@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
@@ -1,89 +1,89 @@
1
- ---
2
- name: "physics-engine"
3
- pack: "@rune/gamedev"
4
- description: "Physics integration — Rapier.js, rigid bodies, constraints, raycasting, collision callbacks, deterministic simulation."
5
- model: sonnet
6
- tools: [Read, Edit, Write, Grep, Glob, Bash]
7
- ---
8
-
9
- # physics-engine
10
-
11
- Physics integration — Rapier.js, rigid bodies, constraints, raycasting, collision callbacks, deterministic simulation.
12
-
13
- #### Workflow
14
-
15
- **Step 1 — Detect physics setup**
16
- Use Grep to find physics libraries: `rapier`, `cannon`, `ammo`, `@dimforge/rapier3d`, `RigidBody`, `Collider`. Read physics initialization and body creation to understand: engine choice, world configuration, and collision handling.
17
-
18
- **Step 2 — Audit physics configuration**
19
- Check for: physics step tied to render frame (non-deterministic), missing collision groups (everything collides with everything), no sleep threshold (wasted CPU on static objects), raycasts without max distance (expensive), and missing body cleanup on entity destroy.
20
-
21
- **Step 3 — Emit optimized physics**
22
- Emit: Rapier.js (WASM, deterministic) setup with proper collision groups, sleep thresholds, event-driven collision callbacks, and raycasting utility.
23
-
24
- #### Example
25
-
26
- ```typescript
27
- // Rapier.js (WASM) — setup with collision groups and raycasting
28
- import RAPIER from '@dimforge/rapier3d-compat';
29
-
30
- await RAPIER.init();
31
- const world = new RAPIER.World({ x: 0, y: -9.81, z: 0 });
32
-
33
- // Collision groups: player=0x0001, enemy=0x0002, ground=0x0004, projectile=0x0008
34
- const GROUPS = { PLAYER: 0x0001, ENEMY: 0x0002, GROUND: 0x0004, PROJECTILE: 0x0008 };
35
-
36
- // Ground — static, collides with everything
37
- const groundBody = world.createRigidBody(RAPIER.RigidBodyDesc.fixed().setTranslation(0, 0, 0));
38
- world.createCollider(
39
- RAPIER.ColliderDesc.cuboid(50, 0.1, 50)
40
- .setCollisionGroups((GROUPS.GROUND << 16) | 0xFFFF),
41
- groundBody,
42
- );
43
-
44
- // Player — dynamic, collides with ground + enemy (not own projectiles)
45
- const playerBody = world.createRigidBody(RAPIER.RigidBodyDesc.dynamic().setTranslation(0, 5, 0));
46
- world.createCollider(
47
- RAPIER.ColliderDesc.capsule(0.5, 0.3)
48
- .setCollisionGroups((GROUPS.PLAYER << 16) | (GROUPS.GROUND | GROUPS.ENEMY))
49
- .setActiveEvents(RAPIER.ActiveEvents.COLLISION_EVENTS),
50
- playerBody,
51
- );
52
-
53
- // Raycast utility
54
- function raycast(origin: RAPIER.Vector3, direction: RAPIER.Vector3, maxDist = 100) {
55
- const ray = new RAPIER.Ray(origin, direction);
56
- const hit = world.castRay(ray, maxDist, true);
57
- if (hit) {
58
- const point = ray.pointAt(hit.timeOfImpact);
59
- return { point, normal: hit.normal, collider: hit.collider };
60
- }
61
- return null;
62
- }
63
- ```
64
-
65
- #### Collision Event Handling
66
-
67
- ```typescript
68
- // Event-driven collision callbacks — no polling
69
- const eventQueue = new RAPIER.EventQueue(true);
70
-
71
- // In fixed update step:
72
- world.step(eventQueue);
73
-
74
- eventQueue.drainCollisionEvents((handle1, handle2, started) => {
75
- const body1 = world.getRigidBody(world.getCollider(handle1).parent()!);
76
- const body2 = world.getRigidBody(world.getCollider(handle2).parent()!);
77
-
78
- const entity1 = entityMap.get(body1.handle);
79
- const entity2 = entityMap.get(body2.handle);
80
-
81
- if (started) {
82
- entity1?.onCollisionEnter(entity2);
83
- entity2?.onCollisionEnter(entity1);
84
- } else {
85
- entity1?.onCollisionExit(entity2);
86
- entity2?.onCollisionExit(entity1);
87
- }
88
- });
89
- ```
1
+ ---
2
+ name: "physics-engine"
3
+ pack: "@rune/gamedev"
4
+ description: "Physics integration — Rapier.js, rigid bodies, constraints, raycasting, collision callbacks, deterministic simulation."
