@rune-kit/rune 2.10.0 → 2.11.0

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.
Files changed (205) hide show
  1. package/LICENSE +21 -21
  2. package/README.md +8 -6
  3. package/commands/rune.md +168 -168
  4. package/contexts/dev.md +34 -34
  5. package/contexts/research.md +43 -43
  6. package/contexts/review.md +55 -55
  7. package/extensions/ai-ml/PACK.md +88 -88
  8. package/extensions/ai-ml/skills/ai-agents.md +172 -172
  9. package/extensions/ai-ml/skills/code-sandbox.md +187 -187
  10. package/extensions/ai-ml/skills/deep-research.md +146 -146
  11. package/extensions/ai-ml/skills/embedding-search.md +66 -66
  12. package/extensions/ai-ml/skills/fine-tuning-guide.md +74 -74
  13. package/extensions/ai-ml/skills/llm-architect.md +125 -125
  14. package/extensions/ai-ml/skills/llm-integration.md +64 -64
  15. package/extensions/ai-ml/skills/prompt-patterns.md +72 -72
  16. package/extensions/ai-ml/skills/rag-patterns.md +66 -66
  17. package/extensions/ai-ml/skills/web-extraction.md +114 -114
  18. package/extensions/analytics/PACK.md +92 -92
  19. package/extensions/analytics/skills/ab-testing.md +72 -72
  20. package/extensions/analytics/skills/dashboard-patterns.md +83 -83
  21. package/extensions/analytics/skills/data-validation.md +68 -68
  22. package/extensions/analytics/skills/funnel-analysis.md +81 -81
  23. package/extensions/analytics/skills/sql-patterns.md +57 -57
  24. package/extensions/analytics/skills/statistical-analysis.md +79 -79
  25. package/extensions/analytics/skills/tracking-setup.md +71 -71
  26. package/extensions/backend/PACK.md +104 -104
  27. package/extensions/backend/skills/api-patterns.md +84 -84
  28. package/extensions/backend/skills/async-pipeline.md +193 -193
  29. package/extensions/backend/skills/auth-patterns.md +97 -97
  30. package/extensions/backend/skills/background-jobs.md +133 -133
  31. package/extensions/backend/skills/caching-patterns.md +108 -108
  32. package/extensions/backend/skills/cli-generation.md +133 -133
  33. package/extensions/backend/skills/database-patterns.md +87 -87
  34. package/extensions/backend/skills/middleware-patterns.md +104 -104
  35. package/extensions/chrome-ext/PACK.md +93 -93
  36. package/extensions/chrome-ext/skills/cws-preflight.md +143 -143
  37. package/extensions/chrome-ext/skills/cws-publish.md +104 -104
  38. package/extensions/chrome-ext/skills/ext-ai-integration.md +251 -251
  39. package/extensions/chrome-ext/skills/ext-messaging.md +139 -139
  40. package/extensions/chrome-ext/skills/ext-storage.md +133 -133
  41. package/extensions/chrome-ext/skills/mv3-scaffold.md +164 -164
  42. package/extensions/content/PACK.md +96 -96
  43. package/extensions/content/skills/blog-patterns.md +88 -88
  44. package/extensions/content/skills/cms-integration.md +131 -131
  45. package/extensions/content/skills/content-scoring.md +107 -107
  46. package/extensions/content/skills/i18n.md +83 -83
  47. package/extensions/content/skills/mdx-authoring.md +137 -137
  48. package/extensions/content/skills/reference.md +1014 -1014
  49. package/extensions/content/skills/seo-patterns.md +67 -67
  50. package/extensions/content/skills/video-repurpose.md +153 -153
  51. package/extensions/devops/PACK.md +101 -101
  52. package/extensions/devops/skills/chaos-testing.md +67 -67
  53. package/extensions/devops/skills/ci-cd.md +75 -75
  54. package/extensions/devops/skills/docker.md +58 -58
  55. package/extensions/devops/skills/edge-serverless.md +163 -163
  56. package/extensions/devops/skills/infra-as-code.md +158 -158
  57. package/extensions/devops/skills/kubernetes.md +110 -110
  58. package/extensions/devops/skills/monitoring.md +57 -57
  59. package/extensions/devops/skills/server-setup.md +64 -64
  60. package/extensions/devops/skills/ssl-domain.md +42 -42
  61. package/extensions/ecommerce/PACK.md +116 -116
  62. package/extensions/ecommerce/skills/cart-system.md +79 -79
  63. package/extensions/ecommerce/skills/inventory-mgmt.md +102 -102
  64. package/extensions/ecommerce/skills/order-management.md +126 -126
  65. package/extensions/ecommerce/skills/payment-integration.md +472 -472
  66. package/extensions/ecommerce/skills/shopify-dev.md +69 -69
  67. package/extensions/ecommerce/skills/subscription-billing.md +93 -93
  68. package/extensions/ecommerce/skills/tax-compliance.md +117 -117
  69. package/extensions/gamedev/PACK.md +142 -142
