@genex-ai/cli-demo 0.81.0-dev.214 → 0.85.0-dev.216

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Files changed (27) hide show
  1. package/README.md +9 -7
  2. package/dist/index.js +2623 -1684
  3. package/package.json +1 -1
  4. package/templates/controllers/character/first-person.ts +54 -0
  5. package/templates/controllers/character/follow-camera.ts +35 -1
  6. package/templates/skills/genex-ai-character/SKILL.md +25 -5
  7. package/templates/skills/genex-ai-hud/SKILL.md +175 -63
  8. package/templates/skills/genex-ai-hud/references/masked-fill.md +19 -13
  9. package/templates/skills/genex-ai-hud/references/stage1-prompt-template.md +42 -5
  10. package/templates/skills/genex-ai-hud/references/stage2-prompt-template.md +7 -3
  11. package/templates/skills/genex-ai-image/SKILL.md +40 -2
  12. package/templates/skills/genex-ai-menu/SKILL.md +47 -22
  13. package/templates/skills/genex-ai-model/SKILL.md +8 -0
  14. package/templates/skills/genex-ai-music/SKILL.md +142 -0
  15. package/templates/skills/genex-ai-skybox/SKILL.md +21 -5
  16. package/templates/skills/genex-ai-video/SKILL.md +13 -7
  17. package/templates/skills/genex-ai-voice/SKILL.md +151 -0
  18. package/templates/skills/genex-game-director/SKILL.md +183 -58
  19. package/templates/skills/genex-game-director/references/design-contract.md +40 -10
  20. package/templates/skills/genex-game-director/references/routing-map.md +44 -29
  21. package/templates/skills/genex-threejs-camera-direction/SKILL.md +4 -1
  22. package/templates/skills/genex-threejs-character-controller/SKILL.md +25 -1
  23. package/templates/skills/genex-threejs-character-controller/references/wiring.md +13 -2
  24. package/templates/skills/genex-threejs-creatures/SKILL.md +201 -0
  25. package/templates/skills/genex-threejs-game-ui/SKILL.md +79 -71
  26. package/templates/skills/genex-threejs-multiplayer/SKILL.md +6 -1
  27. package/templates/skills/genex-threejs-visual-validation/SKILL.md +9 -4
@@ -0,0 +1,151 @@
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+ ---
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+ name: genex-ai-voice
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+ description: Generate a short spoken voice line (mp3) from text with `npx genex voice` — NPC barks, narrator beats, tutorial VO, announcer calls — picking a voice from the curated cast (`--voice narrator|heroine|gruff|elder|robot|imp`) or any raw ElevenLabs voice id (`--voice-id`). Billed per character, hard-capped at 1000 chars per line. Voice lines are content — keep them short, subtitled, and skippable.
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+ ---
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+
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+ # Genex AI · Voice
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+
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+ Turn a line of text into a real spoken **mp3** and play it in the game. A
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+ guard that actually says "Halt! Who goes there?", a narrator that opens the
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+ run, a tutorial voice over the first jump — one or two spoken lines move a
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+ game from "asset flip" to "authored" faster than almost any other audio spend.
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+
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+ ## When to use this vs. music / sfx
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+
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+ - **Use `npx genex voice`** for SPEECH: NPC barks, narrator lines, tutorial
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+ VO, announcer calls, boss taunts. The text you pass IS what gets spoken —
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+ write the line, not a description of it.
18
+ - **Use `$genex-ai-music`** for the continuous instrumental bed and
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+ **`$genex-ai-sfx`** for event sounds — impacts, pickups, UI ticks. A
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+ scream, grunt, or monster roar is an SFX (describe it), not a voice line.
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+
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+ **Voice lines are content, not chrome: keep them SHORT, show a SUBTITLE for
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+ every line, and let the player skip or interrupt.** A game that talks over
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+ itself un-skippably reads worse than a silent one.
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+
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+ ## Run
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+
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+ ```bash
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+ npx genex voice "Halt! Who goes there?" --voice gruff
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+ npx genex voice "Level up! New ability unlocked." --voice robot --no-wait
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+ ```
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+
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+ Prints:
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+
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+ ```
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+ https://assets.genex.technology/generations/<id>/audio-voice
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+ ```
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+
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+ The mp3 lives in Genex storage (R2) and loads straight from that URL — you
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+ don't download it and nothing is committed to your repo. The URL is permanent
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+ (local dev, published game, and remixes alike).
