@rune-kit/rune 2.10.0 → 2.12.0

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Files changed (240) hide show
  1. package/LICENSE +21 -21
  2. package/README.md +65 -6
  3. package/commands/rune.md +168 -168
  4. package/compiler/__tests__/detect-invariants.test.js +136 -0
  5. package/compiler/__tests__/doctor-mesh.test.js +229 -0
  6. package/compiler/__tests__/hook-dispatch.test.js +91 -0
  7. package/compiler/__tests__/hooks-antigravity.test.js +118 -0
  8. package/compiler/__tests__/hooks-cursor.test.js +139 -0
  9. package/compiler/__tests__/hooks-install.test.js +305 -0
  10. package/compiler/__tests__/hooks-merge.test.js +204 -0
  11. package/compiler/__tests__/hooks-tiers.test.js +519 -0
  12. package/compiler/__tests__/hooks-windsurf.test.js +115 -0
  13. package/compiler/__tests__/inject-claude-md.test.js +152 -0
  14. package/compiler/__tests__/load-invariants.test.js +408 -0
  15. package/compiler/__tests__/onboard-invariants.test.js +240 -0
  16. package/compiler/adapters/hooks/antigravity.js +140 -0
  17. package/compiler/adapters/hooks/claude.js +166 -0
  18. package/compiler/adapters/hooks/cursor.js +191 -0
  19. package/compiler/adapters/hooks/index.js +82 -0
  20. package/compiler/adapters/hooks/tier-emitter.js +182 -0
  21. package/compiler/adapters/hooks/windsurf.js +202 -0
  22. package/compiler/bin/rune.js +196 -6
  23. package/compiler/commands/hook-dispatch.js +87 -0
  24. package/compiler/commands/hooks/install.js +120 -0
  25. package/compiler/commands/hooks/merge.js +211 -0
  26. package/compiler/commands/hooks/presets.js +116 -0
  27. package/compiler/commands/hooks/status.js +112 -0
  28. package/compiler/commands/hooks/tiers.js +221 -0
  29. package/compiler/commands/hooks/uninstall.js +94 -0
  30. package/compiler/doctor.js +236 -0
  31. package/contexts/dev.md +34 -34
  32. package/contexts/research.md +43 -43
  33. package/contexts/review.md +55 -55
  34. package/extensions/ai-ml/PACK.md +88 -88
  35. package/extensions/ai-ml/skills/ai-agents.md +172 -172
  36. package/extensions/ai-ml/skills/code-sandbox.md +187 -187
  37. package/extensions/ai-ml/skills/deep-research.md +146 -146
  38. package/extensions/ai-ml/skills/embedding-search.md +66 -66
  39. package/extensions/ai-ml/skills/fine-tuning-guide.md +74 -74
  40. package/extensions/ai-ml/skills/llm-architect.md +125 -125
  41. package/extensions/ai-ml/skills/llm-integration.md +64 -64
  42. package/extensions/ai-ml/skills/prompt-patterns.md +72 -72
  43. package/extensions/ai-ml/skills/rag-patterns.md +66 -66
  44. package/extensions/ai-ml/skills/web-extraction.md +114 -114
  45. package/extensions/analytics/PACK.md +92 -92
  46. package/extensions/analytics/skills/ab-testing.md +72 -72
  47. package/extensions/analytics/skills/dashboard-patterns.md +83 -83
  48. package/extensions/analytics/skills/data-validation.md +68 -68
  49. package/extensions/analytics/skills/funnel-analysis.md +81 -81
  50. package/extensions/analytics/skills/sql-patterns.md +57 -57
  51. package/extensions/analytics/skills/statistical-analysis.md +79 -79
  52. package/extensions/analytics/skills/tracking-setup.md +71 -71
  53. package/extensions/backend/PACK.md +104 -104
  54. package/extensions/backend/skills/api-patterns.md +84 -84
  55. package/extensions/backend/skills/async-pipeline.md +193 -193
  56. package/extensions/backend/skills/auth-patterns.md +97 -97
  57. package/extensions/backend/skills/background-jobs.md +133 -133
  58. package/extensions/backend/skills/caching-patterns.md +108 -108
  59. package/extensions/backend/skills/cli-generation.md +133 -133
  60. package/extensions/backend/skills/database-patterns.md +87 -87
  61. package/extensions/backend/skills/middleware-patterns.md +104 -104
  62. package/extensions/chrome-ext/PACK.md +93 -93
  63. package/extensions/chrome-ext/skills/cws-preflight.md +143 -143
  64. package/extensions/chrome-ext/skills/cws-publish.md +104 -104
  65. package/extensions/chrome-ext/skills/ext-ai-integration.md +251 -251
  66. package/extensions/chrome-ext/skills/ext-messaging.md +139 -139
  67. package/extensions/chrome-ext/skills/ext-storage.md +133 -133
  68. package/extensions/chrome-ext/skills/mv3-scaffold.md +164 -164
  69. package/extensions/content/PACK.md +96 -96
  70. package/extensions/content/skills/blog-patterns.md +88 -88
  71. package/extensions/content/skills/cms-integration.md +131 -131
  72. package/extensions/content/skills/content-scoring.md +107 -107
  73. package/extensions/content/skills/i18n.md +83 -83
  74. package/extensions/content/skills/mdx-authoring.md +137 -137
  75. package/extensions/content/skills/reference.md +1014 -1014
  76. package/extensions/content/skills/seo-patterns.md +67 -67
  77. package/extensions/content/skills/video-repurpose.md +153 -153
  78. package/extensions/devops/PACK.md +101 -101
  79. package/extensions/devops/skills/chaos-testing.md +67 -67
  80. package/extensions/devops/skills/ci-cd.md +75 -75
  81. package/extensions/devops/skills/docker.md +58 -58
  82. package/extensions/devops/skills/edge-serverless.md +163 -163
  83. package/extensions/devops/skills/infra-as-code.md +158 -158
  84. package/extensions/devops/skills/kubernetes.md +110 -110
  85. package/extensions/devops/skills/monitoring.md +57 -57
  86. package/extensions/devops/skills/server-setup.md +64 -64
  87. package/extensions/devops/skills/ssl-domain.md +42 -42
