@plasius/gpu-world-generator 0.0.10 → 0.0.12
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 +48 -0
- package/dist/index.cjs +769 -2
- package/dist/index.cjs.map +1 -1
- package/dist/index.d.cts +120 -1
- package/dist/index.d.ts +120 -1
- package/dist/index.js +757 -1
- package/dist/index.js.map +1 -1
- package/docs/adrs/adr-0004-worker-dag-manifests-for-chunk-and-voxel-generation.md +37 -0
- package/docs/adrs/adr-0005-render-representation-tiers-and-proxy-outputs.md +51 -0
- package/docs/adrs/index.md +2 -0
- package/docs/design/worker-manifest-integration.md +42 -0
- package/docs/tdrs/index.md +4 -0
- package/docs/tdrs/tdr-0001-world-generator-worker-manifest-contract.md +39 -0
- package/docs/tdrs/tdr-0002-render-representation-tier-contract.md +60 -0
- package/package.json +6 -3
- package/src/index.ts +1 -0
- package/src/worker.ts +978 -0
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# ADR-0004: Worker DAG Manifests for Chunk and Voxel Generation
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- **Status**: Accepted
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- **Date**: 2026-03-14
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## Context
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World generation already has an inherent DAG: fractal prepass and field
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synthesis can start independently, terrain synthesis joins them, and voxel,
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mesh, bake, and serialization stages branch afterwards. Leaving this implicit
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forces consumer packages to flatten the pipeline into opaque queue work.
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## Decision
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Publish worker-first manifest helpers from `@plasius/gpu-world-generator`.
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- `streaming` profile:
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runtime chunk generation and mesh-ready output
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- `bake` profile:
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background/offline generation plus asset serialization
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Each manifest exports:
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- `queueClass: voxel`
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- `schedulerMode: dag`
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- explicit job priorities and dependencies
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- adaptive budget ladders for degradable stages
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- debug allocation metadata for observability
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## Consequences
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- Positive: chunk and voxel generation can be coordinated by shared worker and
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performance packages without package-specific glue.
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- Positive: authoritative terrain stages remain explicit and protected from
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visual-only degradation.
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- Negative: world-generation stage names become part of the public contract and
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require migration discipline.
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# ADR-0005: Render Representation Tiers and Proxy Outputs
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## Status
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Accepted
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## Context
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The world architecture no longer assumes that every chunk is rendered from the
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same live representation. Near, mid, far, and horizon content should be able to
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use different visual and ray-tracing representations so the world scales in a
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predictable way.
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`@plasius/gpu-world-generator` already owns chunk and voxel generation, so it is
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the natural package to plan how world chunks will expose render-oriented
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representation tiers and proxy outputs before implementation begins.
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## Decision
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`@plasius/gpu-world-generator` will plan around formal representation tiers for
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rendering and RT preparation:
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- `near`: full live chunk output
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- `mid`: simplified live chunk output
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- `far`: HLOD, impostor, or proxy-driven chunk output
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- `horizon`: shell, skyline, or large-scale background representation
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The package should eventually be able to provide metadata or assets for:
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- chunk-local full geometry
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- simplified geometry or material reductions
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- RT proxy or reduced-fidelity instance data
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- merged or impostor-oriented distant proxies
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- low-refresh far-field or horizon assets
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## Consequences
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- Positive: distant rendering becomes a formal output tier instead of an
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ad-hoc optimization.
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- Positive: renderer and world packages can coordinate around explicit chunk
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representation bands.
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- Positive: RT proxy planning can start from generated world assets instead of
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being recreated in a later stage.
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- Neutral: this ADR does not yet prescribe the final file format or buffer
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layout for each proxy type.
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## Follow-On Work
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- Define the technical contract for chunk representation metadata and proxy
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refresh policy.
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- Add test-first contract and unit specs before implementing new proxy outputs.
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package/docs/adrs/index.md
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- [ADR-0001: GPU World Generator Package Scope](./adr-0001-package-scope.md)
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- [ADR-0002: Tiled World Generation, LOD, and Stitching](./adr-0002-world-tiling-lod-stitching.md)
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- [ADR-0003: Terrain Generation Style Mixing (Shader-Based)](./adr-0003-terrain-generation-style-mixing.md)
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- [ADR-0004: Worker DAG Manifests for Chunk and Voxel Generation](./adr-0004-worker-dag-manifests-for-chunk-and-voxel-generation.md)
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- [ADR-0005: Render Representation Tiers and Proxy Outputs](./adr-0005-render-representation-tiers-and-proxy-outputs.md)
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# Worker Manifest Integration
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## Overview
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`@plasius/gpu-world-generator` now publishes chunk/voxel generation as a
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multi-root DAG so shared scheduling and performance packages can reason about
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world generation explicitly.
