@runcore-sh/runcore 0.5.7 → 0.5.9

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Files changed (58) hide show
  1. package/README.md +3 -2
  2. package/dictionary.json +2 -2
  3. package/package.json +2 -1
  4. package/public/avatar/Hey-Dash_en_windows_v4_0_0.zip +0 -0
  5. package/public/avatar/README.md +0 -43
  6. package/public/avatar/cache/08b6f4880f59a385.mp4 +0 -0
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  57. package/public/avatar/idle.mp4 +0 -0
  58. package/public/avatar/photo.png +0 -0
package/README.md CHANGED
@@ -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/core.git
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- cd core
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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
@@ -345,6 +345,7 @@ The key innovation is not autonomy — many systems are autonomous. It's **adapt
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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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  ---
package/dictionary.json CHANGED
@@ -1,6 +1,6 @@
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  {
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- "version": "0.5.7",
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- "publishedAt": "2026-03-11T23:13:12.177Z",
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+ "version": "0.5.9",
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+ "publishedAt": "2026-03-12T00:06:35.330Z",
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  "specs": [],
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  "glossary": {
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  "brain": "The local file-based data store for an instance. Always local. Never hosted.",
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@runcore-sh/runcore",
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- "version": "0.5.7",
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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",
@@ -11,6 +11,7 @@
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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",
@@ -1,43 +0,0 @@
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- # Core Avatar
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-
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- Place a GLB avatar model here as `dash.glb` to enable the 3D TalkingHead avatar.
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-
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- ## How it works
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-
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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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-
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- If no `dash.glb` file is found, Core falls back to a CSS-animated placeholder.
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-
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- ## Getting a compatible model
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-
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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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-
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- ### Option 1: Avaturn (recommended, free)
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-
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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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-
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- ### Option 2: MPFB (Blender, free)
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-
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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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-
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- ### Option 3: Any GLB with the right blend shapes
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-
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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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-
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- ## Customization
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-
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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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-
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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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