@jgengine/ws 0.10.0 → 0.12.0

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package/package.json CHANGED
@@ -1,8 +1,8 @@
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  {
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  "name": "@jgengine/ws",
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- "version": "0.10.0",
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+ "version": "0.12.0",
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  "description": "Browser-safe WebSocket client backend for JGengine: protocol codec, createWsBackend, and HTTP read helpers.",
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- "license": "AGPL-3.0-only",
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+ "license": "Apache-2.0",
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  "type": "module",
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  "sideEffects": false,
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  "repository": {
@@ -13,7 +13,7 @@
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  "files": [
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  "dist",
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  "CHANGELOG.md",
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- "llms.txt"
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+ "skills"
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  ],
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  "exports": {
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  ".": {
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  "test": "bun test src"
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  },
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  "dependencies": {
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- "@jgengine/core": "^0.10.0"
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+ "@jgengine/core": "^0.12.0"
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  },
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  "publishConfig": {
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  "access": "public"
@@ -0,0 +1,54 @@
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+ ---
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+ name: jgengine
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+ description: Route game work to the smallest useful JGengine guidance set.
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+ ---
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+
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+ # JGengine intake and router
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+
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+ Read the repository [README](../../../README.md) for package truth, commands, layering, and license. This skill decides what to load; it is not an engine manual.
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+ ## 1. Establish the target
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+ Treat the pitch as a unique composition of needs, not a genre to fill in — never reach for a genre kit, preset, archetype, or class template ("default sports car", "default RPG", "default FPS") in the SDK or skills (see [AGENTS.md](../../../AGENTS.md)). Use `game-design` to turn the pitch into a testable player promise, verbs, loops, progression, failure, and completion scenario. Use `level-design` when play depends on authored spaces, routes, encounters, exploration, or spatial pacing. Capture only decisions that change architecture:
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+
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+ - player point of view and controls
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+ - world shape and authored content
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+ - core loop, interaction, combat, and progression
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+ - solo, local, hosted, or persistent multiplayer
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+ - HUD/menu states and **custom** UI art direction (every game owns its presentation — no stock drop-in face)
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+ - one observable completion scenario
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+
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+ For a new in-repo game, scaffold with `bun run new:game "<id-or-title>"` (thin script alias for `jgengine create`, auto-detects the in-repo variant). Outside this monorepo, start with `npx jgengine create`; never copy `Games/*`.
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+
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+ ## 2. Select domains
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+
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+ Load only rows the target needs. Do not preload every domain.
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+
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+ | Need | Skill | Owner |
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+ | --- | --- | --- |
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+ | player promise, pillars, verbs, loops, economy, progression, balance | `game-design` | experience and rule intent |
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+ | metrics, topology, encounters, navigation, spatial pacing | `level-design` | playable space intent |
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+ | scene placement, terrain painting, paths, asset authoring | `jgengine-editor` | editor document and authoring tools |
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+ | runtime world, movement, input, interaction, AI, navigation, audio | `jgengine-world` | spatial simulation and world runtime |
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+ | game state, systems, inventory, crafting, quests, economy, turns | `jgengine-gameplay` | non-combat rules and state |
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+ | targeting, stats, damage, effects, abilities, projectiles, loot | `jgengine-combat` | combat resolution |
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+ | HUD, menus, layout, accessibility, touch presentation | `jgengine-ui` | player-facing interface |
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+ | models, sprites, materials, audio files, source licensing | `jgengine-assets` | asset discovery and catalogs |
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+ | authority, transport, replication, sessions, host persistence | `jgengine-multiplayer` | network topology and persistence adapters |
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+
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+ World content routes editor-first: any request that adds, moves, restyles, or removes something visible in the world — however phrased ("design this world", "place the enemies", "make it look better") — starts in `jgengine-editor`; the other domains consume the authored document. Scenes normally require both `jgengine-editor` for authoring and `jgengine-world` for runtime consumption. Combat and multiplayer are opt-in, not default intake.
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+
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+ ## 3. Discover before designing
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+ Within each selected domain:
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+ 1. Search `capabilities.md` by intent; it maps needs to imports.
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+ 2. Open `api.md` only when exact signatures or export inventory are needed.
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+ 3. Open the linked reference only for a deeper recipe or trap.
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+ 4. For how several primitives wire into a running loop, read the domain's `recipes/` — connected, genre-free walkthroughs organized by composition seam; this skill's own [recipes/minimal-game.md](recipes/minimal-game.md) is the default whole-game walkthrough. Prefer a recipe over reading a game's source; the games under `Games/*` are not templates or references, and a hybrid game is just a different composition of the same primitives.
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+ If no capability fits, identify the upstream package seam before writing game-local code. In this repository, implement a reusable primitive with its first adopter; if editor-owned content cannot be expressed, file the editor gap first.
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+ ## 4. Build and finish
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+ Keep scene coordinates in the editor document, state serializable, randomness injected, and hot-path work bounded. Use `jgengine-verify` for evidence appropriate to the change. Inside this monorepo, `workflow` owns issue/PR completion. Visual polish work also uses the `jgengine-ui` quality reference.