  70. package/extensions/gamedev/skills/asset-pipeline.md +74 -74
  71. package/extensions/gamedev/skills/audio-system.md +129 -129
  72. package/extensions/gamedev/skills/camera-system.md +87 -87
  73. package/extensions/gamedev/skills/ecs.md +98 -98
  74. package/extensions/gamedev/skills/game-loops.md +72 -72
  75. package/extensions/gamedev/skills/input-system.md +199 -199
  76. package/extensions/gamedev/skills/multiplayer.md +180 -180
  77. package/extensions/gamedev/skills/particles.md +105 -105
  78. package/extensions/gamedev/skills/physics-engine.md +89 -89
  79. package/extensions/gamedev/skills/scene-management.md +146 -146
  80. package/extensions/gamedev/skills/threejs-patterns.md +90 -90
  81. package/extensions/gamedev/skills/webgl.md +71 -71
  82. package/extensions/mobile/PACK.md +106 -106
  83. package/extensions/mobile/skills/app-store-connect.md +152 -152
  84. package/extensions/mobile/skills/app-store-prep.md +66 -66
  85. package/extensions/mobile/skills/deep-linking.md +109 -109
  86. package/extensions/mobile/skills/flutter.md +60 -60
  87. package/extensions/mobile/skills/ios-build-pipeline.md +142 -142
  88. package/extensions/mobile/skills/native-bridge.md +66 -66
  89. package/extensions/mobile/skills/ota-updates.md +97 -97
  90. package/extensions/mobile/skills/push-notifications.md +111 -111
  91. package/extensions/mobile/skills/react-native.md +82 -82
  92. package/extensions/saas/PACK.md +116 -116
  93. package/extensions/saas/skills/billing-integration.md +200 -200
  94. package/extensions/saas/skills/feature-flags.md +130 -130
  95. package/extensions/saas/skills/multi-tenant.md +103 -103
  96. package/extensions/saas/skills/onboarding-flow.md +139 -139
  97. package/extensions/saas/skills/subscription-flow.md +95 -95
  98. package/extensions/saas/skills/team-management.md +144 -144
  99. package/extensions/security/PACK.md +99 -99
  100. package/extensions/security/skills/api-security.md +140 -140
  101. package/extensions/security/skills/compliance.md +68 -68
  102. package/extensions/security/skills/owasp-audit.md +64 -64
  103. package/extensions/security/skills/pentest-patterns.md +77 -77
  104. package/extensions/security/skills/secret-mgmt.md +65 -65
  105. package/extensions/security/skills/supply-chain.md +65 -65
  106. package/extensions/trading/PACK.md +80 -80
  107. package/extensions/trading/skills/chart-components.md +55 -55
  108. package/extensions/trading/skills/experiment-loop.md +125 -125
  109. package/extensions/trading/skills/fintech-patterns.md +47 -47
  110. package/extensions/trading/skills/indicator-library.md +58 -58
  111. package/extensions/trading/skills/quant-analysis.md +111 -111
  112. package/extensions/trading/skills/realtime-data.md +58 -58
  113. package/extensions/trading/skills/trade-logic.md +104 -104
  114. package/extensions/ui/PACK.md +130 -130
  115. package/extensions/ui/skills/a11y-audit.md +91 -91
  116. package/extensions/ui/skills/animation-patterns.md +127 -127
  117. package/extensions/ui/skills/component-patterns.md +100 -100
  118. package/extensions/ui/skills/design-decision.md +108 -108
  119. package/extensions/ui/skills/design-system.md +68 -68
  120. package/extensions/ui/skills/landing-patterns.md +155 -155
  121. package/extensions/ui/skills/palette-picker.md +173 -173
  122. package/extensions/ui/skills/react-health.md +90 -90
  123. package/extensions/ui/skills/type-system.md +125 -125
  124. package/extensions/ui/skills/web-vitals.md +153 -153
  125. package/extensions/zalo/PACK.md +145 -145
  126. package/extensions/zalo/skills/zalo-oa-mcp.md +317 -317
  127. package/extensions/zalo/skills/zalo-oa-messaging.md +429 -429
  128. package/extensions/zalo/skills/zalo-oa-setup.md +236 -236
  129. package/extensions/zalo/skills/zalo-oa-webhook.md +189 -189
  130. package/extensions/zalo/skills/zalo-personal-messaging.md +194 -194
  131. package/extensions/zalo/skills/zalo-personal-setup.md +153 -153
  132. package/extensions/zalo/skills/zalo-rate-guard.md +219 -219
  133. package/hooks/auto-format/index.cjs +48 -48
  134. package/hooks/hooks.json +111 -111
  135. package/hooks/post-session-reflect/index.cjs +189 -189
  136. package/hooks/pre-compact/index.cjs +95 -95
  137. package/hooks/run-hook.cmd +1 -1
  138. package/hooks/secrets-scan/index.cjs +100 -100