  88. package/extensions/ecommerce/PACK.md +116 -116
  89. package/extensions/ecommerce/skills/cart-system.md +79 -79
  90. package/extensions/ecommerce/skills/inventory-mgmt.md +102 -102
  91. package/extensions/ecommerce/skills/order-management.md +126 -126
  92. package/extensions/ecommerce/skills/payment-integration.md +472 -472
  93. package/extensions/ecommerce/skills/shopify-dev.md +69 -69
  94. package/extensions/ecommerce/skills/subscription-billing.md +93 -93
  95. package/extensions/ecommerce/skills/tax-compliance.md +117 -117
  96. package/extensions/gamedev/PACK.md +142 -142
  97. package/extensions/gamedev/skills/asset-pipeline.md +74 -74
  98. package/extensions/gamedev/skills/audio-system.md +129 -129
  99. package/extensions/gamedev/skills/camera-system.md +87 -87
  100. package/extensions/gamedev/skills/ecs.md +98 -98
  101. package/extensions/gamedev/skills/game-loops.md +72 -72
  102. package/extensions/gamedev/skills/input-system.md +199 -199
  103. package/extensions/gamedev/skills/multiplayer.md +180 -180
  104. package/extensions/gamedev/skills/particles.md +105 -105
  105. package/extensions/gamedev/skills/physics-engine.md +89 -89
  106. package/extensions/gamedev/skills/scene-management.md +146 -146
  107. package/extensions/gamedev/skills/threejs-patterns.md +90 -90
  108. package/extensions/gamedev/skills/webgl.md +71 -71
  109. package/extensions/mobile/PACK.md +106 -106
  110. package/extensions/mobile/skills/app-store-connect.md +152 -152
  111. package/extensions/mobile/skills/app-store-prep.md +66 -66
  112. package/extensions/mobile/skills/deep-linking.md +109 -109
  113. package/extensions/mobile/skills/flutter.md +60 -60
  114. package/extensions/mobile/skills/ios-build-pipeline.md +142 -142
  115. package/extensions/mobile/skills/native-bridge.md +66 -66
  116. package/extensions/mobile/skills/ota-updates.md +97 -97
  117. package/extensions/mobile/skills/push-notifications.md +111 -111
  118. package/extensions/mobile/skills/react-native.md +82 -82
  119. package/extensions/saas/PACK.md +116 -116
  120. package/extensions/saas/skills/billing-integration.md +200 -200
  121. package/extensions/saas/skills/feature-flags.md +130 -130
  122. package/extensions/saas/skills/multi-tenant.md +103 -103
  123. package/extensions/saas/skills/onboarding-flow.md +139 -139
  124. package/extensions/saas/skills/subscription-flow.md +95 -95
  125. package/extensions/saas/skills/team-management.md +144 -144
  126. package/extensions/security/PACK.md +99 -99
  127. package/extensions/security/skills/api-security.md +140 -140
  128. package/extensions/security/skills/compliance.md +68 -68
  129. package/extensions/security/skills/owasp-audit.md +64 -64
  130. package/extensions/security/skills/pentest-patterns.md +77 -77
  131. package/extensions/security/skills/secret-mgmt.md +65 -65
  132. package/extensions/security/skills/supply-chain.md +65 -65
  133. package/extensions/trading/PACK.md +80 -80
  134. package/extensions/trading/skills/chart-components.md +55 -55
  135. package/extensions/trading/skills/experiment-loop.md +125 -125
  136. package/extensions/trading/skills/fintech-patterns.md +47 -47
  137. package/extensions/trading/skills/indicator-library.md +58 -58
  138. package/extensions/trading/skills/quant-analysis.md +111 -111
  139. package/extensions/trading/skills/realtime-data.md +58 -58
  140. package/extensions/trading/skills/trade-logic.md +104 -104
  141. package/extensions/ui/PACK.md +130 -130
  142. package/extensions/ui/skills/a11y-audit.md +91 -91
  143. package/extensions/ui/skills/animation-patterns.md +127 -127
  144. package/extensions/ui/skills/component-patterns.md +100 -100
  145. package/extensions/ui/skills/design-decision.md +108 -108
  146. package/extensions/ui/skills/design-system.md +68 -68
  147. package/extensions/ui/skills/landing-patterns.md +155 -155
  148. package/extensions/ui/skills/palette-picker.md +173 -173
  149. package/extensions/ui/skills/react-health.md +90 -90
  150. package/extensions/ui/skills/type-system.md +125 -125
  151. package/extensions/ui/skills/web-vitals.md +153 -153
  152. package/extensions/zalo/PACK.md +145 -145
  153. package/extensions/zalo/skills/zalo-oa-mcp.md +317 -317
  154. package/extensions/zalo/skills/zalo-oa-messaging.md +429 -429
  155. package/extensions/zalo/skills/zalo-oa-setup.md +236 -236
  156. package/extensions/zalo/skills/zalo-oa-webhook.md +189 -189
  157. package/extensions/zalo/skills/zalo-personal-messaging.md +194 -194
  158. package/extensions/zalo/skills/zalo-personal-setup.md +153 -153
  159. package/extensions/zalo/skills/zalo-rate-guard.md +219 -219
  160. package/hooks/auto-format/index.cjs +48 -48
  161. package/hooks/hooks.json +111 -111
  162. package/hooks/post-session-reflect/index.cjs +189 -189
  163. package/hooks/pre-compact/index.cjs +95 -95
  164. package/hooks/run-hook.cmd +1 -1
  165. package/hooks/secrets-scan/index.cjs +100 -100
  166. package/hooks/session-start/index.cjs +71 -71
  167. package/hooks/typecheck/index.cjs +65 -65
  168. package/package.json +63 -63
  169. package/references/ui-pro-max-data/LICENSE-UI-PRO-MAX +21 -21
  170. package/references/ui-pro-max-data/charts.csv +26 -26
  171. package/references/ui-pro-max-data/colors.csv +161 -161
  172. package/references/ui-pro-max-data/styles.csv +68 -68
  173. package/references/ui-pro-max-data/typography.csv +74 -74