5
+ model: sonnet
6
+ tools: [Read, Edit, Write, Grep, Glob, Bash]
7
+ ---
8
+
9
+ # physics-engine
10
+
11
+ Physics integration — Rapier.js, rigid bodies, constraints, raycasting, collision callbacks, deterministic simulation.
12
+
13
+ #### Workflow
14
+
15
+ **Step 1 — Detect physics setup**
16
+ Use Grep to find physics libraries: `rapier`, `cannon`, `ammo`, `@dimforge/rapier3d`, `RigidBody`, `Collider`. Read physics initialization and body creation to understand: engine choice, world configuration, and collision handling.
17
+
18
+ **Step 2 — Audit physics configuration**
19
+ Check for: physics step tied to render frame (non-deterministic), missing collision groups (everything collides with everything), no sleep threshold (wasted CPU on static objects), raycasts without max distance (expensive), and missing body cleanup on entity destroy.
20
+
21
+ **Step 3 — Emit optimized physics**
22
+ Emit: Rapier.js (WASM, deterministic) setup with proper collision groups, sleep thresholds, event-driven collision callbacks, and raycasting utility.
23
+
24
+ #### Example
25
+
26
+ ```typescript
27
+ // Rapier.js (WASM) — setup with collision groups and raycasting
28
+ import RAPIER from '@dimforge/rapier3d-compat';
29
+
30
+ await RAPIER.init();
31
+ const world = new RAPIER.World({ x: 0, y: -9.81, z: 0 });
32
+
33
+ // Collision groups: player=0x0001, enemy=0x0002, ground=0x0004, projectile=0x0008
34
+ const GROUPS = { PLAYER: 0x0001, ENEMY: 0x0002, GROUND: 0x0004, PROJECTILE: 0x0008 };
35
+
36
+ // Ground — static, collides with everything
37
+ const groundBody = world.createRigidBody(RAPIER.RigidBodyDesc.fixed().setTranslation(0, 0, 0));
38
+ world.createCollider(
39
+ RAPIER.ColliderDesc.cuboid(50, 0.1, 50)
40
+ .setCollisionGroups((GROUPS.GROUND << 16) | 0xFFFF),
41
+ groundBody,
42
+ );
43
+
44
+ // Player — dynamic, collides with ground + enemy (not own projectiles)
45
+ const playerBody = world.createRigidBody(RAPIER.RigidBodyDesc.dynamic().setTranslation(0, 5, 0));
46
+ world.createCollider(
47
+ RAPIER.ColliderDesc.capsule(0.5, 0.3)
48
+ .setCollisionGroups((GROUPS.PLAYER << 16) | (GROUPS.GROUND | GROUPS.ENEMY))
49
+ .setActiveEvents(RAPIER.ActiveEvents.COLLISION_EVENTS),
50
+ playerBody,
51
+ );
52
+
53
+ // Raycast utility
54
+ function raycast(origin: RAPIER.Vector3, direction: RAPIER.Vector3, maxDist = 100) {
55
+ const ray = new RAPIER.Ray(origin, direction);
56
+ const hit = world.castRay(ray, maxDist, true);
57
+ if (hit) {
58
+ const point = ray.pointAt(hit.timeOfImpact);
59
+ return { point, normal: hit.normal, collider: hit.collider };
60
+ }
61
+ return null;
62
+ }
63
+ ```
64
+
65
+ #### Collision Event Handling
66
+
67
+ ```typescript
68
+ // Event-driven collision callbacks — no polling
69
+ const eventQueue = new RAPIER.EventQueue(true);
70
+
71
+ // In fixed update step:
72
+ world.step(eventQueue);
73
+
74
+ eventQueue.drainCollisionEvents((handle1, handle2, started) => {
75
+ const body1 = world.getRigidBody(world.getCollider(handle1).parent()!);
76
+ const body2 = world.getRigidBody(world.getCollider(handle2).parent()!);
77
+
78
+ const entity1 = entityMap.get(body1.handle);
79
+ const entity2 = entityMap.get(body2.handle);
80
+
81
+ if (started) {
82
+ entity1?.onCollisionEnter(entity2);
83
+ entity2?.onCollisionEnter(entity1);
84
+ } else {
85
+ entity1?.onCollisionExit(entity2);
86
+ entity2?.onCollisionExit(entity1);
87
+ }
88
+ });
89
+ ```
@@ -1,146 +1,146 @@
1
- ---
2
- name: "scene-management"
3
- pack: "@rune/gamedev"
4
- description: "Scene transitions, preloading, serialization — stack-based SceneManager with fade transitions, asset preloading before enter, and level JSON serialization."