  139. package/hooks/session-start/index.cjs +71 -71
  140. package/hooks/typecheck/index.cjs +65 -65
  141. package/package.json +63 -63
  142. package/references/ui-pro-max-data/LICENSE-UI-PRO-MAX +21 -21
  143. package/references/ui-pro-max-data/charts.csv +26 -26
  144. package/references/ui-pro-max-data/colors.csv +161 -161
  145. package/references/ui-pro-max-data/styles.csv +68 -68
  146. package/references/ui-pro-max-data/typography.csv +74 -74
  147. package/references/ui-pro-max-data/ui-reasoning.csv +162 -162
  148. package/references/ui-pro-max-data/ux-guidelines.csv +99 -99
  149. package/skills/adversary/SKILL.md +283 -283
  150. package/skills/asset-creator/SKILL.md +157 -157
  151. package/skills/audit/SKILL.md +147 -2
  152. package/skills/autopsy/SKILL.md +335 -335
  153. package/skills/brainstorm/SKILL.md +342 -342
  154. package/skills/browser-pilot/SKILL.md +168 -168
  155. package/skills/constraint-check/SKILL.md +165 -165
  156. package/skills/context-engine/SKILL.md +404 -404
  157. package/skills/cook/SKILL.md +917 -863
  158. package/skills/db/SKILL.md +273 -273
  159. package/skills/debug/SKILL.md +465 -465
  160. package/skills/dependency-doctor/SKILL.md +265 -235
  161. package/skills/deploy/SKILL.md +274 -231
  162. package/skills/design/DESIGN-REFERENCE.md +365 -365
  163. package/skills/design/SKILL.md +589 -589
  164. package/skills/doc-processor/SKILL.md +254 -254
  165. package/skills/docs/SKILL.md +374 -374
  166. package/skills/docs-seeker/SKILL.md +177 -177
  167. package/skills/fix/SKILL.md +330 -330
  168. package/skills/git/SKILL.md +339 -339
  169. package/skills/hallucination-guard/SKILL.md +219 -219
  170. package/skills/incident/SKILL.md +254 -253
  171. package/skills/integrity-check/SKILL.md +169 -169
  172. package/skills/journal/SKILL.md +240 -240
  173. package/skills/launch/SKILL.md +344 -344
  174. package/skills/logic-guardian/SKILL.md +251 -251
  175. package/skills/marketing/SKILL.md +290 -289
  176. package/skills/mcp-builder/SKILL.md +425 -425
  177. package/skills/neural-memory/SKILL.md +362 -362
  178. package/skills/onboard/SKILL.md +404 -403
  179. package/skills/perf/SKILL.md +346 -346
  180. package/skills/plan/SKILL.md +433 -428
  181. package/skills/preflight/SKILL.md +415 -415
  182. package/skills/problem-solver/SKILL.md +380 -284
  183. package/skills/rescue/SKILL.md +474 -474
  184. package/skills/retro/SKILL.md +3 -1
  185. package/skills/review/SKILL.md +612 -588
  186. package/skills/review-intake/SKILL.md +249 -249
  187. package/skills/safeguard/SKILL.md +200 -200
  188. package/skills/sast/SKILL.md +190 -190
  189. package/skills/scaffold/SKILL.md +328 -287
  190. package/skills/scope-guard/SKILL.md +180 -180
  191. package/skills/scout/SKILL.md +263 -263
  192. package/skills/sentinel/SKILL.md +382 -381
  193. package/skills/sentinel-env/SKILL.md +254 -254
  194. package/skills/sequential-thinking/SKILL.md +234 -234
  195. package/skills/session-bridge/SKILL.md +543 -543
  196. package/skills/skill-forge/SKILL.md +581 -581
  197. package/skills/skill-router/SKILL.md +3 -0
  198. package/skills/surgeon/SKILL.md +215 -215
  199. package/skills/team/SKILL.md +556 -537
  200. package/skills/test/SKILL.md +614 -614
  201. package/skills/trend-scout/SKILL.md +145 -145
  202. package/skills/verification/SKILL.md +326 -326
  203. package/skills/video-creator/SKILL.md +201 -201
  204. package/skills/watchdog/SKILL.md +168 -168
  205. package/skills/worktree/SKILL.md +140 -140
@@ -1,180 +1,180 @@
1
- ---
2
- name: "multiplayer"
3
- pack: "@rune/gamedev"
4
- description: "WebSocket game server and client prediction — authoritative server model, client-side prediction, reconciliation, entity interpolation, and lag compensation."
5
- model: sonnet
6
- tools: [Read, Edit, Write, Grep, Glob, Bash]
7
- ---
8
-
9
- # multiplayer
10
-
11
- WebSocket game server and client prediction — authoritative server model, client-side prediction, reconciliation, entity interpolation, and lag compensation.
12
-
13
- Authoritative server model: server owns game state, clients send inputs only. Never trust client position.
14
-
15
- #### Workflow
16
-
17
- **Step 1 — Assess multiplayer architecture**
18
- Use Grep to find existing WebSocket code: `WebSocket`, `socket.io`, `ws`, `onmessage`, `postMessage`. Determine: is there a server or is this client-only? What is the tick rate?