  174. package/references/ui-pro-max-data/ui-reasoning.csv +162 -162
  175. package/references/ui-pro-max-data/ux-guidelines.csv +99 -99
  176. package/skills/adversary/SKILL.md +283 -283
  177. package/skills/asset-creator/SKILL.md +157 -157
  178. package/skills/audit/SKILL.md +147 -2
  179. package/skills/autopsy/SKILL.md +335 -335
  180. package/skills/ba/SKILL.md +85 -1
  181. package/skills/brainstorm/SKILL.md +380 -342
  182. package/skills/browser-pilot/SKILL.md +169 -168
  183. package/skills/constraint-check/SKILL.md +165 -165
  184. package/skills/context-engine/SKILL.md +408 -404
  185. package/skills/cook/SKILL.md +917 -863
  186. package/skills/db/SKILL.md +273 -273
  187. package/skills/debug/SKILL.md +465 -465
  188. package/skills/dependency-doctor/SKILL.md +265 -235
  189. package/skills/deploy/SKILL.md +274 -231
  190. package/skills/design/DESIGN-REFERENCE.md +365 -365
  191. package/skills/design/SKILL.md +590 -589
  192. package/skills/doc-processor/SKILL.md +254 -254
  193. package/skills/docs/SKILL.md +374 -374
  194. package/skills/docs-seeker/SKILL.md +178 -177
  195. package/skills/fix/SKILL.md +332 -330
  196. package/skills/git/SKILL.md +339 -339
  197. package/skills/hallucination-guard/SKILL.md +220 -219
  198. package/skills/incident/SKILL.md +254 -253
  199. package/skills/integrity-check/SKILL.md +169 -169
  200. package/skills/journal/SKILL.md +241 -240
  201. package/skills/launch/SKILL.md +344 -344
  202. package/skills/logic-guardian/SKILL.md +269 -251
  203. package/skills/marketing/SKILL.md +351 -289
  204. package/skills/mcp-builder/SKILL.md +425 -425
  205. package/skills/neural-memory/SKILL.md +359 -362
  206. package/skills/onboard/SKILL.md +432 -403
  207. package/skills/onboard/references/invariants-template.md +76 -0
  208. package/skills/onboard/scripts/detect-invariants.js +439 -0
  209. package/skills/onboard/scripts/inject-claude-md.js +150 -0
  210. package/skills/onboard/scripts/onboard-invariants.js +194 -0
  211. package/skills/perf/SKILL.md +347 -346
  212. package/skills/plan/SKILL.md +435 -428
  213. package/skills/preflight/SKILL.md +415 -415
  214. package/skills/problem-solver/SKILL.md +380 -284
  215. package/skills/rescue/SKILL.md +474 -474
  216. package/skills/research/SKILL.md +4 -0
  217. package/skills/retro/SKILL.md +3 -1
  218. package/skills/review/SKILL.md +614 -588
  219. package/skills/review-intake/SKILL.md +249 -249
  220. package/skills/safeguard/SKILL.md +200 -200
  221. package/skills/sast/SKILL.md +190 -190
  222. package/skills/scaffold/SKILL.md +328 -287
  223. package/skills/scope-guard/SKILL.md +183 -180
  224. package/skills/scout/SKILL.md +269 -263
  225. package/skills/sentinel/SKILL.md +384 -381
  226. package/skills/sentinel-env/SKILL.md +254 -254
  227. package/skills/sequential-thinking/SKILL.md +234 -234
  228. package/skills/session-bridge/SKILL.md +595 -543
  229. package/skills/session-bridge/scripts/load-invariants.js +397 -0
  230. package/skills/skill-forge/SKILL.md +581 -581
  231. package/skills/skill-router/SKILL.md +3 -0
  232. package/skills/slides/SKILL.md +19 -0
  233. package/skills/surgeon/SKILL.md +215 -215
  234. package/skills/team/SKILL.md +557 -537
  235. package/skills/test/SKILL.md +620 -614
  236. package/skills/trend-scout/SKILL.md +145 -145
  237. package/skills/verification/SKILL.md +334 -326
  238. package/skills/video-creator/SKILL.md +201 -201
  239. package/skills/watchdog/SKILL.md +168 -168
  240. package/skills/worktree/SKILL.md +140 -140
@@ -1,142 +1,142 @@
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- ---
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- name: "@rune/gamedev"
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- description: Game development patterns — Three.js, WebGL, game loops, physics engines, asset pipelines, multiplayer, audio, input, ECS, particles, camera, and scene management.
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- metadata:
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- author: runedev
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- version: "0.2.0"
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- layer: L4
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- price: "$12"
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- target: Game developers
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- format: split
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- ---
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-
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- # @rune/gamedev
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-
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- ## Purpose
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-
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- Web game development hits performance walls that traditional web apps never encounter: 60fps render loops that stutter on garbage collection, physics simulations that diverge between clients, shaders that work on desktop but fail on mobile GPUs, and asset loading that blocks the first frame for 10 seconds. This pack provides patterns for the full web game stack — rendering, simulation, physics, assets, multiplayer, audio, input, ECS, particles, camera, and scene management — each optimized for the unique constraints of real-time interactive applications running in a browser.