5
- model: sonnet
6
- tools: [Read, Edit, Write, Grep, Glob, Bash]
7
- ---
8
-
9
- # scene-management
10
-
11
- Scene transitions, preloading, serialization — stack-based SceneManager with fade transitions, asset preloading before enter, and level JSON serialization.
12
-
13
- #### Workflow
14
-
15
- **Step 1 — Detect scene structure**
16
- Use Grep to find scene code: `Scene`, `GameState`, `StateMachine`, `push`, `pop`, `replace`. Read to understand: how scenes transition, whether assets are preloaded, and how scene data is persisted.
17
-
18
- **Step 2 — Audit scene management**
19
- Check for: abrupt scene switches with no transition (jarring UX), assets loaded mid-scene causing stutters, no scene stack (can't return to previous state), missing cleanup on exit.
20
-
21
- **Step 3 — Emit SceneManager**
22
- Emit: stack-based SceneManager with fade in/out, asset preloading tied to scene.assets[], push/pop/replace operations, and level serialization/deserialization.
23
-
24
- #### Scene Stack with Transitions and Preloading
25
-
26
- ```typescript
27
- // Scene manager — stack-based, asset preloading, fade transitions
28
- interface Scene {
29
- name: string;
30
- assets: string[]; // asset keys to preload before entering
31
- onEnter(data?: unknown): void;
32
- onExit(): void;
33
- update(dt: number): void;
34
- render(ctx: CanvasRenderingContext2D): void;
35
- }
36
-
37
- class SceneManager {
38
- private stack: Scene[] = [];
39
- private loader: AssetLoader;
40
- private transitioning = false;
41
- private fadeAlpha = 0;
42
- private fadeDir: 1 | -1 = 1;
43
-
44
- constructor(loader: AssetLoader) { this.loader = loader; }
45
-
46
- get current(): Scene | undefined { return this.stack[this.stack.length - 1]; }
47
-
48
- async push(scene: Scene, data?: unknown) {
49
- if (this.transitioning) return;
50
- this.transitioning = true;
51
-
52
- await this.fadeOut();
53
- await this.preloadScene(scene);
54
- this.stack.push(scene);
55
- scene.onEnter(data);
56
- await this.fadeIn();
57
-
58
- this.transitioning = false;
59
- }
60
-
61
- async pop() {
62
- if (this.transitioning || this.stack.length <= 1) return;
63
- this.transitioning = true;
64
-
65
- await this.fadeOut();
66
- this.current?.onExit();
67
- this.stack.pop();
68
- await this.fadeIn();
69
-
70
- this.transitioning = false;
71
- }
72
-
73
- async replace(scene: Scene, data?: unknown) {
74
- if (this.transitioning) return;
75
- this.transitioning = true;
76
-
77
- await this.fadeOut();
78
- this.current?.onExit();
79
- this.stack.pop();
80
- await this.preloadScene(scene);
81
- this.stack.push(scene);
82
- scene.onEnter(data);
83
- await this.fadeIn();
84
-
85
- this.transitioning = false;
86
- }
87
-
88
- private async preloadScene(scene: Scene) {
89
- // Preload only assets not already cached
90
- await Promise.all(scene.assets.map(key => this.loader.load(key, `/assets/${key}`)));
91
- }
92
-
93