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+
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+ ## The cast
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+
45
+ Six curated archetypes — pick by gameplay role, not by auditioning ids:
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+
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+ | `--voice` | Reads as | Use for |
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+ | --- | --- | --- |
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+ | `narrator` (default) | warm storyteller | intros, quest text, tutorials |
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+ | `heroine` | confident young female lead | player character, guide |
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+ | `gruff` | fierce warrior | guards, bosses, drill sergeants |
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+ | `elder` | wise old mentor | sages, shopkeepers, lore |
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+ | `robot` | calm neutral synthetic | AI companions, announcers, computers |
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+ | `imp` | husky trickster | goblins, sidekicks, comic relief |
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+
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+ **Escape hatch:** `--voice-id <ElevenLabsVoiceId>` uses any raw ElevenLabs
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+ voice id (overrides `--voice`) — for when the user has a specific voice in
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+ mind. The cast covers the normal cases; don't browse ids speculatively.
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+
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+ Pick ONE voice per character and stay with it — a guard who changes voice
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+ between barks breaks the character. The model is multilingual: text in the
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+ game's language comes back spoken in that language.
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+
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+ ## Cost honesty
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+
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+ Voice is billed **per character of the submitted text**, hard-capped at
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+ **1000 characters** per line (longer text is clamped, and the clamp is what
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+ bills). A one-sentence bark costs a fraction of a credit-priced generation —
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+ but 30 speculative barks are 30 paid calls. Write the script first, generate
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+ once per line, and reuse lines (the same "Halt!" serves every guard).
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+
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+ ## Wire it in Three.js
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+
74
+ Same machinery as sfx — one `AudioListener` on the camera serves everything.
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+ Non-positional (`THREE.Audio`) for narrator/announcer voices; positional
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+ (`THREE.PositionalAudio`) when a CHARACTER in the world speaks:
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+
78
+ ```ts
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+ import * as THREE from "three";
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+
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+ const listener = new THREE.AudioListener();
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+ camera.add(listener); // ONE listener serves music, sfx, and voice
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+
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+ const VOICE_URL = "https://assets.genex.technology/generations/<id>/audio-voice";
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+ const line = new THREE.Audio(listener); // PositionalAudio(listener) at the speaker's mesh for world speech
86
+ const subtitles = document.getElementById("subtitles")!;
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+
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+ new THREE.AudioLoader().loadAsync(VOICE_URL).then((buffer) => {
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+ line.setBuffer(buffer);
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+ line.setVolume(0.9);
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+ });
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+
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+ function sayLine(text: string): void {
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+ if (line.isPlaying) line.stop(); // a new line interrupts the old — never overlap voices
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+ line.play();
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+ subtitles.textContent = text; // SUBTITLE every voice line, always
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+ subtitles.classList.add("visible");
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+ line.onEnded = () => subtitles.classList.remove("visible");
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+ }
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+ ```
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+
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+ - **Subtitles are mandatory** — the same text you generated from, shown while
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+ the line plays. Muted players and streamers still get the content.
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+ - **Route voice volume through the SFX slider** (or its own Voice slider in a
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+ dialogue-heavy game) — `$genex-threejs-game-ui`'s settings rule; an
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+ uncontrollable voice is worse than none.
107
+ - **Duck the music** while a line plays (`music.setVolume(0.15)`, restore on
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+ `onEnded`) so speech never fights the bed.
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+ - Browsers block autoplay: no voice before the first user gesture (the menu's
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+ PLAY click).
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+
112
+ ## Publish checklist
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+
114
+ - Load from the **URL** the command printed — permanent, nothing to commit.
115
+ - Every generated line is WIRED and subtitled — an unwired paid line is
116
+ flagged at preview/publish (the wiring audit).
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+ - Lines are skippable/interruptible and respect the volume sliders.
118
+
119
+ ## Options
120
+
121
+ - `--voice <cast>` — `narrator|heroine|gruff|elder|robot|imp` (default
122
+ `narrator`).
123
+ - `--voice-id <id>` — any raw ElevenLabs voice id (overrides `--voice`).
124
+ - `--no-wait` — enqueue and return immediately with the generation id; pick
125
+ it up later with `npx genex wait <id>` (safe to re-run — it attaches to the
126
+ SAME generation).
127
+ - `--api-url <url>` — override the API base (local dev).
128
+
129
+ ## Troubleshooting
130
+
131
+ - **"Not authorized"** — run `npx genex init` first (in the project — it resolves this project's own CLI) (it writes your `GENEX_TOKEN`).