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-
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- ## Triggers
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-
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- - Auto-trigger: when `three`, `@react-three/fiber`, `pixi.js`, `phaser`, `cannon`, `rapier`, `*.glsl`, `*.wgsl` detected
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- - `/rune threejs-patterns` — audit or optimize Three.js scene
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- - `/rune webgl` — raw WebGL/shader development
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- - `/rune game-loops` — implement or audit game loop architecture
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- - `/rune physics-engine` — set up or optimize physics simulation
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- - `/rune asset-pipeline` — optimize asset loading and management
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- - `/rune multiplayer` — WebSocket game server and client prediction
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- - `/rune audio-system` — Web Audio API, spatial audio, SFX management
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- - `/rune input-system` — keyboard/mouse/gamepad/touch input handling
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- - `/rune ecs` — Entity Component System architecture
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- - `/rune particles` — GPU particle system with WebGL
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- - `/rune camera-system` — follow camera, screen shake, zoom
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- - `/rune scene-management` — scene transitions, preloading, serialization
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- - Called by `cook` (L1) when game development task detected
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-
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- ## Skills Included
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-
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- | Skill | Model | Description |
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- |-------|-------|-------------|
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- | [threejs-patterns](skills/threejs-patterns.md) | sonnet | Three.js scene, React Three Fiber, PBR materials, LOD, post-processing, instanced rendering, and disposal patterns. |
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- | [webgl](skills/webgl.md) | sonnet | Raw WebGL2, GLSL shaders, VAO buffer management, instanced rendering, and texture handling. |
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- | [game-loops](skills/game-loops.md) | sonnet | Fixed timestep with accumulator, interpolation for smooth rendering, decoupled input handler, and frame budget monitoring. |
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- | [physics-engine](skills/physics-engine.md) | sonnet | Rapier.js (WASM) setup with collision groups, sleep thresholds, event-driven collision callbacks, and raycasting. |
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- | [asset-pipeline](skills/asset-pipeline.md) | sonnet | glTF/Draco loading, KTX2 texture compression, typed asset manifest, preloader with progress tracking. |
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- | [multiplayer](skills/multiplayer.md) | sonnet | Authoritative WebSocket game server, client-side prediction, reconciliation, entity interpolation, and lag compensation. |
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- | [audio-system](skills/audio-system.md) | sonnet | Web Audio API AudioManager — spatial audio, music crossfade, SFX pooling, browser autoplay policy handling. |
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- | [input-system](skills/input-system.md) | sonnet | Unified keyboard/mouse/gamepad/touch input with action mapping, input buffering, coyote time, and virtual joystick. |
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- | [ecs](skills/ecs.md) | sonnet | Lightweight archetype-based ECS — dense component storage, query-based entity iteration, and pure system functions. |
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- | [particles](skills/particles.md) | sonnet | Object-pooled CPU particle system with WebGL instancing path for 10k+ particles and emitter presets. |
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- | [camera-system](skills/camera-system.md) | sonnet | 2D camera with smooth lerp follow, dead zone, screen shake decay, and zoom-to target. |
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- | [scene-management](skills/scene-management.md) | sonnet | Stack-based SceneManager with fade transitions, asset preloading before enter, and level JSON serialization. |
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-
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- ## Common Workflows
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-
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- | Workflow | Skills Involved | Typical Trigger |
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- |----------|----------------|----------------|
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- | 2D platformer bootstrap | game-loops → physics-engine → input-system → camera-system | new Phaser/PixiJS project |
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- | 3D world with NPCs | threejs-patterns → ecs → physics-engine → camera-system | Three.js/R3F project |
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- | Multiplayer action game | game-loops → multiplayer → physics-engine → input-system | real-time PvP feature |
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- | Mobile game port | asset-pipeline → input-system → camera-system → game-loops | add touch controls |
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- | VFX & atmosphere | particles → webgl → threejs-patterns → audio-system | visual polish sprint |
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- | Game level editor | scene-management → asset-pipeline → ecs → camera-system | tooling sprint |
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- | Performance audit | game-loops → webgl → particles → asset-pipeline | frame rate complaints |
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-
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- ## Cross-Pack Connections
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-
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- | Target Pack | Connection | Use Case |
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- |-------------|-----------|----------|
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- | **@rune/ui** | HUD components, inventory screens, pause menus, leaderboard overlays | Health bars, minimap, skill cooldowns, settings modal |
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- | **@rune/backend** | REST/WebSocket API for leaderboards, save data, player accounts, matchmaking | POST `/scores`, GET `/leaderboard`, save game state to DB |
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- | **@rune/analytics** | Player telemetry — session length, death locations, skill usage heatmaps | `analytics.track('player_died', { x, y, cause })` |
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- | **@rune/ai-ml** | NPC behavior trees, pathfinding ML, procedural content, cheat detection | A* pathfinding, trained NPC models, PCG level generation |
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-
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- ## Connections
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-
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- ```
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- Calls → perf (L2): frame budget and rendering performance audit
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- Calls → asset-creator (L3): generate placeholder assets and sprites
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- Calls → @rune/ui: HUD, inventory, menus, overlays
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- Calls → @rune/backend: leaderboards, save data, player accounts, matchmaking
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- Calls → @rune/analytics: player telemetry and session tracking
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- Calls → @rune/ai-ml: NPC behavior, procedural content, cheat detection
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- Called By ← cook (L1): when game development task detected
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- Called By ← review (L2): when game code under review
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- ```
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-
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- ## Tech Stack Support
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-
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- | Engine | Rendering | Physics | ECS |
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- |--------|-----------|---------|-----|
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- | Three.js | WebGL2 / WebGPU | Rapier.js (WASM) | bitECS |
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- | React Three Fiber | Three.js (declarative) | @react-three/rapier | Custom |
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- | PixiJS | WebGL2 (2D) | Matter.js | Custom |
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- | Phaser 3 | WebGL / Canvas | Arcade / Matter | Built-in |
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- | Babylon.js | WebGL2 / WebGPU | Havok (WASM) | Built-in |
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-
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- ## Constraints
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-
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- 1. MUST use fixed timestep for physics — variable timestep causes non-deterministic simulation.