- renderTransition(ctx: CanvasRenderingContext2D, w: number, h: number) {
94
- if (this.fadeAlpha > 0) {
95
- ctx.save();
96
- ctx.globalAlpha = this.fadeAlpha;
97
- ctx.fillStyle = '#000';
98
- ctx.fillRect(0, 0, w, h);
99
- ctx.restore();
100
- }
101
- }
102
-
103
- private fadeOut(): Promise<void> {
104
- return new Promise(resolve => {
105
- this.fadeDir = 1;
106
- const interval = setInterval(() => {
107
- this.fadeAlpha = Math.min(1, this.fadeAlpha + 0.05);
108
- if (this.fadeAlpha >= 1) { clearInterval(interval); resolve(); }
109
- }, 16);
110
- });
111
- }
112
-
113
- private fadeIn(): Promise<void> {
114
- return new Promise(resolve => {
115
- this.fadeDir = -1;
116
- const interval = setInterval(() => {
117
- this.fadeAlpha = Math.max(0, this.fadeAlpha - 0.05);
118
- if (this.fadeAlpha <= 0) { clearInterval(interval); resolve(); }
119
- }, 16);
120
- });
121
- }
122
- }
123
-
124
- // Level serialization — save/load level state as JSON
125
- interface LevelData {
126
- name: string;
127
- entities: Array<{ type: string; x: number; y: number; props: Record<string, unknown> }>;
128
- tilemap: number[][];
129
- }
130
-
131
- function serializeLevel(world: World): LevelData {
132
- const entities: LevelData['entities'] = [];
133
- for (const id of world.query(Position)) {
134
- const pos = world.getComponent(id, Position)!;
135
- entities.push({ type: 'generic', x: pos.x, y: pos.y, props: {} });
136
- }
137
- return { name: 'level1', entities, tilemap: [] };
138
- }
139
-
140
- function deserializeLevel(data: LevelData, world: World) {
141
- for (const e of data.entities) {
142
- const id = world.createEntity();
143
- world.addComponent(id, new Position(e.x, e.y));
144
- }
145
- }
146
- ```
1
+ ---
2
+ name: "scene-management"
3
+ pack: "@rune/gamedev"
4
+ description: "Scene transitions, preloading, serialization — stack-based SceneManager with fade transitions, asset preloading before enter, and level JSON serialization."
5
+ model: sonnet
6
+ tools: [Read, Edit, Write, Grep, Glob, Bash]
7
+ ---
8
+
9
+ # scene-management
10
+
11
+ Scene transitions, preloading, serialization — stack-based SceneManager with fade transitions, asset preloading before enter, and level JSON serialization.
12
+
13
+ #### Workflow
14
+
15
+ **Step 1 — Detect scene structure**
16
+ Use Grep to find scene code: `Scene`, `GameState`, `StateMachine`, `push`, `pop`, `replace`. Read to understand: how scenes transition, whether assets are preloaded, and how scene data is persisted.
17
+
18
+ **Step 2 — Audit scene management**
19
+ Check for: abrupt scene switches with no transition (jarring UX), assets loaded mid-scene causing stutters, no scene stack (can't return to previous state), missing cleanup on exit.
20
+
21
+ **Step 3 — Emit SceneManager**
22
+ Emit: stack-based SceneManager with fade in/out, asset preloading tied to scene.assets[], push/pop/replace operations, and level serialization/deserialization.