132
+ - **"Out of credits" (`insufficient_credits`)** — the account has no credits
133
+ left for this voice generation. Tell the user the facts the CLI printed:
134
+ their balance, this generation's cost, and when their credits refill. Then
135
+ continue the build with the subtitle alone (the game must read fine silent
136
+ anyway) and mark the spot with `// TODO(genex): regenerate when credits refill`
137
+ so the real line is one command away later. Do not stop the session
138
+ over this.
139
+ - **"Email not verified" (`email_verification_required`)** — generation
140
+ credits unlock after the account's email is verified. Give the user the
141
+ verify link the CLI printed, wait for them to confirm, then re-run the
142
+ command.
143
+ - **The line got cut off** — text past 1000 characters is clamped (the CLI
144
+ warns). Split long copy into separate lines — narration beats work better
145
+ as short lines anyway.
146
+ - **Wrong language/accent** — the model speaks the language of the TEXT; for
147
+ an accent, pick a different cast voice (or a specific `--voice-id`) rather
148
+ than describing the accent in the text.
149
+ - **No sound** — the `AudioContext` is suspended until a user gesture; confirm
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+ the camera has an `AudioListener` and the first play comes from a
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+ click/keydown.
@@ -10,6 +10,12 @@ tech demo that boots. You are the director; the other Genex skills are your
10
10
  specialists. Load only the skills that change the result; never the whole
11
11
  pack by default.
12
12
 
13
+ **After ANY context compaction or session resume**, re-read the game's
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+ `AGENTS.md` (the Genex build contract block), `DESIGN.md`, and the skill for
15
+ the stage you are executing — never keep building from memory alone. A
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+ compaction that eats the conversation does not release you from the
17
+ pipeline; those two files are how it comes back.
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+
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19
  ## 1. Check what you can do (once, before planning)
14
20
 
15
21
  Look at your own tool list and note the answers — the rest of this workflow
@@ -27,6 +33,13 @@ uses them:
27
33
  Never claim a capability you didn't find, and never stall because one is
28
34
  missing.
29
35
 
36
+ One more thing to note while you're looking: your platform may bundle its own
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+ image / video / site generation workflows. **They are not part of any Genex
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+ lane.** All generated art, audio, video, characters, and UI come from `genex`
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+ commands, unless the player explicitly asks for another tool by name — and a
40
+ local reference image is never a reason to switch tools: `genex image --edit`
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+ and `--inpaint` take a local file path directly.
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+
30
43
  ## 2. Scope check — what is this?
31
44
 
32
45
  - **A new game** → the full flow: contract (§3), teams menu (§4), build order
@@ -45,10 +58,34 @@ missing.
45
58
 
46
59
  ## 3. The design contract — DESIGN.md
47
60
 
48
- Before rendering code, write `DESIGN.md` at the project root from
49
- [references/design-contract.md](references/design-contract.md). Post a short
50
- summary in chat (the plan-message duties from `$genex-threejs-game-ui` fold
51
- into this file plus that summary). The file is the single source of truth:
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+ **First, the design interview — before DESIGN.md is written.** Ask the
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+ player 2–4 build-forking questions, batched in ONE round — use your
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+ structured question / ask tool if your harness has one, with answer options
64
+ for the user. Ask only what genuinely forks the build:
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+
66
+ - the one-line pitch, confirmed or corrected ("a co-op scythe hunt in a
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+ ruined cathedral — right?");
68
+ - the solo / co-op / versus shape (it decides netcode and scope);
69
+ - scope ambition, when the request could honestly be read small or large
70
+ (compact arena vs. open world);
71
+ - any real ambiguity in the request itself.
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+
73
+ Never ask about SDKs, engines, renderers, file layout, or anything
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+ technical — those are your decisions. **The silence fallback applies only
75
+ AFTER the questions have been posted in chat.** A request that already names
76
+ the game does not skip the interview — then it's the confirm-pitch round.
77
+ Asking is never optional; waiting is: if the player is silent or has no way
78
+ to answer, proceed on your own stated assumptions and write each one into
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+ DESIGN.md → Decisions as "assumed — player didn't answer"; the build never
80
+ stalls on the interview.
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+
82
+ Then, before rendering code, write `DESIGN.md` at the project root from
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+ [references/design-contract.md](references/design-contract.md). The moment
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+ the file lands, post a 5–6 line summary of the contract in chat — pitch,
85
+ core loop, content counts, screens, multiplayer shape, what you build
86
+ first — and keep building immediately: the summary is information, not a
87
+ gate (the plan-message duties from `$genex-threejs-game-ui` fold into this
88
+ file plus that summary). The file is the single source of truth:
52
89
  sub-agents build against it, and after any long break it is how work resumes.