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- 2. MUST dispose all GPU resources (geometries, textures, materials) on scene teardown — GPU memory leaks crash tabs.
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- 3. MUST NOT create objects inside the render loop — allocate outside, reuse inside.
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- 4. MUST test on target minimum hardware (mobile GPU) not just development machine.
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- 5. MUST use compressed asset formats (Draco for geometry, KTX2/Basis for textures) — raw assets cause unacceptable load times.
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- 6. MUST use authoritative server model for multiplayer — never trust client position data.
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- 7. MUST resume AudioContext on user gesture — browsers block autoplay audio.
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- 8. MUST call `input.flush()` at end of each fixed tick — prevents justPressed persisting across frames.
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-
108
- ## Sharp Edges
109
-
110
- | Failure Mode | Severity | Mitigation |
111
- |---|---|---|
112
- | Objects created in useFrame/render loop cause GC stutters at 60fps | CRITICAL | Pre-allocate all vectors, quaternions, matrices outside the loop; reuse with `.set()` |
113
- | GPU memory leak from undisposed textures/geometries (tab crashes after 5 minutes) | CRITICAL | Implement disposal manager; call `.dispose()` on every Three.js resource on unmount |
114
- | Physics spiral of death: update takes longer than frame, accumulator grows unbounded | HIGH | Cap accumulator at 250ms (skip frames); reduce physics complexity if consistent |
115
- | Shader compiles on first use causing frame drop (shader cache miss) | MEDIUM | Pre-warm shaders during loading screen; use `renderer.compile(scene, camera)` |
116
- | Asset loading blocks first frame (white screen for 5+ seconds) | HIGH | Implement progressive loading with preloader UI; prioritize visible assets |
117
- | Mobile GPU fails on desktop-quality shaders (WebGL context lost) | HIGH | Detect GPU tier with `detect-gpu`; provide shader LOD variants |
118
- | Multiplayer client trusts own position — speed hack trivial | CRITICAL | Server is authoritative; client sends inputs only, reconciles with server state |
119
- | AudioContext locked until user gesture — no music on load | MEDIUM | Resume AudioContext in first click/keydown handler; show muted indicator |
120
- | Gamepad axes not zeroed when gamepad disconnects | LOW | Set axes to 0 in gamepaddisconnected handler |
121
- | Input justPressed persists to next frame if flush() skipped | HIGH | Always flush at end of fixed update, not render |
122
-
123
- ## Done When
124
-
125
- - Scene renders at stable 60fps on target hardware
126
- - Physics simulation is deterministic with fixed timestep
127
- - All GPU resources properly disposed on cleanup
128
- - Assets compressed and preloaded with progress indicator
129
- - Game loop decouples update from render with interpolation
130
- - Multiplayer: server authoritative, client predicts + reconciles
131
- - Audio: spatial SFX + crossfade music, resumable after user gesture
132
- - Input: keyboard/mouse/gamepad/touch unified, buffered, rebindable
133
- - ECS: entities/components/systems cleanly separated, query-based
134
- - Particles: pooled, no GC spikes, emitter presets for common FX
135
- - Camera: smooth follow, dead zone, screen shake on impact
136
- - Scenes: transition with fade, preload assets before enter
137
- - Performance: quadtree spatial queries, frame budget monitoring active
138
- - Structured report emitted for each skill invoked
139
-
140
- ## Cost Profile
141
-
142
- ~10,000–20,000 tokens per full pack run (all skills). Individual skill: ~2,000–4,000 tokens. Sonnet default. Use haiku for asset detection scans and grep passes; sonnet for physics config, shader optimization, and multiplayer architecture; escalate to opus for full game architecture decisions spanning multiple systems.
1
+ ---
2
+ name: "@rune/gamedev"
3
+ description: Game development patterns — Three.js, WebGL, game loops, physics engines, asset pipelines, multiplayer, audio, input, ECS, particles, camera, and scene management.
4
+ metadata:
5
+ author: runedev
6
+ version: "0.2.0"
7
+ layer: L4
8
+ price: "$12"
9
+ target: Game developers
10
+ format: split
11
+ ---
12
+
13
+ # @rune/gamedev
14
+
15
+ ## Purpose
16
+
17
+ Web game development hits performance walls that traditional web apps never encounter: 60fps render loops that stutter on garbage collection, physics simulations that diverge between clients, shaders that work on desktop but fail on mobile GPUs, and asset loading that blocks the first frame for 10 seconds. This pack provides patterns for the full web game stack — rendering, simulation, physics, assets, multiplayer, audio, input, ECS, particles, camera, and scene management — each optimized for the unique constraints of real-time interactive applications running in a browser.