23
+
24
+ #### Scene Stack with Transitions and Preloading
25
+
26
+ ```typescript
27
+ // Scene manager — stack-based, asset preloading, fade transitions
28
+ interface Scene {
29
+ name: string;
30
+ assets: string[]; // asset keys to preload before entering
31
+ onEnter(data?: unknown): void;
32
+ onExit(): void;
33
+ update(dt: number): void;
34
+ render(ctx: CanvasRenderingContext2D): void;
35
+ }
36
+
37
+ class SceneManager {
38
+ private stack: Scene[] = [];
39
+ private loader: AssetLoader;
40
+ private transitioning = false;
41
+ private fadeAlpha = 0;
42
+ private fadeDir: 1 | -1 = 1;
43
+
44
+ constructor(loader: AssetLoader) { this.loader = loader; }
45
+
46
+ get current(): Scene | undefined { return this.stack[this.stack.length - 1]; }
47
+
48
+ async push(scene: Scene, data?: unknown) {
49
+ if (this.transitioning) return;
50
+ this.transitioning = true;
51
+
52
+ await this.fadeOut();
53
+ await this.preloadScene(scene);
54
+ this.stack.push(scene);
55
+ scene.onEnter(data);
56
+ await this.fadeIn();
57
+
58
+ this.transitioning = false;
59
+ }
60
+
61
+ async pop() {
62
+ if (this.transitioning || this.stack.length <= 1) return;
63
+ this.transitioning = true;
64
+
65
+ await this.fadeOut();
66
+ this.current?.onExit();
67
+ this.stack.pop();
68
+ await this.fadeIn();
69
+
70
+ this.transitioning = false;
71
+ }
72
+
73
+ async replace(scene: Scene, data?: unknown) {
74
+ if (this.transitioning) return;
75
+ this.transitioning = true;
76
+
77
+ await this.fadeOut();
78
+ this.current?.onExit();
79
+ this.stack.pop();
80
+ await this.preloadScene(scene);
81
+ this.stack.push(scene);
82
+ scene.onEnter(data);
83
+ await this.fadeIn();
84
+
85
+ this.transitioning = false;
86
+ }
87
+
88
+ private async preloadScene(scene: Scene) {
89
+ // Preload only assets not already cached
90
+ await Promise.all(scene.assets.map(key => this.loader.load(key, `/assets/${key}`)));
91
+ }
92
+
93
+ renderTransition(ctx: CanvasRenderingContext2D, w: number, h: number) {
94
+ if (this.fadeAlpha > 0) {
95
+ ctx.save();
96
+ ctx.globalAlpha = this.fadeAlpha;
97
+ ctx.fillStyle = '#000';
98
+ ctx.fillRect(0, 0, w, h);
99
+ ctx.restore();
100
+ }
101
+ }
102
+
103
+ private fadeOut(): Promise<void> {
104
+ return new Promise(resolve => {
105
+ this.fadeDir = 1;
106
+ const interval = setInterval(() => {
107
+ this.fadeAlpha = Math.min(1, this.fadeAlpha + 0.05);
108
+ if (this.fadeAlpha >= 1) { clearInterval(interval); resolve(); }
109
+ }, 16);
110
+ });
111
+ }
112
+
113
+ private fadeIn(): Promise<void> {
114
+ return new Promise(resolve => {
115
+ this.fadeDir = -1;
116
+ const interval = setInterval(() => {
117
+ this.fadeAlpha = Math.max(0, this.fadeAlpha - 0.05);
118
+ if (this.fadeAlpha <= 0) { clearInterval(interval); resolve(); }
119
+ }, 16);
120
+ });
121
+ }
122
+ }
123
+
124
+ // Level serialization — save/load level state as JSON
125
+ interface LevelData {
126
+ name: string;
127
+ entities: Array<{ type: string; x: number; y: number; props: Record<string, unknown> }>;
128
+ tilemap: number[][];
129
+ }
130
+
131
+ function serializeLevel(world: World): LevelData {
132
+ const entities: LevelData['entities'] = [];
133
+ for (const id of world.query(Position)) {
134
+ const pos = world.getComponent(id, Position)!;
135
+ entities.push({ type: 'generic', x: pos.x, y: pos.y, props: {} });
136
+ }
137
+ return { name: 'level1', entities, tilemap: [] };
138
+ }
139
+
140
+ function deserializeLevel(data: LevelData, world: World) {
141
+ for (const e of data.entities) {
142
+ const id = world.createEntity();
143
+ world.addComponent(id, new Position(e.x, e.y));
144
+ }
145
+ }
146
+ ```
@@ -1,90 +1,90 @@
1
- ---
2
- name: "threejs-patterns"
3
- pack: "@rune/gamedev"
4
- description: "Three.js patterns — scene setup, React Three Fiber integration, PBR materials, post-processing, performance optimization."