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## Streaming Profile
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- roots:
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`fractalPrepass`, `fieldSynthesis`
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- join:
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`terrainSynthesis`
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- branches after terrain:
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`voxelMaterialize`, `tileBake`
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- final runtime visual stage:
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`meshBuild`
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This profile models the latency-sensitive path used while streaming terrain
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around the active camera or player.
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## Bake Profile
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The bake profile reuses the same early stages and extends the tail with:
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- `assetSerialize`
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This represents offline or background generation where asset persistence is part
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of the pipeline.
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## Authority Boundaries
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- `fractalPrepass`, `fieldSynthesis`, `terrainSynthesis`
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authoritative, fixed budgets
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- `voxelMaterialize`, `tileBake`
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non-authoritative, degradable
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- `meshBuild`
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visual, degradable
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This keeps core terrain correctness stable while allowing runtime pressure
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control to trim mesh and auxiliary output cost first.
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# TDR-0001: World-Generator Worker Manifest Contract
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- **Status**: Accepted
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- **Date**: 2026-03-14
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## Context
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The world-generator package needs to expose its chunk and voxel pipeline in a
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form that `@plasius/gpu-worker` and `@plasius/gpu-performance` can consume
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directly, without adding a hard dependency on either package.
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## Decision
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Publish two manifest profiles:
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- `streaming`
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- `fractalPrepass`
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- `fieldSynthesis`
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- `terrainSynthesis`
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- `voxelMaterialize`
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- `meshBuild`
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- `tileBake`
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- `bake`
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- all streaming jobs plus `assetSerialize`
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Contract rules:
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- authoritative terrain jobs use fixed levels
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- degradable voxel/mesh/bake jobs expose low/medium/high ladders
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- job ids are namespaced as `world-generator.<profile>.<job>`
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- queue class is always `voxel`
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- scheduler mode is always `dag`
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## Consequences
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- Positive: consumers can import manifests directly and feed them into shared
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worker-budget adapters.
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- Positive: the package stays in control of its actual generation topology.
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- Negative: adding or renaming stages becomes a public API change.
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# TDR-0002: Render Representation Tier Contract
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## Status
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Accepted
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## Goal
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Define the future contract for render and RT-oriented chunk representation tiers
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in `@plasius/gpu-world-generator`.
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## Planned Tier Outputs
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Each chunk or region should eventually be able to describe one or more of:
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- full live geometry output
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- simplified live geometry output
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- RT proxy output
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- merged HLOD or impostor output
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- horizon-shell or skyline output
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## Planned Metadata
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Representation descriptors should be able to carry:
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- chunk or region identifier
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- representation tier:
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- `near`
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- `mid`
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- `far`
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- `horizon`
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- refresh policy or expected update cadence
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- RT participation policy
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- shadow relevance policy
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- suggested ownership for renderer and worker scheduling
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## Planned Tests
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Contract tests should prove that:
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- chunk descriptors can distinguish near, mid, far, and horizon output tiers
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- proxy outputs can declare RT and shadow participation separately from the
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live geometry output
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- refresh expectations are explicit for far and horizon content
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Unit tests should prove that:
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- world-generation manifests can describe merged or impostor-driven far-field
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outputs without losing chunk identity
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- horizon representations can be low-frequency and still remain valid render
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products
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- RT proxy descriptors can differ from the raster-facing representation tier
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## Implementation Notes
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The first public implementation now ships as
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`createWorldGeneratorRepresentationPlan(...)`. It publishes explicit near, mid,
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far, and horizon descriptors, exposes distinct raster and RT proxy outputs,
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retains chunk identity for proxy products, and includes refresh cadence,
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shadow-source relevance, and scheduling metadata for downstream packages.
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package/package.json
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{
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"name": "@plasius/gpu-world-generator",
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"version": "0.0.
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"version": "0.0.12",
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"description": "GPU-assisted world generation with hex-grid terrain synthesis.",
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"type": "module",
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"sideEffects": false,
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"prepublishOnly": "npm run build && npm run pack:check"
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},
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"dependencies": {
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"@plasius/gpu-worker": "^0.1.
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"@plasius/gpu-worker": "^0.1.10"
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},
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"devDependencies": {
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"@eslint/js": "^9.39.1",
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"@types/node": "^22.10.0",
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"@typescript-eslint/eslint-plugin": "^8.46.2",
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"@typescript-eslint/parser": "^8.46.2",
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"@types/node": "^22.10.0",
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"c8": "^10.1.3",
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"eslint": "^9.39.1",
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"globals": "^17.3.0",
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"homepage": "https://github.com/Plasius-LTD/gpu-world-generator#readme",
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"overrides": {
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"minimatch": "^10.2.1"
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},
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"engines": {
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"node": ">=24"
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}
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}
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package/src/index.ts
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