53
90
  Keep it current — decisions land in its log the moment they're made.
54
91
 
@@ -65,13 +102,24 @@ steps live in each owning skill — load it when its lane fires:
65
102
  outdoors → `$genex-ai-skybox`
66
103
  - `npx genex sfx "<prompt>"` — the core verb and every impact →
67
104
  `$genex-ai-sfx`
105
+ - `npx genex music "<prompt>"` — ONE looping instrumental gameplay track
106
+ (~90 s default; the menu reuses it quieter; settings gets Music + SFX
107
+ sliders) → `$genex-ai-music`
108
+ - `npx genex voice "<line>"` — short spoken lines: NPC barks, narrator
109
+ beats, tutorial VO (curated cast via `--voice`; keep lines short,
110
+ subtitled, skippable) → `$genex-ai-voice`
68
111
  - `npx genex image "<prompt>"` — posters, signs, sprites, decals, HUD art
69
- (`--transparent` for anything laid on a surface) `$genex-ai-image`,
112
+ (`--transparent` for anything laid on a surface; `--glass` for real-
113
+ translucency glass panels) → `$genex-ai-image`,
70
114
  `$genex-ai-hud`
71
- - `npx genex video "<prompt>"` — in-world screens, billboards, an animated
72
- menu backdrop (`--loop` for seamless) → `$genex-ai-video`, `$genex-ai-menu`
73
- - `npx genex character "<prompt>"`a custom playable humanoid (REQUIRED
74
- player approvals§7) `$genex-ai-character`
115
+ - `npx genex video "<prompt>"` — in-world screens and billboards (`--loop`
116
+ for a seamless in-world loop) → `$genex-ai-video`; the animated menu
117
+ backdrop is its own lane`$genex-ai-menu`'s `--frame` flow, never `--loop`
118
+ - `npx genex character "<prompt>"` the game's themed character (approval
119
+ flow — §7) → `$genex-ai-character`
120
+ - `npx genex creature "<desc>"` — a rigged enemy/creature in one shot
121
+ (biped-shaped bodies only — the creatures skill routes the rest to
122
+ static + procedural) → `$genex-threejs-creatures`
75
123
  - `npx genex controller character|car|drone|touch|quality` and
76
124
  `npx genex animations search "<intent>"` — ready-made, tuned movement and
77
125
  motion; never write movement physics from scratch →
@@ -89,12 +137,18 @@ variation); prefer these generators for concrete, describable, photoreal
89
137
  assets — they complement each other. Assets you didn't plan don't exist: if
90
138
  the menu has a lane this game needs, put a row in the Assets table.
91
139
 
140
+ **No eternal `proposed`.** At every preview and publish, walk the Assets
141
+ table and resolve every `proposed` row — promote it to `planned` (and
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+ enqueue it when its turn comes) or cancel it, saying which in one visible
143
+ line ("cancelled: UI hover sfx — out of scope for v1"). A row parked at
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+ `proposed` across a whole session is a decision you didn't make.
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+
92
146
  **Generate a core asset set by default — don't wait to be asked.** For any
93
147
  game that needs concrete objects or surfaces, decide a small core set from the
94
148
  game IDEA — and from the Content lines when there are any (locations and the
95
149
  enemy roster name the set) — and put it in the Assets table up front. This set
96
150
  is concept-INDEPENDENT (prompted from the idea, not the concept image, and it
97
- mostly survives a style change), so it does NOT wait on the concept yes. Each
151
+ mostly survives a style change), so it never waits on the concept at all. Each
98
152
  `npx genex` job is an independent ~1-minute render: launch them concurrently
99
153
  in the background (`--no-wait`), scaffold the scene while they run, and wire
100
154
  each in as it lands, with a procedural placeholder until then:
@@ -102,7 +156,9 @@ each in as it lands, with a procedural placeholder until then:
102
156
  - the **hero model** the player controls or chases (`npx genex model`),
103
157
  - one key **texture** for the ground/main surface (`--terrain` for ground),
104
158
  - a **skybox** when the scene is outdoors,
105
- - a **sfx** or two for the core action and its feedback.
159
+ - a **sfx** or two for the core action and its feedback,
160
+ - one looping **music** track for the gameplay bed (`npx genex music`,
161
+ ~90 s; the menu reuses it at lower volume).