18
+
19
+ ## Triggers
20
+
21
+ - Auto-trigger: when `three`, `@react-three/fiber`, `pixi.js`, `phaser`, `cannon`, `rapier`, `*.glsl`, `*.wgsl` detected
22
+ - `/rune threejs-patterns` — audit or optimize Three.js scene
23
+ - `/rune webgl` — raw WebGL/shader development
24
+ - `/rune game-loops` — implement or audit game loop architecture
25
+ - `/rune physics-engine` — set up or optimize physics simulation
26
+ - `/rune asset-pipeline` — optimize asset loading and management
27
+ - `/rune multiplayer` — WebSocket game server and client prediction
28
+ - `/rune audio-system` — Web Audio API, spatial audio, SFX management
29
+ - `/rune input-system` — keyboard/mouse/gamepad/touch input handling
30
+ - `/rune ecs` — Entity Component System architecture
31
+ - `/rune particles` — GPU particle system with WebGL
32
+ - `/rune camera-system` — follow camera, screen shake, zoom
33
+ - `/rune scene-management` — scene transitions, preloading, serialization
34
+ - Called by `cook` (L1) when game development task detected
35
+
36
+ ## Skills Included
37
+
38
+ | Skill | Model | Description |
39
+ |-------|-------|-------------|
40
+ | [threejs-patterns](skills/threejs-patterns.md) | sonnet | Three.js scene, React Three Fiber, PBR materials, LOD, post-processing, instanced rendering, and disposal patterns. |
41
+ | [webgl](skills/webgl.md) | sonnet | Raw WebGL2, GLSL shaders, VAO buffer management, instanced rendering, and texture handling. |
42
+ | [game-loops](skills/game-loops.md) | sonnet | Fixed timestep with accumulator, interpolation for smooth rendering, decoupled input handler, and frame budget monitoring. |
43
+ | [physics-engine](skills/physics-engine.md) | sonnet | Rapier.js (WASM) setup with collision groups, sleep thresholds, event-driven collision callbacks, and raycasting. |
44
+ | [asset-pipeline](skills/asset-pipeline.md) | sonnet | glTF/Draco loading, KTX2 texture compression, typed asset manifest, preloader with progress tracking. |
45
+ | [multiplayer](skills/multiplayer.md) | sonnet | Authoritative WebSocket game server, client-side prediction, reconciliation, entity interpolation, and lag compensation. |
46
+ | [audio-system](skills/audio-system.md) | sonnet | Web Audio API AudioManager — spatial audio, music crossfade, SFX pooling, browser autoplay policy handling. |
47
+ | [input-system](skills/input-system.md) | sonnet | Unified keyboard/mouse/gamepad/touch input with action mapping, input buffering, coyote time, and virtual joystick. |
48
+ | [ecs](skills/ecs.md) | sonnet | Lightweight archetype-based ECS — dense component storage, query-based entity iteration, and pure system functions. |
49
+ | [particles](skills/particles.md) | sonnet | Object-pooled CPU particle system with WebGL instancing path for 10k+ particles and emitter presets. |
50
+ | [camera-system](skills/camera-system.md) | sonnet | 2D camera with smooth lerp follow, dead zone, screen shake decay, and zoom-to target. |
51
+ | [scene-management](skills/scene-management.md) | sonnet | Stack-based SceneManager with fade transitions, asset preloading before enter, and level JSON serialization. |
52
+
53
+ ## Common Workflows
54
+
55
+ | Workflow | Skills Involved | Typical Trigger |
56
+ |----------|----------------|----------------|
57
+ | 2D platformer bootstrap | game-loops → physics-engine → input-system → camera-system | new Phaser/PixiJS project |
58
+ | 3D world with NPCs | threejs-patterns → ecs → physics-engine → camera-system | Three.js/R3F project |
59
+ | Multiplayer action game | game-loops → multiplayer → physics-engine → input-system | real-time PvP feature |
60
+ | Mobile game port | asset-pipeline → input-system → camera-system → game-loops | add touch controls |
61
+ | VFX & atmosphere | particles → webgl → threejs-patterns → audio-system | visual polish sprint |
62
+ | Game level editor | scene-management → asset-pipeline → ecs → camera-system | tooling sprint |
63
+ | Performance audit | game-loops → webgl → particles → asset-pipeline | frame rate complaints |
64
+
65
+ ## Cross-Pack Connections
66
+
67
+ | Target Pack | Connection | Use Case |
68
+ |-------------|-----------|----------|
69
+ | **@rune/ui** | HUD components, inventory screens, pause menus, leaderboard overlays | Health bars, minimap, skill cooldowns, settings modal |
70
+ | **@rune/backend** | REST/WebSocket API for leaderboards, save data, player accounts, matchmaking | POST `/scores`, GET `/leaderboard`, save game state to DB |
71
+ | **@rune/analytics** | Player telemetry — session length, death locations, skill usage heatmaps | `analytics.track('player_died', { x, y, cause })` |
72
+ | **@rune/ai-ml** | NPC behavior trees, pathfinding ML, procedural content, cheat detection | A* pathfinding, trained NPC models, PCG level generation |
73
+
74
+ ## Connections
75
+
76
+ ```
77
+ Calls → perf (L2): frame budget and rendering performance audit
78
+ Calls → asset-creator (L3): generate placeholder assets and sprites
79
+ Calls → @rune/ui: HUD, inventory, menus, overlays
80
+ Calls → @rune/backend: leaderboards, save data, player accounts, matchmaking
81
+ Calls → @rune/analytics: player telemetry and session tracking
82
+ Calls → @rune/ai-ml: NPC behavior, procedural content, cheat detection
83
+ Called By ← cook (L1): when game development task detected
84
+ Called By ← review (L2): when game code under review
85
+ ```
86
+
87
+ ## Tech Stack Support
88
+
89
+ | Engine | Rendering | Physics | ECS |
90
+ |--------|-----------|---------|-----|
91
+ | Three.js | WebGL2 / WebGPU | Rapier.js (WASM) | bitECS |
92
+ | React Three Fiber | Three.js (declarative) | @react-three/rapier | Custom |
93
+ | PixiJS | WebGL2 (2D) | Matter.js | Custom |
94
+ | Phaser 3 | WebGL / Canvas | Arcade / Matter | Built-in |
95
+ | Babylon.js | WebGL2 / WebGPU | Havok (WASM) | Built-in |
96
+
97
+ ## Constraints
98
+
99
+ 1. MUST use fixed timestep for physics — variable timestep causes non-deterministic simulation.
