@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
@@ -541,7 +541,12 @@ fights (many writers). A ball on `objects` glides and has one owner. That's the
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  `loadVrmClone(p.avatarUrl || "./assets/avatar.vrm")` (the vendored loader's shared-GPU clone:
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  N remotes share one set of geometry/textures instead of re-parsing per player — retarget
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  clips once on `loadVrmClone.base(url)` and play them on each clone's own mixer); never
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- publish avatar URLs through `me.set`. On phone tiers, animate and fully draw only the
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+ publish avatar URLs through `me.set`. **A remote player's body is NEVER hand-built
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+ primitives** (no capsule + cone "person" — the single most common shipped co-op defect):
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+ a themed game renders remotes with the SAME themed character model the local player
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+ uses; everything else renders `p.avatarUrl` VRMs. This applies with full force to
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+ first-person games — the local player may be invisible to themselves, but every
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+ remote hunter/partner is a full character on screen. On phone tiers, animate and fully draw only the
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  nearest `tier.remoteAvatarCap` remotes (`$genex-threejs-adaptive-quality`) — freeze the
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  mixer and billboard or hide the rest; a room allows up to 64 players and 64 live avatars
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  is a real phone memory kill on its own.
@@ -56,9 +56,9 @@ translation may be normalized for Rapier.
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  For plain game tasks — nothing from the procedural/visual-system pack loaded —
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  this is the whole acceptance gate, and it is also the *ceiling*: a smoke check,
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- not a certification. Run it ONCE per milestone, and only AFTER that milestone's
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- `genex preview` is pushed ship the rough draft first, then check it; the
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- player may already be walking around your build while you do. Catch obvious
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+ not a certification. Run it ONCE per milestone, against that milestone's
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+ `genex preview` build — the player may already be walking around it while
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+ you check. Catch obvious
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  breakage, fix what's clearly broken, and hand the feel/polish judgment to the
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  player — don't loop re-testing the same build, don't re-test after cosmetic
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  tweaks (sounds, colors, tuning values), and don't try to exercise every button
@@ -106,7 +106,12 @@ everything twice.
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  4. In that screenshot, check oriented models: the hero faces its travel
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  direction, and NPCs driven by chase/aim code face their target. A model
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  rotated 90° reads as broken — `$genex-ai-model` has the one-time facing
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- fix.
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+ fix. **In any two-character or enemy-encounter capture, the characters
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+ face their TARGET, not the camera** — Meshy/Mixamo/VRM rigs rest facing
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+ +Z (straight at a side camera), so an unset yaw ships duelists staring
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+ at the lens; and a rig "turned" with `scale.x = -1` is a defect even
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+ when it looks right from one angle (negative scale flips a SkinnedMesh's
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+ winding and normals — the character-controller skill has the rules).
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  5. Vehicles get one extra pass: drive forward once and confirm the NOSE
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  leads (a 180° body is this bug's favorite disguise), and check the body
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  stands ON the road with its wheels inside the silhouette — a body