19
-
20
- **Step 2 — Implement authoritative server**
21
- Emit: Node.js WebSocket server with fixed-tick update (20Hz sufficient), input queue per player, server-side physics/movement, state broadcast.
22
-
23
- **Step 3 — Implement client prediction**
24
- Emit: local input application before server confirmation, pending input buffer, reconciliation on server update, smooth interpolation for remote entities.
25
-
26
- **Step 4 — Add lag compensation**
27
- Emit: snapshot buffer for entity interpolation (render ~100ms behind server), client prediction with rollback on desync.
28
-
29
- #### WebSocket Game Server Pattern
30
-
31
- ```typescript
32
- // Server (Node.js + ws) — authoritative game server
33
- import { WebSocketServer, WebSocket } from 'ws';
34
-
35
- interface PlayerInput { seq: number; keys: { up: boolean; down: boolean; left: boolean; right: boolean }; }
36
- interface PlayerState { id: string; x: number; y: number; vx: number; vy: number; }
37
-
38
- const wss = new WebSocketServer({ port: 3001 });
39
- const players = new Map<string, PlayerState>();
40
- const inputQueues = new Map<string, PlayerInput[]>();
41
-
42
- wss.on('connection', (ws: WebSocket, req) => {
43
- const id = crypto.randomUUID();
44
- players.set(id, { id, x: 0, y: 0, vx: 0, vy: 0 });
45
- inputQueues.set(id, []);
46
-
47
- ws.send(JSON.stringify({ type: 'init', id, state: Object.fromEntries(players) }));
48
- broadcast({ type: 'player_joined', id });
49
-
50
- ws.on('message', (raw) => {
51
- const msg = JSON.parse(raw.toString());
52
- if (msg.type === 'input') {
53
- inputQueues.get(id)?.push(msg.input);
54
- }
55
- });
56
-
57
- ws.on('close', () => {
58
- players.delete(id);
59
- inputQueues.delete(id);
60
- broadcast({ type: 'player_left', id });
61
- });
62
- });
63
-
64
- // Fixed-tick server update (20Hz is sufficient for authoritative server)
65
- const TICK_MS = 50;
66
- setInterval(() => {
67
- inputQueues.forEach((queue, id) => {
68
- const player = players.get(id)!;
69
- const input = queue.shift(); // process one input per tick
70
- if (input) applyInput(player, input);
71
- integratePhysics(player);
72
- });
73
-
74
- broadcast({ type: 'state_update', tick: Date.now(), players: Object.fromEntries(players) });
75
- }, TICK_MS);
76
-
77
- function broadcast(msg: object) {
78
- const data = JSON.stringify(msg);
79
- wss.clients.forEach(c => c.readyState === WebSocket.OPEN && c.send(data));
80
- }
81
-
82
- function applyInput(p: PlayerState, input: PlayerInput) {
83
- const speed = 200;
84
- p.vx = (input.keys.right ? 1 : 0) - (input.keys.left ? 1 : 0);
85
- p.vy = (input.keys.down ? 1 : 0) - (input.keys.up ? 1 : 0);
86
- const len = Math.hypot(p.vx, p.vy);
87
- if (len > 0) { p.vx = (p.vx / len) * speed; p.vy = (p.vy / len) * speed; }
88
- }
89
-
90
- function integratePhysics(p: PlayerState) {
91
- p.x += p.vx * (TICK_MS / 1000);
92
- p.y += p.vy * (TICK_MS / 1000);
93
- }
94
- ```
95
-
96
- #### Client Prediction & Reconciliation
97
-
98
- ```typescript
99
- // Client — predict locally, reconcile on server update
100
- class NetworkedPlayer {
101
- private pendingInputs: { seq: number; input: PlayerInput; }[] = [];
102
- private seq = 0;
103
- localState: PlayerState;
104
- serverState: PlayerState;
105
-
106
- constructor(initial: PlayerState) {
107
- this.localState = { ...initial };
108
- this.serverState = { ...initial };
109
- }
110
-
111
- sendInput(keys: PlayerInput['keys'], ws: WebSocket) {
112
- const input: PlayerInput = { seq: ++this.seq, keys };
113
- this.pendingInputs.push({ seq: this.seq, input });
114
- ws.send(JSON.stringify({ type: 'input', input }));
115
-
116
- // Apply immediately (client prediction)
117
- applyInputToState(this.localState, keys);
118
- }
119
-
120
- reconcile(serverUpdate: PlayerState & { lastProcessedSeq: number }) {
121
- this.serverState = serverUpdate;
122
-
123
- // Remove acknowledged inputs
124
- this.pendingInputs = this.pendingInputs.filter(p => p.seq > serverUpdate.lastProcessedSeq);
125
-
126
- // Reapply unacknowledged inputs on top of server state
127
- this.localState = { ...serverUpdate };
128
- for (const { input } of this.pendingInputs) {
129
- applyInputToState(this.localState, input.keys);
130
- }
131
- }
132
- }
133
-
134
- function applyInputToState(state: PlayerState, keys: PlayerInput['keys']) {
135
- const dt = 1 / 60;
