@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
@@ -1,180 +1,180 @@
1
- ---
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- name: "multiplayer"
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- pack: "@rune/gamedev"
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- description: "WebSocket game server and client prediction — authoritative server model, client-side prediction, reconciliation, entity interpolation, and lag compensation."
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- model: sonnet
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- tools: [Read, Edit, Write, Grep, Glob, Bash]
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- ---
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-
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- # multiplayer
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-
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- WebSocket game server and client prediction — authoritative server model, client-side prediction, reconciliation, entity interpolation, and lag compensation.
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-
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- Authoritative server model: server owns game state, clients send inputs only. Never trust client position.
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-
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- #### Workflow
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-
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- **Step 1 — Assess multiplayer architecture**
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- 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?
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-
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- **Step 2 — Implement authoritative server**
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- Emit: Node.js WebSocket server with fixed-tick update (20Hz sufficient), input queue per player, server-side physics/movement, state broadcast.
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-
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- **Step 3 — Implement client prediction**
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- Emit: local input application before server confirmation, pending input buffer, reconciliation on server update, smooth interpolation for remote entities.
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-
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- **Step 4 — Add lag compensation**
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- Emit: snapshot buffer for entity interpolation (render ~100ms behind server), client prediction with rollback on desync.
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-
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- #### WebSocket Game Server Pattern
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-
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- ```typescript
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- // Server (Node.js + ws) — authoritative game server
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- import { WebSocketServer, WebSocket } from 'ws';
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-
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- interface PlayerInput { seq: number; keys: { up: boolean; down: boolean; left: boolean; right: boolean }; }
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- interface PlayerState { id: string; x: number; y: number; vx: number; vy: number; }
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-
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- const wss = new WebSocketServer({ port: 3001 });
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- const players = new Map<string, PlayerState>();
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- const inputQueues = new Map<string, PlayerInput[]>();
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-
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- wss.on('connection', (ws: WebSocket, req) => {
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- const id = crypto.randomUUID();
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- players.set(id, { id, x: 0, y: 0, vx: 0, vy: 0 });
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- inputQueues.set(id, []);
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-
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- ws.send(JSON.stringify({ type: 'init', id, state: Object.fromEntries(players) }));
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- broadcast({ type: 'player_joined', id });
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-
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- ws.on('message', (raw) => {
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- const msg = JSON.parse(raw.toString());
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- if (msg.type === 'input') {
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- inputQueues.get(id)?.push(msg.input);
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- }
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- });
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-
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- ws.on('close', () => {
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- players.delete(id);
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- inputQueues.delete(id);
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- broadcast({ type: 'player_left', id });
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- });
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- });
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-
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- // Fixed-tick server update (20Hz is sufficient for authoritative server)
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- const TICK_MS = 50;
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- setInterval(() => {
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- inputQueues.forEach((queue, id) => {
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- const player = players.get(id)!;
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- const input = queue.shift(); // process one input per tick
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- if (input) applyInput(player, input);
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- integratePhysics(player);
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- });
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-
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- broadcast({ type: 'state_update', tick: Date.now(), players: Object.fromEntries(players) });
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- }, TICK_MS);
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-
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- function broadcast(msg: object) {
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- const data = JSON.stringify(msg);
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- wss.clients.forEach(c => c.readyState === WebSocket.OPEN && c.send(data));
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- }
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-
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- function applyInput(p: PlayerState, input: PlayerInput) {
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- const speed = 200;
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- p.vx = (input.keys.right ? 1 : 0) - (input.keys.left ? 1 : 0);
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- p.vy = (input.keys.down ? 1 : 0) - (input.keys.up ? 1 : 0);
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- const len = Math.hypot(p.vx, p.vy);
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- if (len > 0) { p.vx = (p.vx / len) * speed; p.vy = (p.vy / len) * speed; }
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- }
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-
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- function integratePhysics(p: PlayerState) {
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- p.x += p.vx * (TICK_MS / 1000);
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- p.y += p.vy * (TICK_MS / 1000);
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- }
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- ```
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-
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- #### Client Prediction & Reconciliation
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-
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- ```typescript
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- // Client — predict locally, reconcile on server update
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- class NetworkedPlayer {
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- private pendingInputs: { seq: number; input: PlayerInput; }[] = [];
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- private seq = 0;
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- localState: PlayerState;
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- serverState: PlayerState;
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-
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- constructor(initial: PlayerState) {
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- this.localState = { ...initial };
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- this.serverState = { ...initial };
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- }
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-
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- sendInput(keys: PlayerInput['keys'], ws: WebSocket) {
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- const input: PlayerInput = { seq: ++this.seq, keys };
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- this.pendingInputs.push({ seq: this.seq, input });
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- ws.send(JSON.stringify({ type: 'input', input }));
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-
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- // Apply immediately (client prediction)
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- applyInputToState(this.localState, keys);
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- }
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-
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- reconcile(serverUpdate: PlayerState & { lastProcessedSeq: number }) {
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- this.serverState = serverUpdate;
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-
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- // Remove acknowledged inputs
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- this.pendingInputs = this.pendingInputs.filter(p => p.seq > serverUpdate.lastProcessedSeq);
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-
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- // Reapply unacknowledged inputs on top of server state
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- this.localState = { ...serverUpdate };
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- for (const { input } of this.pendingInputs) {
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- applyInputToState(this.localState, input.keys);
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- }
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- }
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- }
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-
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- function applyInputToState(state: PlayerState, keys: PlayerInput['keys']) {
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- const dt = 1 / 60;
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- const speed = 200;
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- state.x += ((keys.right ? 1 : 0) - (keys.left ? 1 : 0)) * speed * dt;
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- state.y += ((keys.down ? 1 : 0) - (keys.up ? 1 : 0)) * speed * dt;
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- }
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- ```
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-
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- #### Lag Compensation & Entity Interpolation
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-
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- ```typescript
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- // Interpolate remote entities between server snapshots (smooth movement, ~100ms behind)
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- interface Snapshot { tick: number; timestamp: number; entities: Map<string, PlayerState>; }
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-
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- class EntityInterpolator {
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- private buffer: Snapshot[] = [];
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- private readonly delay = 100; // ms behind server
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-
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- addSnapshot(snapshot: Snapshot) {
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- this.buffer.push(snapshot);
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- // Keep only last 1 second of snapshots
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- const cutoff = Date.now() - 1000;
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- this.buffer = this.buffer.filter(s => s.timestamp > cutoff);
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- }
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-
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- getInterpolatedState(entityId: string): PlayerState | null {
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- const renderTime = Date.now() - this.delay;
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-
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- // Find the two snapshots bracketing renderTime
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- const newer = this.buffer.find(s => s.timestamp >= renderTime);
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- const older = this.buffer.slice().reverse().find(s => s.timestamp < renderTime);
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-
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
+ ```