends
|
|
109
|
+
- **Under pressure from:** rivals hunting you; the pit's edges electrify as
|
|
110
|
+
the cycle counts down
|
|
111
|
+
- **You earn:** scrap for hits → speed/armor pickups mid-round
|
|
112
|
+
- **You lose when:** your bot breaks → **and retry by:** one key, instant
|
|
113
|
+
respawn, same round
|
|
114
|
+
|
|
115
|
+
## Screens & UI
|
|
116
|
+
Screens: loader, title menu, HUD (health, scrap, cycle timer), pause,
|
|
117
|
+
win/lose. Style brief: oily metal, warning-stripe accents, stencil type.
|
|
118
|
+
References: <three named AAA games>. Menu archetype: hangar pan.
|
|
119
|
+
|
|
120
|
+
## Assets
|
|
121
|
+
| Asset | Kind | Status | Wired? |
|
|
122
|
+
|------------------|---------|----------------------------|--------|
|
|
123
|
+
| Concept + HUD | image | landed → <URL> (cand. 2) | n/a |
|
|
124
|
+
| Junkyard ground | texture | landed → <URL> | yes |
|
|
125
|
+
| Player bot | model | generating (gen_8f2k) | — |
|
|
126
|
+
| Rival bot | model | planned | — |
|
|
127
|
+
| Overcast sky | skybox | landed → <URL> | yes |
|
|
128
|
+
| Blaster zap | sfx | landed → <URL> | yes |
|
|
129
|
+
| Menu still+video | image+video | blocked on concept yes | — |
|
|
130
|
+
|
|
131
|
+
## World & scale
|
|
132
|
+
One 60×60 m arena, walled; no streaming.
|
|
133
|
+
|
|
134
|
+
## Multiplayer
|
|
135
|
+
Single-player v1 (rivals are host-free local AI). Revisit after publish.
|
|
136
|
+
|
|
137
|
+
## Modules
|
|
138
|
+
| Module | Owns files | Built by | Done when |
|
|
139
|
+
|---|---|---|---|
|
|
140
|
+
| Boot & identity | src/main.ts | main agent | boots, tier wired, initEmbed runs |
|
|
141
|
+
| Arena & pickups | src/world/** | sub-agent | walkable, magnet cycle fires |
|
|
142
|
+
| Rival AI | src/enemies/** | sub-agent | 3 rivals hunt + shoot |
|
|
143
|
+
| HUD chain | src/ui/** | sub-agent after yes | all 5 screens live |
|
|
144
|
+
|
|
145
|
+
## Decisions & changes
|
|
146
|
+
- 2026-07-20 — player picked concept candidate 2; asked for "more sparks".
|
|
147
|
+
- 2026-07-20 — sparks added as the ambient-motion loop, not particles-everywhere.
|
|
148
|
+
```
|