106
162
 
107
163
  Skip generation only for purely abstract/geometric games. For three.js
108
164
  questions no skill covers, use the official three.js documentation
@@ -124,11 +180,18 @@ The mandatory rows, in order, each with its one "done when" line:
124
180
  shows; the tier is what keeps a phone boot alive.
125
181
  3. **UI plan gate** — `$genex-threejs-game-ui`, every game: the screen
126
182
  inventory, one shared style brief, 2–3 AAA references, the menu archetype,
127
- then the concept image with its full HUD already on it. Show the player
128
- the picture the moment it lands and ask the keep-or-change question with
129
- your question tool. Done when: the player said yes to a frame. The yes
130
- gates ONLY style-dependent art everything else keeps moving while you
131
- wait.
183
+ then ONE concept image with its full HUD already on it (no candidate
184
+ variants unless the player asks). **The moment it lands: decide the HUD
185
+ lane (the lane beat below), enqueue the Stage-2 sheet + the menu still +
186
+ the logotype `--no-wait` IMMEDIATELY, and only THEN show the player the
187
+ frame and ask keep-or-change with your question tool — as information,
188
+ never as a gate.** Silence = the concept stands; a "change" answer loops
189
+ the concept with the player's notes and the chain re-runs from the new
190
+ frame (image-priced — cheap by design). Only the menu VIDEO waits, for
191
+ the FIRST of: the player's yes · the next `genex preview` after the menu
192
+ still landed · style work being the only work left — and it never fires
193
+ while a player objection is open. Done when: the sheet, still, and
194
+ logotype are enqueued and the frame is in front of the player.
132
195
  4. **Content contract when the request names plural content** — quests,
133
196
  enemies, bosses, locations, spells, items, or a content genre (an RPG, an
134
197
  adventure, an open world, a story game) — `$genex-threejs-game-content`.
@@ -148,10 +211,26 @@ The mandatory rows, in order, each with its one "done when" line:
148
211
  declares its `genex.matchmaking` block before preview. Done when: the
149
212
  model, start rule, and late-join behavior are stated in DESIGN.md and the
150
213
  netcode feel gate ran before handoff.
151
- 7. **Ship the first playable v0 fast and preview it.** The scaffold prompt
152
- owns the player-facing milestones and links — don't restate them; obey
153
- them. Done when: the player has a draft link within about ten minutes of
154
- the build starting.
214
+ 7. **Ship the playable v0 and preview it.** The scaffold prompt owns the
215
+ player-facing milestones and links — don't restate them; obey them. Done
216
+ when: the v0 loop is genuinely playable and the player has their draft
217
+ page link.
218
+
219
+ **The HUD lane — the concept decides it, and DESIGN.md records it.** You
220
+ make this call as the art director the moment the mockup lands: ornate /
221
+ painterly / material widget chrome (carved bone, etched metal, glowing
222
+ runes, brushed gold) → **sprites** — the `$genex-ai-hud` pipeline is
223
+ mandatory. Chrome that is flat geometry + typography, where a CSS rebuild
224
+ would be screenshot-indistinguishable from the mockup → **CSS allowed**,
225
+ styled from the brief. The litmus test: would a screenshot of the CSS
226
+ rebuild pass for the mockup at a glance? Unsure or ambiguous → sprites.
227
+ Record it as one DESIGN.md line — `HUD lane: sprites (…)` or
228
+ `HUD lane: CSS (…, one-line justification)` — the preview preflight checks
229
+ for it. In BOTH lanes: micro-text (damage numbers, timers, ammo digits)
230
+ stays HTML text in the brief's font, and no rectangular backing plates
231
+ behind bars, digits, or icons — ever (a truly needed shaped plate comes
232
+ from `npx genex ui plate`). Only the player may decline the generated HUD,
233
+ and the player's explicit lane request wins in both directions.
155
234
 
156
235
  Two rules for every game that moves (decide both before building, state them
157
236
  in DESIGN.md):
@@ -187,10 +266,12 @@ agent: you stay the director.
187
266
  rule is anti-collision, never a reason to serialize work.
188
267
  - You stay the integrator and the only writer of shared files (boot, main
189
268
  loop, netcode). Workers never spawn workers — one level deep, always.
190
- - Concept-DEPENDENT rows (the HUD chain, style-matched art) wait for the
191
- player's yes on the concept; concept-INDEPENDENT rows (world/terrain,
192
- content data, enemies, asset wiring) launch immediately. Typing a big game
193
- alone, line by line, is how sessions run out before the world exists.
