@genex-ai/cli-demo 0.81.0-dev.214 → 0.85.0-dev.216
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/README.md +9 -7
- package/dist/index.js +2623 -1684
- package/package.json +1 -1
- package/templates/controllers/character/first-person.ts +54 -0
- package/templates/controllers/character/follow-camera.ts +35 -1
- package/templates/skills/genex-ai-character/SKILL.md +25 -5
- package/templates/skills/genex-ai-hud/SKILL.md +175 -63
- package/templates/skills/genex-ai-hud/references/masked-fill.md +19 -13
- package/templates/skills/genex-ai-hud/references/stage1-prompt-template.md +42 -5
- package/templates/skills/genex-ai-hud/references/stage2-prompt-template.md +7 -3
- package/templates/skills/genex-ai-image/SKILL.md +40 -2
- package/templates/skills/genex-ai-menu/SKILL.md +47 -22
- package/templates/skills/genex-ai-model/SKILL.md +8 -0
- package/templates/skills/genex-ai-music/SKILL.md +142 -0
- package/templates/skills/genex-ai-skybox/SKILL.md +21 -5
- package/templates/skills/genex-ai-video/SKILL.md +13 -7
- package/templates/skills/genex-ai-voice/SKILL.md +151 -0
- package/templates/skills/genex-game-director/SKILL.md +183 -58
- package/templates/skills/genex-game-director/references/design-contract.md +40 -10
- package/templates/skills/genex-game-director/references/routing-map.md +44 -29
- package/templates/skills/genex-threejs-camera-direction/SKILL.md +4 -1
- package/templates/skills/genex-threejs-character-controller/SKILL.md +25 -1
- package/templates/skills/genex-threejs-character-controller/references/wiring.md +13 -2
- package/templates/skills/genex-threejs-creatures/SKILL.md +201 -0
- package/templates/skills/genex-threejs-game-ui/SKILL.md +79 -71
- package/templates/skills/genex-threejs-multiplayer/SKILL.md +6 -1
- package/templates/skills/genex-threejs-visual-validation/SKILL.md +9 -4
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@@ -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`.
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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 (`$genex-threejs-adaptive-quality`) — freeze the
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mixer and billboard or hide the rest; a room allows up to 64 players and 64 live avatars
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is a real phone memory kill on its own.
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@@ -56,9 +56,9 @@ translation may be normalized for Rapier.
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For plain game tasks — nothing from the procedural/visual-system pack loaded —
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this is the whole acceptance gate, and it is also the *ceiling*: a smoke check,
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not a certification. Run it ONCE per milestone,
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`genex preview`
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not a certification. Run it ONCE per milestone, against that milestone's
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`genex preview` build — the player may already be walking around it while
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you check. Catch obvious
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breakage, fix what's clearly broken, and hand the feel/polish judgment to the
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player — don't loop re-testing the same build, don't re-test after cosmetic
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tweaks (sounds, colors, tuning values), and don't try to exercise every button
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@@ -106,7 +106,12 @@ everything twice.
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4. In that screenshot, check oriented models: the hero faces its travel
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direction, and NPCs driven by chase/aim code face their target. A model
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rotated 90° reads as broken — `$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
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