5
- model: sonnet
6
- tools: [Read, Edit, Write, Grep, Glob, Bash]
7
- ---
8
-
9
- # threejs-patterns
10
-
11
- Three.js patterns — scene setup, React Three Fiber integration, PBR materials, post-processing, performance optimization.
12
-
13
- #### Workflow
14
-
15
- **Step 1 — Detect Three.js setup**
16
- Use Grep to find Three.js usage: `THREE.`, `useThree`, `useFrame`, `Canvas`, `@react-three/fiber`, `@react-three/drei`. Read the main scene file to understand: renderer setup, scene graph structure, camera type, and lighting model.
17
-
18
- **Step 2 — Audit performance**
19
- Check for: objects created inside `useFrame` (GC pressure), missing `dispose()` on unmount (memory leak), no frustum culling on large scenes, textures without power-of-two dimensions, unoptimized geometry (too many draw calls), and missing LOD for distant objects.
20
-
21
- **Step 3 — Emit optimized scene**
22
- Emit: properly structured R3F scene with declarative lights, memoized geometries, disposal on unmount, instanced meshes for repeated objects, and post-processing pipeline.
23
-
24
- #### Example
25
-
26
- ```tsx
27
- // React Three Fiber — optimized scene with instancing and post-processing
28
- import { Canvas, useFrame } from '@react-three/fiber';
29
- import { OrbitControls, Environment, useGLTF, Instances, Instance } from '@react-three/drei';
30
- import { EffectComposer, Bloom, Vignette } from '@react-three/postprocessing';
31
- import { useRef, useMemo } from 'react';
32
-
33
- function InstancedTrees({ count = 500 }) {
34
- const positions = useMemo(() =>
35
- Array.from({ length: count }, () => [
36
- (Math.random() - 0.5) * 100,
37
- 0,
38
- (Math.random() - 0.5) * 100,
39
- ] as [number, number, number]),
40
- [count]);
41
-
42
- return (
43
- <Instances limit={count}>
44
- <cylinderGeometry args={[0.2, 0.4, 3]} />
45
- <meshStandardMaterial color="#4a7c59" />
46
- {positions.map((pos, i) => <Instance key={i} position={pos} />)}
47
- </Instances>
48
- );
49
- }
50
-
51
- function GameScene() {
52
- return (
53
- <Canvas camera={{ position: [0, 10, 20], fov: 60 }} gl={{ antialias: true }}>
54
- <ambientLight intensity={0.3} />
55
- <directionalLight position={[10, 20, 10]} intensity={1} castShadow />
56
- <Environment preset="sunset" />
57
- <InstancedTrees count={500} />
58
- <OrbitControls maxPolarAngle={Math.PI / 2.2} />
59
- <EffectComposer>
60
- <Bloom intensity={0.3} luminanceThreshold={0.8} />
61
- <Vignette offset={0.3} darkness={0.6} />
62
- </EffectComposer>
63
- </Canvas>
64
- );
65
- }
66
- ```
67
-
68
- #### LOD (Level of Detail) Pattern
69
-
70
- ```typescript
71
- import * as THREE from 'three';
72
-
73
- // Swap geometry based on camera distance
74
- function buildLODMesh(
75
- highGeo: THREE.BufferGeometry,
76
- midGeo: THREE.BufferGeometry,
77
- lowGeo: THREE.BufferGeometry,
78
- material: THREE.Material,
79
- ): THREE.LOD {
80
- const lod = new THREE.LOD();
81
- lod.addLevel(new THREE.Mesh(highGeo, material), 0); // < 20 units
82
- lod.addLevel(new THREE.Mesh(midGeo, material), 20); // 20–80 units
83
- lod.addLevel(new THREE.Mesh(lowGeo, material), 80); // > 80 units
84
- return lod;
85
- }
86
-
87
- // In render loop — LOD auto-updates based on camera distance
88
- // scene.add(buildLODMesh(highGeo, midGeo, lowGeo, mat));
89
- // lod.update(camera); // call once per frame
90
- ```
1
+ ---
2
+ name: "threejs-patterns"
3
+ pack: "@rune/gamedev"
4
+ description: "Three.js patterns — scene setup, React Three Fiber integration, PBR materials, post-processing, performance optimization."