269
+ - Concept-DEPENDENT rows (the HUD chain, style-matched art) launch the
270
+ moment the concept LANDS — the Stage-2 chain enqueues immediately (§5.3);
271
+ only the menu video waits for its event triple. Concept-INDEPENDENT rows
272
+ (world/terrain, content data, enemies, asset wiring) launch immediately
273
+ either way. Typing a big game alone, line by line, is how sessions run
274
+ out before the world exists.
194
275
  - Give each worker everything by path: the `DESIGN.md` path, its Modules row,
195
276
  and the skill files it needs (skills live in this project —
196
277
  `.claude/skills/<name>/SKILL.md`, `.codex/skills/…`, or `.cursor/skills/…`,
@@ -207,36 +288,59 @@ agent: you stay the director.
207
288
  enqueues. (Whoever wires the HUD after a worker finishes follows
208
289
  `$genex-ai-hud`'s handoff rule: read the produced mask/bbox JSON from disk,
209
290
  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`.
291
+ - Do NOT spawn workers to write extra test suites, audits, or verification
292
+ passes the per-milestone smoke pass is yours, the director's, and it is
293
+ ONE pass (§8; the scaffold prompt owns the ceilings).
294
+ - If you build a module the table planned for a sub-agent inline, say why in
295
+ one line in chat ("built enemies inlinethe arena worker was still
296
+ holding the only free slot"). The table is accountability, not ceremony —
297
+ inline can be the right call.
298
+
299
+ ## 7. The game's character (Meshy) themed by default
300
+
301
+ **A themed character is the DEFAULT for any game whose protagonist is
302
+ VISIBLE** third-person, or first-person with co-op/remote players who see
303
+ each other. Put its row in the Assets table up front and install the
304
+ VRM + UAL controller (`npx genex controller character`) as the instant
305
+ placeholder. The VRM stays the FINAL character only for games with no
306
+ themed protagonist to sell (a generic exploration toy, a faceless solo
307
+ first-person game say which in one line). A capsule or hand-built
308
+ primitive standing in for a person is never a shipped state, for the local
309
+ player or a remote one.
310
+
311
+ **The default lane has ONE user stop, and it rides the concept review.**
312
+ When the user names a visual reference, inspect references before writing
313
+ the concept prompt. Generate exactly three concepts, all neutral A-pose;
314
+ never use a dynamic concept pose or silently fall back to T-pose. Warn that
315
+ held, slung, or overlapping props and straps can fuse into the body or
316
+ obscure limbs, and recommend separate gameplay props. Show the actual
317
+ images in the SAME beat as the game-concept keep-or-change question — one
318
+ review, two picks. The player's pick carries the lane end to end:
319
+ `npx genex character preview <concept-id> --candidate <1|2|3> --user-approved`,
320
+ then finalize below. **If the player hasn't picked by the time the
321
+ character blocks progress (or ~10 minutes), pick the strongest candidate
322
+ yourself, say which and why in chat, and proceed** — this auto-proceed is
323
+ owner-ratified platform policy (2026-07-23), not an agent liberty; record
324
+ it in DESIGN.md → Decisions ("auto-picked candidate 2 — cleanest
325
+ silhouette; player away").
230
326
 
231
327
  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
328
+ front, back, left, and right views and report its measured face count.
329
+ Preserve that model in R2. The 10,000-face triangle remesh—not the
330
+ high-detail source—is rigged and animated. In the default lane the remesh
331
+ proceeds on the same authorization as the pick (say it plainly: "building
332
+ the 10,000-face rigging copy now"):
237
333
  `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.)
334
+ Keep every pre-animation generation in the selected neutral A-pose.
335
+
336
+ **When the user themselves asked for a custom character** (an explicit
337
+ custom-character request, not the game default), the ceremony is two
338
+ separate stops and the approvals are the product: do not start Image-to-3D
339
+ until they explicitly select a candidate, and before rigging ask them to
340
+ approve the separate 10,000-face triangle remesh — wait for that explicit
341
+ approval before finalize. (`npx genex character "<prompt>" --direct-text`
342
+ is the explicit legacy one-shot path, not a substitute for these
343
+ approvals.)
240
344
 
241
345
  Load `$genex-ai-character`, search Meshy actions first with
242
346
  `npx genex animations search "<intent>" --json`, and use returned action IDs;
@@ -248,13 +352,34 @@ Before handoff, visibly check idle, walk, run, crouch-idle, crouch-move, and
248
352
  jump — shoulders, elbows, wrists, hands, both leg cycles, and feet — and press
249
353
  every control the HUD advertises.
