@rune-kit/rune 2.10.0 → 2.12.0

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 (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
@@ -1,89 +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
+ ```