100
+ 2. MUST dispose all GPU resources (geometries, textures, materials) on scene teardown — GPU memory leaks crash tabs.
101
+ 3. MUST NOT create objects inside the render loop — allocate outside, reuse inside.
102
+ 4. MUST test on target minimum hardware (mobile GPU) not just development machine.
103
+ 5. MUST use compressed asset formats (Draco for geometry, KTX2/Basis for textures) — raw assets cause unacceptable load times.
104
+ 6. MUST use authoritative server model for multiplayer — never trust client position data.
105
+ 7. MUST resume AudioContext on user gesture — browsers block autoplay audio.
106
+ 8. MUST call `input.flush()` at end of each fixed tick — prevents justPressed persisting across frames.
107
+
108
+ ## Sharp Edges
109
+
110
+ | Failure Mode | Severity | Mitigation |
111
+ |---|---|---|
112
+ | Objects created in useFrame/render loop cause GC stutters at 60fps | CRITICAL | Pre-allocate all vectors, quaternions, matrices outside the loop; reuse with `.set()` |
113
+ | GPU memory leak from undisposed textures/geometries (tab crashes after 5 minutes) | CRITICAL | Implement disposal manager; call `.dispose()` on every Three.js resource on unmount |
114
+ | Physics spiral of death: update takes longer than frame, accumulator grows unbounded | HIGH | Cap accumulator at 250ms (skip frames); reduce physics complexity if consistent |
115
+ | Shader compiles on first use causing frame drop (shader cache miss) | MEDIUM | Pre-warm shaders during loading screen; use `renderer.compile(scene, camera)` |
116
+ | Asset loading blocks first frame (white screen for 5+ seconds) | HIGH | Implement progressive loading with preloader UI; prioritize visible assets |
117
+ | Mobile GPU fails on desktop-quality shaders (WebGL context lost) | HIGH | Detect GPU tier with `detect-gpu`; provide shader LOD variants |
118
+ | Multiplayer client trusts own position — speed hack trivial | CRITICAL | Server is authoritative; client sends inputs only, reconciles with server state |
119
+ | AudioContext locked until user gesture — no music on load | MEDIUM | Resume AudioContext in first click/keydown handler; show muted indicator |
120
+ | Gamepad axes not zeroed when gamepad disconnects | LOW | Set axes to 0 in gamepaddisconnected handler |
121
+ | Input justPressed persists to next frame if flush() skipped | HIGH | Always flush at end of fixed update, not render |
122
+
123
+ ## Done When
124
+
125
+ - Scene renders at stable 60fps on target hardware
126
+ - Physics simulation is deterministic with fixed timestep
127
+ - All GPU resources properly disposed on cleanup
128
+ - Assets compressed and preloaded with progress indicator
129
+ - Game loop decouples update from render with interpolation
130
+ - Multiplayer: server authoritative, client predicts + reconciles
131
+ - Audio: spatial SFX + crossfade music, resumable after user gesture
132
+ - Input: keyboard/mouse/gamepad/touch unified, buffered, rebindable
133
+ - ECS: entities/components/systems cleanly separated, query-based
134
+ - Particles: pooled, no GC spikes, emitter presets for common FX
135
+ - Camera: smooth follow, dead zone, screen shake on impact
136
+ - Scenes: transition with fade, preload assets before enter
137
+ - Performance: quadtree spatial queries, frame budget monitoring active
138
+ - Structured report emitted for each skill invoked
139
+
140
+ ## Cost Profile
141
+
142
+ ~10,000–20,000 tokens per full pack run (all skills). Individual skill: ~2,000–4,000 tokens. Sonnet default. Use haiku for asset detection scans and grep passes; sonnet for physics config, shader optimization, and multiplayer architecture; escalate to opus for full game architecture decisions spanning multiple systems.
@@ -1,74 +1,74 @@
1
- ---
2
- name: "asset-pipeline"
3
- pack: "@rune/gamedev"
4
- description: "Game asset pipeline — glTF loading, texture compression, audio management, asset manifest, preloading."
5
- model: sonnet
6
- tools: [Read, Edit, Write, Grep, Glob, Bash]
7
- ---
8
-
9
- # asset-pipeline
10
-
11
- Game asset pipeline — glTF loading, texture compression, audio management, asset manifest, preloading.
12
-
13
- #### Workflow
14
-
15
- **Step 1 — Detect asset strategy**
16
- Use Glob to find asset files: `*.gltf`, `*.glb`, `*.ktx2`, `*.basis`, `*.png` in `assets/` or `public/`. Use Grep to find loaders: `GLTFLoader`, `TextureLoader`, `KTX2Loader`, `Howler`, `Audio`. Read the loading code to understand: preloading strategy, compression, and caching.
17
-
18
- **Step 2 — Audit asset efficiency**
19
- Check for: uncompressed textures (PNG/JPG instead of KTX2/Basis), glTF without Draco compression, no asset manifest (scattered inline paths), missing preloader (assets load mid-gameplay causing stutters), audio files in WAV format (use OGG/MP3), and no LOD variants for 3D models.
20
-
21
- **Step 3 — Emit asset pipeline**
22
- Emit: asset manifest with typed entries, preloader with progress tracking, glTF loader with Draco decoder, KTX2 texture loader, and audio manager with Howler.js.