136
- const speed = 200;
137
- state.x += ((keys.right ? 1 : 0) - (keys.left ? 1 : 0)) * speed * dt;
138
- state.y += ((keys.down ? 1 : 0) - (keys.up ? 1 : 0)) * speed * dt;
139
- }
140
- ```
141
-
142
- #### Lag Compensation & Entity Interpolation
143
-
144
- ```typescript
145
- // Interpolate remote entities between server snapshots (smooth movement, ~100ms behind)
146
- interface Snapshot { tick: number; timestamp: number; entities: Map<string, PlayerState>; }
147
-
148
- class EntityInterpolator {
149
- private buffer: Snapshot[] = [];
150
- private readonly delay = 100; // ms behind server
151
-
152
- addSnapshot(snapshot: Snapshot) {
153
- this.buffer.push(snapshot);
154
- // Keep only last 1 second of snapshots
155
- const cutoff = Date.now() - 1000;
156
- this.buffer = this.buffer.filter(s => s.timestamp > cutoff);
157
- }
158
-
159
- getInterpolatedState(entityId: string): PlayerState | null {
160
- const renderTime = Date.now() - this.delay;
161
-
162
- // Find the two snapshots bracketing renderTime
163
- const newer = this.buffer.find(s => s.timestamp >= renderTime);
164
- const older = this.buffer.slice().reverse().find(s => s.timestamp < renderTime);
165
-
166
- if (!older || !newer) return newer?.entities.get(entityId) ?? null;
167
-
168
- const t = (renderTime - older.timestamp) / (newer.timestamp - older.timestamp);
169
- const a = older.entities.get(entityId);
170
- const b = newer.entities.get(entityId);
171
- if (!a || !b) return null;
172
-
173
- return {
174
- ...a,
175
- x: a.x + (b.x - a.x) * t,
176
- y: a.y + (b.y - a.y) * t,
177
- };
178
- }
179
- }
180
- ```
1
+ ---
2
+ name: "multiplayer"
3
+ pack: "@rune/gamedev"
4
+ description: "WebSocket game server and client prediction — authoritative server model, client-side prediction, reconciliation, entity interpolation, and lag compensation."
5
+ model: sonnet
6
+ tools: [Read, Edit, Write, Grep, Glob, Bash]
7
+ ---
8
+
9
+ # multiplayer
10
+
11
+ WebSocket game server and client prediction — authoritative server model, client-side prediction, reconciliation, entity interpolation, and lag compensation.
12
+
13
+ Authoritative server model: server owns game state, clients send inputs only. Never trust client position.
14
+
15
+ #### Workflow
16
+
17
+ **Step 1 — Assess multiplayer architecture**
18
+ Use Grep to find existing WebSocket code: `WebSocket`, `socket.io`, `ws`, `onmessage`, `postMessage`. Determine: is there a server or is this client-only? What is the tick rate?
19
+
20
+ **Step 2 — Implement authoritative server**
21
+ Emit: Node.js WebSocket server with fixed-tick update (20Hz sufficient), input queue per player, server-side physics/movement, state broadcast.
22
+
23
+ **Step 3 — Implement client prediction**
24
+ Emit: local input application before server confirmation, pending input buffer, reconciliation on server update, smooth interpolation for remote entities.
25
+
26
+ **Step 4 — Add lag compensation**
27
+ Emit: snapshot buffer for entity interpolation (render ~100ms behind server), client prediction with rollback on desync.
28
+
29
+ #### WebSocket Game Server Pattern
30
+
31
+ ```typescript
32
+ // Server (Node.js + ws) — authoritative game server
33
+ import { WebSocketServer, WebSocket } from 'ws';
34
+
35
+ interface PlayerInput { seq: number; keys: { up: boolean; down: boolean; left: boolean; right: boolean }; }
36
+ interface PlayerState { id: string; x: number; y: number; vx: number; vy: number; }
37
+
38
+ const wss = new WebSocketServer({ port: 3001 });
39
+ const players = new Map<string, PlayerState>();
40
+ const inputQueues = new Map<string, PlayerInput[]>();
41
+
42
+ wss.on('connection', (ws: WebSocket, req) => {
43
+ const id = crypto.randomUUID();
44
+ players.set(id, { id, x: 0, y: 0, vx: 0, vy: 0 });
45
+ inputQueues.set(id, []);
46
+
47
+ ws.send(JSON.stringify({ type: 'init', id, state: Object.fromEntries(players) }));
48
+ broadcast({ type: 'player_joined', id });
49
+
50
+ ws.on('message', (raw) => {
51
+ const msg = JSON.parse(raw.toString());
52
+ if (msg.type === 'input') {
53
+ inputQueues.get(id)?.push(msg.input);
54
+ }
55
+ });
56
+
57
+ ws.on('close', () => {
58
+ players.delete(id);
59
+ inputQueues.delete(id);
60
+ broadcast({ type: 'player_left', id });
61
+ });
62
+ });
63
+
64
+ // Fixed-tick server update (20Hz is sufficient for authoritative server)
