@runcore-sh/runcore 0.5.7 → 0.5.9
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 +3 -2
- package/dictionary.json +2 -2
- package/package.json +2 -1
- package/public/avatar/Hey-Dash_en_windows_v4_0_0.zip +0 -0
- package/public/avatar/README.md +0 -43
- package/public/avatar/cache/08b6f4880f59a385.mp4 +0 -0
- package/public/avatar/cache/0cdaf9c41eff4347.mp4 +0 -0
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- package/public/avatar/cache/fc8e480f63fe4e35.mp4 +0 -0
- package/public/avatar/dash_headhshot_v1.png +0 -0
- package/public/avatar/idle.mp4 +0 -0
- package/public/avatar/photo.png +0 -0
package/README.md
CHANGED
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@@ -24,8 +24,8 @@ If you've ever watched an agent burn tokens repeating the same mistake three tim
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```bash
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# 1. Clone
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git clone https://github.com/XDM-ZSBW/
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cd
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git clone https://github.com/XDM-ZSBW/runcore.git
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cd runcore
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# 2. Install
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npm install
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- **[The File System Is the New Database: How I Built a Personal OS for AI Agents](https://x.com/koylanai/status/2025286163641118915)** — Muratcan Koylan. Personal Brain OS, progressive disclosure, format-function mapping, skill system.
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- [Agent Skills for Context Engineering](https://github.com/muratcankoylan/Agent-Skills-for-Context-Engineering) — Skill format and patterns.
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- [Agent Architecture: From Prompt to Context](https://www.agent32.org/agent-architecture-overview-from-prompt-to-context/) — Context engineering as the core discipline.
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- **[Context Engineering: From Vibe Coder to Software Engineer](https://augmentedadvisors.com/book/)** — Craig Trulove. Practical guide to production AI systems: system prompts, RAG, multi-agent architectures, memory systems, testing, and deployment.
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- [Beyond the Prompt (COALA)](https://medium.com/google-cloud/beyond-the-prompt-why-your-next-ai-agent-needs-a-brain-and-how-coala-research-paper-provides-an-ba187a906ea0) — Modular memory, internal/external actions.
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---
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package/dictionary.json
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package/package.json
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{
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"name": "@runcore-sh/runcore",
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"version": "0.5.
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"version": "0.5.9",
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"description": "Local-first AI agent runtime. One command, your machine, your data.",
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"type": "module",
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"main": "dist/index.js",
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"files": [
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"dist",
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"public",
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"!public/avatar",
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"skills",
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"dictionary.json",
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"brain-template",
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package/public/avatar/README.md
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# Core Avatar
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Place a GLB avatar model here as `dash.glb` to enable the 3D TalkingHead avatar.
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## How it works
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Core uses [TalkingHead.js](https://github.com/met4citizen/TalkingHead) to render a 3D avatar in the chat UI. When Piper TTS speaks, the audio drives lip-sync animations on the model.
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If no `dash.glb` file is found, Core falls back to a CSS-animated placeholder.
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## Getting a compatible model
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The GLB model needs:
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- **Mixamo-compatible skeleton rig** (standard humanoid bone names)
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- **52 ARKit blend shapes** (eyeBlinkLeft, jawOpen, mouthSmile, etc.)
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- **15 Oculus viseme blend shapes** (viseme_sil, viseme_PP, viseme_FF, etc.)
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### Option 1: Avaturn (recommended, free)
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1. Go to [avaturn.me](https://avaturn.me/)
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2. Create an avatar (photo upload or customize)
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3. Export as GLB with ARKit blend shapes enabled
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4. Save as `public/avatar/dash.glb`
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### Option 2: MPFB (Blender, free)
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1. Install [MPFB](https://static.makehumancommunity.org/mpfb.html) Blender extension
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2. Create a character, export as GLB
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3. Use the TalkingHead [build-visemes-from-arkit.py](https://github.com/met4citizen/TalkingHead/blob/main/blender/build-visemes-from-arkit.py) Blender script to add Oculus visemes from ARKit shapes
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4. Save as `public/avatar/dash.glb`
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### Option 3: Any GLB with the right blend shapes
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Any GLB/GLTF model with the required blend shapes will work. The model is loaded via Three.js at `/public/avatar/dash.glb`.
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## Customization
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The avatar initialization is in the `<script type="module">` block at the bottom of `public/index.html`. You can adjust:
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- `cameraView`: `"full"`, `"mid"`, `"upper"`, `"head"`
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- `avatarMood`: `"neutral"`, `"happy"`, `"angry"`, `"sad"`, `"love"`, etc.
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- `body`: `"M"` or `"F"` (affects idle animation style)
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- Lighting: ambient/direct color and intensity
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