250
354
 
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
355
+ ## 8. Verificationthe smoke pass's captures grow with the build
356
+
357
+ The per-milestone smoke pass and its ceilings belong to the scaffold prompt
358
+ (ONE pass per milestone, never test suites, never re-verify after cosmetic
359
+ tweaks) this section only defines WHAT that one pass captures once the
360
+ relevant piece exists:
361
+
362
+ - **Always:** the gameplay screenshot + the main controls responding the
363
+ right way (the scaffold prompt's baseline).
364
+ - **Once the generated HUD is wired:** take the gameplay screenshot AFTER
365
+ taking damage once, with an enemy in frame facing the player. A full-HP
366
+ shot cannot show a broken meter (a painted trough hides behind a 100%
367
+ fill), and an enemy you never faced head-on may be looking sideways at
368
+ everyone.
369
+ - **Once the menu video is wired:** watch one full loop cycle as rendered
370
+ (`$genex-ai-menu`'s seam check). A metadata probe can't see a seam, a
371
+ hidden video, or a leftover panel covering it.
372
+
373
+ Judge each capture against DESIGN.md once, fix only what is visibly broken,
374
+ and move on — the captures are eyes, not a test suite.
375
+
376
+ **Fresh eyes before publish.** The pre-publish check is just the last
377
+ milestone's pass, plus this: take the game's current screenshots (desktop
378
+ and phone sizes) and hand them, with DESIGN.md only, to a fresh reviewer —
379
+ a sub-agent if you have one, otherwise re-read them yourself adversarially,
380
+ looking to refute "it's done": untextured surfaces, a bare HUD, missing
381
+ screens, Content lines not in the game, Assets rows never flipped to
382
+ `wired`, `proposed` rows never resolved. Fix or honestly report what it
258
383
  finds; never publish over an unacknowledged gap.
259
384
 
260
385
  ## 9. Say it straight
@@ -13,7 +13,10 @@ Rules the director enforces about this file:
13
13
  sections as decisions land and keep it current (stale is worse than short).
14
14
  - **The Modules table is the delegation contract**: one row per independent
15
15
  lane, and a row's "Owns files" set never overlaps another row's. One writer
16
- per file.
16
+ per file. "Sub-agent when available" stays flexible — but if a
17
+ planned-sub-agent module gets built inline, the agent says why in one line.
18
+ Verification is never a module row: the milestone smoke pass belongs to the
19
+ director (the scaffold prompt owns its ceilings).
17
20
  - **The Assets table is the budget**: the asset list falls out of Content
18
21
  (enemies → models, an arena → a ground texture, outdoors → a skybox).
19
22
  Status flow per row: `proposed → planned → generating (id) → landed (URL) →
@@ -22,6 +25,8 @@ Rules the director enforces about this file:
22
25
  flips statuses and never enqueues. Re-rolls follow the player's notes only.
23
26
  The `Wired?` column exists because "generated but never wired in" is the
24
27
  most common way finished art gets lost — a row isn't done at `landed`.
28
+ And no eternal `proposed`: at every preview/publish, every `proposed` row
29
+ gets promoted or cancelled with one visible line — never silently parked.
25
30
  - Shrinking any Content line is a question to the player first, never a
26
31
  silent cut.
27
32
 
@@ -35,8 +40,8 @@ the bottom._
35
40
 
36
41
  ## Concept
37
42
  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>)
43
+ Concept image: <asset URL> (standingshown <date>; player said
44
+ <yes | nothing — pick stands | change → looped>)
40
45
 
41
46
  ## Core loop
42
47
  - **You do:** <primary verb — drive, shoot, build…>
@@ -56,18 +61,35 @@ Every plural noun from the request becomes a countable line:
56
61
  ## Screens & UI
57
62
  Screens: <loader, menu, HUD, pause, win/lose…> · Style brief: <one line>
58
63
  References: <2–3 named games> · Menu archetype: <name>
64
+ HUD lane: <sprites (…) | CSS (…, one-line justification)> — mandatory line;
65
+ the concept decides it (director §5) and the preview preflight checks for it
66
+ Menu video: <yes (the default for every game) | declined (player's reason)>
59
67
 
60
68
  ## Assets — the generation plan AND the budget
61
69
  | Asset | Kind | Status | Wired? |
62
70
  |------------------|-------------|---------------------------------|--------|
63
- | Concept + HUD | image | landed → <URL> (candidate <n>) | n/a |
71
+ | Concept + HUD | image | landed → <URL> | n/a |
64
72
  | <main surface> | texture | generating (<id>) | — |
65
73
  | <hero model> | model | planned | — |
66
- | Menu still+video | image+video | blocked on concept yes → queued | — |
74
+ | Background music | music | planned (one ~90s looping track)| — |
75
+ | Menu still | image | enqueued on concept landing (<id>) | — |
76
+ | Menu video | video | waits: yes / next preview after still / style-only-left | — |
77
+ | Logotype | image | enqueued on concept landing (<id>) | — |
67
78
  Status flow: proposed → planned → generating (id) → landed (URL) → wired.