23
-
24
- #### Example
25
-
26
- ```typescript
27
- // Asset manifest + preloader with progress tracking
28
- interface AssetManifest {
29
- models: Record<string, { url: string; draco?: boolean }>;
30
- textures: Record<string, { url: string; format: 'ktx2' | 'png' }>;
31
- audio: Record<string, { url: string; volume?: number; loop?: boolean }>;
32
- }
33
-
34
- const MANIFEST: AssetManifest = {
35
- models: {
36
- player: { url: '/assets/player.glb', draco: true },
37
- level1: { url: '/assets/level1.glb', draco: true },
38
- },
39
- textures: {
40
- terrain: { url: '/assets/terrain.ktx2', format: 'ktx2' },
41
- },
42
- audio: {
43
- bgm: { url: '/assets/bgm.ogg', volume: 0.5, loop: true },
44
- jump: { url: '/assets/jump.ogg', volume: 0.8 },
45
- },
46
- };
47
-
48
- class AssetLoader {
49
- private loaded = 0;
50
- private total = 0;
51
- private cache = new Map<string, unknown>();
52
-
53
- async loadAll(manifest: AssetManifest, onProgress: (pct: number) => void) {
54
- const entries = [
55
- ...Object.entries(manifest.models).map(([k, v]) => ({ key: k, ...v, type: 'model' })),
56
- ...Object.entries(manifest.textures).map(([k, v]) => ({ key: k, ...v, type: 'texture' })),
57
- ...Object.entries(manifest.audio).map(([k, v]) => ({ key: k, ...v, type: 'audio' })),
58
- ];
59
- this.total = entries.length;
60
-
61
- await Promise.all(entries.map(async (entry) => {
62
- await fetch(entry.url); // preload into browser cache
63
- this.loaded++;
64
- onProgress(this.loaded / this.total);
65
- }));
66
- }
67
-
68
- get<T>(key: string): T {
69
- const asset = this.cache.get(key);
70
- if (!asset) throw new Error(`Asset not loaded: ${key}`);
71
- return asset as T;
72
- }
73
- }
74
- ```
1
+ ---
2
+ name: "asset-pipeline"
3
+ pack: "@rune/gamedev"
4
+ description: "Game asset pipeline — glTF loading, texture compression, audio management, asset manifest, preloading."
5
+ model: sonnet
6
+ tools: [Read, Edit, Write, Grep, Glob, Bash]
7
+ ---
8
+
9
+ # asset-pipeline
10
+
11
+ Game asset pipeline — glTF loading, texture compression, audio management, asset manifest, preloading.
12
+
13
+ #### Workflow
14
+
15
+ **Step 1 — Detect asset strategy**
16
+ Use Glob to find asset files: `*.gltf`, `*.glb`, `*.ktx2`, `*.basis`, `*.png` in `assets/` or `public/`. Use Grep to find loaders: `GLTFLoader`, `TextureLoader`, `KTX2Loader`, `Howler`, `Audio`. Read the loading code to understand: preloading strategy, compression, and caching.
17
+
18
+ **Step 2 — Audit asset efficiency**
19
+ Check for: uncompressed textures (PNG/JPG instead of KTX2/Basis), glTF without Draco compression, no asset manifest (scattered inline paths), missing preloader (assets load mid-gameplay causing stutters), audio files in WAV format (use OGG/MP3), and no LOD variants for 3D models.
20
+
21
+ **Step 3 — Emit asset pipeline**
22
+ Emit: asset manifest with typed entries, preloader with progress tracking, glTF loader with Draco decoder, KTX2 texture loader, and audio manager with Howler.js.
23
+
24
+ #### Example
25
+
26
+ ```typescript
27
+ // Asset manifest + preloader with progress tracking
28
+ interface AssetManifest {
29
+ models: Record<string, { url: string; draco?: boolean }>;
30
+ textures: Record<string, { url: string; format: 'ktx2' | 'png' }>;
31
+ audio: Record<string, { url: string; volume?: number; loop?: boolean }>;
32
+ }
33
+
34
+ const MANIFEST: AssetManifest = {
35
+ models: {
36
+ player: { url: '/assets/player.glb', draco: true },
37
+ level1: { url: '/assets/level1.glb', draco: true },
38
+ },
39
+ textures: {
40
+ terrain: { url: '/assets/terrain.ktx2', format: 'ktx2' },
41
+ },
42
+ audio: {
43
+ bgm: { url: '/assets/bgm.ogg', volume: 0.5, loop: true },
44
+ jump: { url: '/assets/jump.ogg', volume: 0.8 },
45
+ },
46
+ };
47
+
48
+ class AssetLoader {
49
+ private loaded = 0;
50
+ private total = 0;
51
+ private cache = new Map<string, unknown>();
52
+
53
+ async loadAll(manifest: AssetManifest, onProgress: (pct: number) => void) {
54
+ const entries = [
55
+ ...Object.entries(manifest.models).map(([k, v]) => ({ key: k, ...v, type: 'model' })),
56
+ ...Object.entries(manifest.textures).map(([k, v]) => ({ key: k, ...v, type: 'texture' })),
57
+ ...Object.entries(manifest.audio).map(([k, v]) => ({ key: k, ...v, type: 'audio' })),
58
+ ];
59
+ this.total = entries.length;
60
+
61
+ await Promise.all(entries.map(async (entry) => {
62
+ await fetch(entry.url); // preload into browser cache
63
+ this.loaded++;
64
+ onProgress(this.loaded / this.total);
65
+ }));
66
+ }
67
+
68
+ get<T>(key: string): T {
69
+ const asset = this.cache.get(key);
70
+ if (!asset) throw new Error(`Asset not loaded: ${key}`);
71
+ return asset as T;
72
+ }
73
+ }
74
+ ```