65
+ const TICK_MS = 50;
66
+ setInterval(() => {
67
+ inputQueues.forEach((queue, id) => {
68
+ const player = players.get(id)!;
69
+ const input = queue.shift(); // process one input per tick
70
+ if (input) applyInput(player, input);
71
+ integratePhysics(player);
72
+ });
73
+
74
+ broadcast({ type: 'state_update', tick: Date.now(), players: Object.fromEntries(players) });
75
+ }, TICK_MS);
76
+
77
+ function broadcast(msg: object) {
78
+ const data = JSON.stringify(msg);
79
+ wss.clients.forEach(c => c.readyState === WebSocket.OPEN && c.send(data));
80
+ }
81
+
82
+ function applyInput(p: PlayerState, input: PlayerInput) {
83
+ const speed = 200;
84
+ p.vx = (input.keys.right ? 1 : 0) - (input.keys.left ? 1 : 0);
85
+ p.vy = (input.keys.down ? 1 : 0) - (input.keys.up ? 1 : 0);
86
+ const len = Math.hypot(p.vx, p.vy);
87
+ if (len > 0) { p.vx = (p.vx / len) * speed; p.vy = (p.vy / len) * speed; }
88
+ }
89
+
90
+ function integratePhysics(p: PlayerState) {
91
+ p.x += p.vx * (TICK_MS / 1000);
92
+ p.y += p.vy * (TICK_MS / 1000);
93
+ }
94
+ ```
95
+
96
+ #### Client Prediction & Reconciliation
97
+
98
+ ```typescript
99
+ // Client — predict locally, reconcile on server update
100
+ class NetworkedPlayer {
101
+ private pendingInputs: { seq: number; input: PlayerInput; }[] = [];
102
+ private seq = 0;
103
+ localState: PlayerState;
104
+ serverState: PlayerState;
105
+
106
+ constructor(initial: PlayerState) {
107
+ this.localState = { ...initial };
108
+ this.serverState = { ...initial };
109
+ }
110
+
111
+ sendInput(keys: PlayerInput['keys'], ws: WebSocket) {
112
+ const input: PlayerInput = { seq: ++this.seq, keys };
113
+ this.pendingInputs.push({ seq: this.seq, input });
114
+ ws.send(JSON.stringify({ type: 'input', input }));
115
+
116
+ // Apply immediately (client prediction)
117
+ applyInputToState(this.localState, keys);
118
+ }
119
+
120
+ reconcile(serverUpdate: PlayerState & { lastProcessedSeq: number }) {
121
+ this.serverState = serverUpdate;
122
+
123
+ // Remove acknowledged inputs
124
+ this.pendingInputs = this.pendingInputs.filter(p => p.seq > serverUpdate.lastProcessedSeq);
125
+
126
+ // Reapply unacknowledged inputs on top of server state
127
+ this.localState = { ...serverUpdate };
128
+ for (const { input } of this.pendingInputs) {
129
+ applyInputToState(this.localState, input.keys);
130
+ }
131
+ }
132
+ }
133
+
134
+ function applyInputToState(state: PlayerState, keys: PlayerInput['keys']) {
135
+ const dt = 1 / 60;
136
+ const speed = 200;
137
+ state.x += ((keys.right ? 1 : 0) - (keys.left ? 1 : 0)) * speed * dt;
138
+ state.y += ((keys.down ? 1 : 0) - (keys.up ? 1 : 0)) * speed * dt;
139
+ }
140
+ ```
141
+
142
+ #### Lag Compensation & Entity Interpolation
143
+
144
+ ```typescript
145
+ // Interpolate remote entities between server snapshots (smooth movement, ~100ms behind)
146
+ interface Snapshot { tick: number; timestamp: number; entities: Map<string, PlayerState>; }
147
+
148
+ class EntityInterpolator {
149
+ private buffer: Snapshot[] = [];
150
+ private readonly delay = 100; // ms behind server
151
+
152
+ addSnapshot(snapshot: Snapshot) {
153
+ this.buffer.push(snapshot);
154
+ // Keep only last 1 second of snapshots
155
+ const cutoff = Date.now() - 1000;
156
+ this.buffer = this.buffer.filter(s => s.timestamp > cutoff);
157
+ }
158
+
159
+ getInterpolatedState(entityId: string): PlayerState | null {
160
+ const renderTime = Date.now() - this.delay;
161
+
162
+ // Find the two snapshots bracketing renderTime
163
+ const newer = this.buffer.find(s => s.timestamp >= renderTime);
164
+ const older = this.buffer.slice().reverse().find(s => s.timestamp < renderTime);
165
+
166
+ if (!older || !newer) return newer?.entities.get(entityId) ?? null;
167
+
168
+ const t = (renderTime - older.timestamp) / (newer.timestamp - older.timestamp);
169
+ const a = older.entities.get(entityId);
170
+ const b = newer.entities.get(entityId);
171
+ if (!a || !b) return null;
172
+
173
+ return {
174
+ ...a,
175
+ x: a.x + (b.x - a.x) * t,
176
+ y: a.y + (b.y - a.y) * t,
177
+ };
178
+ }
179
+ }
180
+ ```
@@ -1,105 +1,105 @@
1
- ---
2
- name: "particles"
3
- pack: "@rune/gamedev"
4
- description: "GPU particle system with WebGL instancing — object-pooled particles, emission presets, and performance-safe rendering for 10k+ particles."