5
+ model: sonnet
6
+ tools: [Read, Edit, Write, Grep, Glob, Bash]
7
+ ---
8
+
9
+ # threejs-patterns
10
+
11
+ Three.js patterns — scene setup, React Three Fiber integration, PBR materials, post-processing, performance optimization.
12
+
13
+ #### Workflow
14
+
15
+ **Step 1 — Detect Three.js setup**
16
+ Use Grep to find Three.js usage: `THREE.`, `useThree`, `useFrame`, `Canvas`, `@react-three/fiber`, `@react-three/drei`. Read the main scene file to understand: renderer setup, scene graph structure, camera type, and lighting model.
17
+
18
+ **Step 2 — Audit performance**
19
+ Check for: objects created inside `useFrame` (GC pressure), missing `dispose()` on unmount (memory leak), no frustum culling on large scenes, textures without power-of-two dimensions, unoptimized geometry (too many draw calls), and missing LOD for distant objects.
20
+
21
+ **Step 3 — Emit optimized scene**
22
+ Emit: properly structured R3F scene with declarative lights, memoized geometries, disposal on unmount, instanced meshes for repeated objects, and post-processing pipeline.
23
+
24
+ #### Example
25
+
26
+ ```tsx
27
+ // React Three Fiber — optimized scene with instancing and post-processing
28
+ import { Canvas, useFrame } from '@react-three/fiber';
29
+ import { OrbitControls, Environment, useGLTF, Instances, Instance } from '@react-three/drei';
30
+ import { EffectComposer, Bloom, Vignette } from '@react-three/postprocessing';
31
+ import { useRef, useMemo } from 'react';
32
+
33
+ function InstancedTrees({ count = 500 }) {
34
+ const positions = useMemo(() =>
35
+ Array.from({ length: count }, () => [
36
+ (Math.random() - 0.5) * 100,
37
+ 0,
38
+ (Math.random() - 0.5) * 100,
39
+ ] as [number, number, number]),
40
+ [count]);
41
+
42
+ return (
43
+ <Instances limit={count}>
44
+ <cylinderGeometry args={[0.2, 0.4, 3]} />
45
+ <meshStandardMaterial color="#4a7c59" />
46
+ {positions.map((pos, i) => <Instance key={i} position={pos} />)}
47
+ </Instances>
48
+ );
49
+ }
50
+
51
+ function GameScene() {
52
+ return (
53
+ <Canvas camera={{ position: [0, 10, 20], fov: 60 }} gl={{ antialias: true }}>
54
+ <ambientLight intensity={0.3} />
55
+ <directionalLight position={[10, 20, 10]} intensity={1} castShadow />
56
+ <Environment preset="sunset" />
57
+ <InstancedTrees count={500} />
58
+ <OrbitControls maxPolarAngle={Math.PI / 2.2} />
59
+ <EffectComposer>
60
+ <Bloom intensity={0.3} luminanceThreshold={0.8} />
61
+ <Vignette offset={0.3} darkness={0.6} />
62
+ </EffectComposer>
63
+ </Canvas>
64
+ );
65
+ }
66
+ ```
67
+
68
+ #### LOD (Level of Detail) Pattern
69
+
70
+ ```typescript
71
+ import * as THREE from 'three';
72
+
73
+ // Swap geometry based on camera distance
74
+ function buildLODMesh(
75
+ highGeo: THREE.BufferGeometry,
76
+ midGeo: THREE.BufferGeometry,
77
+ lowGeo: THREE.BufferGeometry,
78
+ material: THREE.Material,
79
+ ): THREE.LOD {
80
+ const lod = new THREE.LOD();
81
+ lod.addLevel(new THREE.Mesh(highGeo, material), 0); // < 20 units
82
+ lod.addLevel(new THREE.Mesh(midGeo, material), 20); // 20–80 units
83
+ lod.addLevel(new THREE.Mesh(lowGeo, material), 80); // > 80 units
84
+ return lod;
85
+ }
86
+
87
+ // In render loop — LOD auto-updates based on camera distance
88
+ // scene.add(buildLODMesh(highGeo, midGeo, lowGeo, mat));
89
+ // lod.update(camera); // call once per frame
90
+ ```