68
79
  (Optionally note the prompt gist per row — it makes style-change re-rolls one
69
80
  command.)
70
81
 
82
+ **HUD pipeline state (sprites lane) — keep this current; it is how the
83
+ pipeline survives a context compaction.** One row per stage with its
84
+ generation id / output path, so a resumed session knows exactly where the
85
+ chain stopped and what fires next:
86
+ - Stage-1 mockup: <id → URL>
87
+ - Stage-2 sheet: <id → URL>
88
+ - Cleaned sheet: <id → URL>
89
+ - Extracted sprites: <public/assets/hud/…>
90
+ - Masks: <public/assets/hud/…-mask.png + sidecars>
91
+ - Next stage: <what fires next, one line>
92
+
71
93
  ## World & scale
72
94
  <Size in numbers if open world; arena bounds otherwise. Streamed terrain? y/n>
73
95
 
@@ -83,8 +105,7 @@ click (when a Play screen exists).
83
105
  | World/terrain | src/world/** | sub-agent when available | walkable, matches World & scale |
84
106
  | Quests & dialogue data | src/content/** | sub-agent when available | counts match Content lines |
85
107
  | 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 |
108
+ | HUD chain (style-dependent) | src/ui/** | sub-agent on concept landing | all screens from Screens & UI |
88
109
 
89
110
  ## Decisions & changes
90
111
  - <date> — <one-liner per decision, including anything the player said no or
@@ -101,7 +122,7 @@ A scrap-robot arena shooter: you skate a magnetized junkyard bot around a
101
122
  crusher pit, blasting rival bots into spare parts before the magnet cycle
102
123
  pulls everything in. Fast, crunchy, thirty-second lives.
103
124
  Concept image: https://assets.genex.technology/g/rustyard/concept.png
104
- (candidate 2 approved 2026-07-20)
125
+ (standingshown 2026-07-20; player said yes)
105
126
 
106
127
  ## Core loop
107
128
  - **You do:** skate + shoot
@@ -116,17 +137,26 @@ Concept image: https://assets.genex.technology/g/rustyard/concept.png
116
137
  Screens: loader, title menu, HUD (health, scrap, cycle timer), pause,
117
138
  win/lose. Style brief: oily metal, warning-stripe accents, stencil type.
118
139
  References: <three named AAA games>. Menu archetype: hangar pan.
140
+ HUD lane: sprites (stencil-cut metal meters + riveted scrap counter — ornate
141
+ material chrome, CSS can't pass for it)
142
+ Menu video: yes
119
143
 
120
144
  ## Assets
121
145
  | Asset | Kind | Status | Wired? |
122
146
  |------------------|---------|----------------------------|--------|
123
- | Concept + HUD | image | landed → <URL> (cand. 2) | n/a |
147
+ | Concept + HUD | image | landed → <URL> | n/a |
124
148
  | Junkyard ground | texture | landed → <URL> | yes |
125
149
  | Player bot | model | generating (gen_8f2k) | — |
126
150
  | Rival bot | model | planned | — |
127
151
  | Overcast sky | skybox | landed → <URL> | yes |
128
152
  | Blaster zap | sfx | landed → <URL> | yes |
129
- | Menu still+video | image+video | blocked on concept yes | — |
153
+ | Menu still | image | landed <URL> | — |
154
+ | Menu video | video | waiting (still landed — fires at yes / next preview / style-only-left) | — |
155
+ | Logotype | image | generating (gen_9t3m) | — |
156
+
157
+ HUD pipeline state: Stage-1 mockup gen_7a1x → URL · Stage-2 sheet gen_7b2y →
158
+ URL · cleaned gen_7c3z → URL · extracted public/assets/hud/ · masks derived ·
159
+ next: wire masked fills
130
160
 
131
161
  ## World & scale
132
162
  One 60×60 m arena, walled; no streaming.