5
- model: sonnet
6
- tools: [Read, Edit, Write, Grep, Glob, Bash]
7
- ---
8
-
9
- # particles
10
-
11
- GPU particle system with WebGL instancing — object-pooled particles, emission presets, and performance-safe rendering for 10k+ particles.
12
-
13
- #### Workflow
14
-
15
- **Step 1 — Detect particle usage**
16
- Use Grep to find particle code: `particles`, `emitter`, `ParticleSystem`, `createBufferSource`. Understand current implementation: CPU vs GPU, pooling strategy, and draw call count.
17
-
18
- **Step 2 — Audit particle performance**
19
- Check for: new particle objects created on emit (GC pressure), no object pool, drawing each particle as a separate draw call, no life/alpha fade.
20
-
21
- **Step 3 — Emit particle system**
22
- Emit: ParticleSystem with pre-allocated pool, update/render separation, emitter presets for common effects (explosion, sparks, smoke).
23
-
24
- #### GPU Particles with WebGL Instancing
25
-
26
- ```typescript
27
- // GPU particle system — update on CPU, render 10k+ particles via instancing
28
- interface Particle {
29
- x: number; y: number;
30
- vx: number; vy: number;
31
- life: number; maxLife: number;
32
- size: number;
33
- r: number; g: number; b: number; a: number;
34
- }
35
-
36
- class ParticleSystem {
37
- private particles: Particle[] = [];
38
- private pool: Particle[] = [];
39
- private readonly maxParticles: number;
40
-
41
- constructor(maxParticles = 5000) {
42
- this.maxParticles = maxParticles;
43
- // Pre-allocate pool
44
- for (let i = 0; i < maxParticles; i++) {
45
- this.pool.push({ x:0,y:0,vx:0,vy:0,life:0,maxLife:1,size:4,r:1,g:1,b:1,a:1 });
46
- }
47
- }
48
-
49
- emit(x: number, y: number, count: number, config: Partial<Particle> = {}) {
50
- for (let i = 0; i < count && this.particles.length < this.maxParticles; i++) {
51
- const p = this.pool.pop() ?? { x:0,y:0,vx:0,vy:0,life:0,maxLife:1,size:4,r:1,g:1,b:1,a:1 };
52
- const angle = Math.random() * Math.PI * 2;
53
- const speed = 50 + Math.random() * 150;
54
- Object.assign(p, {
55
- x, y,
56
- vx: Math.cos(angle) * speed,
57
- vy: Math.sin(angle) * speed,
58
- life: 1, maxLife: 0.5 + Math.random() * 1.5,
59
- size: 3 + Math.random() * 5,
60
- r: 1, g: 0.5, b: 0.1, a: 1,
61
- ...config,
62
- });
63
- this.particles.push(p);
64
- }
65
- }
66
-
67
- update(dt: number) {
68
- const gravity = 200;
69
- for (let i = this.particles.length - 1; i >= 0; i--) {
70
- const p = this.particles[i];
71
- p.x += p.vx * dt;
72
- p.y += p.vy * dt;
73
- p.vy += gravity * dt;
74
- p.life -= dt / p.maxLife;
75
- p.a = Math.max(0, p.life);
76
- if (p.life <= 0) {
77
- this.pool.push(p);
78
- this.particles.splice(i, 1);
79
- }
80
- }
81
- }
82
-
83
- // Render with Canvas 2D (swap with WebGL instancing for >10k particles)
84
- render(ctx: CanvasRenderingContext2D) {
85
- for (const p of this.particles) {
86
- ctx.globalAlpha = p.a;
87
- ctx.fillStyle = `rgb(${p.r * 255 | 0},${p.g * 255 | 0},${p.b * 255 | 0})`;
88
- ctx.beginPath();
89
- ctx.arc(p.x, p.y, p.size * p.life, 0, Math.PI * 2);
90
- ctx.fill();
91
- }
92
- ctx.globalAlpha = 1;
93
- }
94
- }
95
-
96
- // Emitter presets
97
- const EMITTER_PRESETS = {
98
- explosion: (x: number, y: number, sys: ParticleSystem) =>
99
- sys.emit(x, y, 80, { r: 1, g: 0.4, b: 0 }),
100
- sparks: (x: number, y: number, sys: ParticleSystem) =>
101
- sys.emit(x, y, 20, { r: 1, g: 0.9, b: 0.2, size: 2, maxLife: 0.8 }),
102
- smoke: (x: number, y: number, sys: ParticleSystem) =>
103
- sys.emit(x, y, 10, { r: 0.5, g: 0.5, b: 0.5, size: 12, maxLife: 3, vx: 0, vy: -30 }),
104
- };
105
- ```
1
+ ---
2
+ name: "particles"
3
+ pack: "@rune/gamedev"
4
+ description: "GPU particle system with WebGL instancing — object-pooled particles, emission presets, and performance-safe rendering for 10k+ particles."
5
+ model: sonnet
6
+ tools: [Read, Edit, Write, Grep, Glob, Bash]
7
+ ---
8
+
9
+ # particles
10
+
11
+ GPU particle system with WebGL instancing — object-pooled particles, emission presets, and performance-safe rendering for 10k+ particles.
12
+
13
+ #### Workflow
14
+
15
+ **Step 1 — Detect particle usage**
16
+ Use Grep to find particle code: `particles`, `emitter`, `ParticleSystem`, `createBufferSource`. Understand current implementation: CPU vs GPU, pooling strategy, and draw call count.
17
+
18
+ **Step 2 — Audit particle performance**
19
+ Check for: new particle objects created on emit (GC pressure), no object pool, drawing each particle as a separate draw call, no life/alpha fade.
20
+
21
+ **Step 3 — Emit particle system**
22
+ Emit: ParticleSystem with pre-allocated pool, update/render separation, emitter presets for common effects (explosion, sparks, smoke).
23
+
24
+ #### GPU Particles with WebGL Instancing
25
+
26
+ ```typescript
27
+ // GPU particle system — update on CPU, render 10k+ particles via instancing
28
+ interface Particle {
29
+ x: number; y: number;
30
+ vx: number; vy: number;
31
+ life: number; maxLife: number;
32
+ size: number;
33
+ r: number; g: number; b: number; a: number;
34
+ }
35
+
36
+ class ParticleSystem {
37
+ private particles: Particle[] = [];
38
+ private pool: Particle[] = [];
39
+ private readonly maxParticles: number;
40
+
41
+ constructor(maxParticles = 5000) {
42
+ this.maxParticles = maxParticles;
43
+ // Pre-allocate pool
44
+ for (let i = 0; i < maxParticles; i++) {
45
+ this.pool.push({ x:0,y:0,vx:0,vy:0,life:0,maxLife:1,size:4,r:1,g:1,b:1,a:1 });
46
+ }
47
+ }
48
+
49
+ emit(x: number, y: number, count: number, config: Partial<Particle> = {}) {
50
+ for (let i = 0; i < count && this.particles.length < this.maxParticles; i++) {
51
+ const p = this.pool.pop() ?? { x:0,y:0,vx:0,vy:0,life:0,maxLife:1,size:4,r:1,g:1,b:1,a:1 };
52
+ const angle = Math.random() * Math.PI * 2;
53
+ const speed = 50 + Math.random() * 150;
54
+ Object.assign(p, {
55
+ x, y,
56
+ vx: Math.cos(angle) * speed,
57
+ vy: Math.sin(angle) * speed,
58
+ life: 1, maxLife: 0.5 + Math.random() * 1.5,
59
+ size: 3 + Math.random() * 5,
60
+ r: 1, g: 0.5, b: 0.1, a: 1,
61
+ ...config,
62
+ });
63
+ this.particles.push(p);
64
+ }
65
+ }
66
+
67
+ update(dt: number) {
68
+ const gravity = 200;
69
+ for (let i = this.particles.length - 1; i >= 0; i--) {
70
+ const p = this.particles[i];
71
+ p.x += p.vx * dt;
72
+ p.y += p.vy * dt;
73
+ p.vy += gravity * dt;
74
+ p.life -= dt / p.maxLife;
75
+ p.a = Math.max(0, p.life);
76
+ if (p.life <= 0) {
77
+ this.pool.push(p);
78
+ this.particles.splice(i, 1);
79
+ }
80
+ }
81
+ }
82
+
83
+ // Render with Canvas 2D (swap with WebGL instancing for >10k particles)
84
+ render(ctx: CanvasRenderingContext2D) {
85
+ for (const p of this.particles) {
86
+ ctx.globalAlpha = p.a;
87
+ ctx.fillStyle = `rgb(${p.r * 255 | 0},${p.g * 255 | 0},${p.b * 255 | 0})`;
88
+ ctx.beginPath();
89
+ ctx.arc(p.x, p.y, p.size * p.life, 0, Math.PI * 2);
90
+ ctx.fill();
91
+ }
92
+ ctx.globalAlpha = 1;
93
+ }
94
+ }
95
+
96
+ // Emitter presets
97
+ const EMITTER_PRESETS = {
98
+ explosion: (x: number, y: number, sys: ParticleSystem) =>
99
+ sys.emit(x, y, 80, { r: 1, g: 0.4, b: 0 }),
100
+ sparks: (x: number, y: number, sys: ParticleSystem) =>
101
+ sys.emit(x, y, 20, { r: 1, g: 0.9, b: 0.2, size: 2, maxLife: 0.8 }),
102
+ smoke: (x: number, y: number, sys: ParticleSystem) =>
103
+ sys.emit(x, y, 10, { r: 0.5, g: 0.5, b: 0.5, size: 12, maxLife: 3, vx: 0, vy: -30 }),
104
+ };
105
+ ```