@rune-kit/rune 2.8.0 → 2.11.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (287) hide show
  1. package/LICENSE +21 -21
  2. package/README.md +68 -34
  3. package/agents/adversary.md +27 -0
  4. package/agents/architect.md +19 -29
  5. package/agents/asset-creator.md +18 -4
  6. package/agents/audit.md +25 -4
  7. package/agents/autopsy.md +19 -4
  8. package/agents/ba.md +35 -0
  9. package/agents/brainstorm.md +31 -4
  10. package/agents/browser-pilot.md +21 -4
  11. package/agents/coder.md +21 -29
  12. package/agents/completion-gate.md +20 -4
  13. package/agents/constraint-check.md +18 -4
  14. package/agents/context-engine.md +22 -4
  15. package/agents/context-pack.md +32 -0
  16. package/agents/cook.md +41 -4
  17. package/agents/db.md +19 -4
  18. package/agents/debug.md +33 -4
  19. package/agents/dependency-doctor.md +20 -4
  20. package/agents/deploy.md +27 -4
  21. package/agents/design.md +22 -4
  22. package/agents/doc-processor.md +27 -0
  23. package/agents/docs-seeker.md +19 -4
  24. package/agents/docs.md +31 -0
  25. package/agents/fix.md +37 -4
  26. package/agents/git.md +29 -0
  27. package/agents/hallucination-guard.md +20 -4
  28. package/agents/incident.md +21 -4
  29. package/agents/integrity-check.md +18 -4
  30. package/agents/journal.md +19 -4
  31. package/agents/launch.md +32 -4
  32. package/agents/logic-guardian.md +26 -11
  33. package/agents/marketing.md +23 -4
  34. package/agents/mcp-builder.md +26 -0
  35. package/agents/neural-memory.md +30 -0
  36. package/agents/onboard.md +22 -4
  37. package/agents/perf.md +21 -4
  38. package/agents/plan.md +29 -4
  39. package/agents/preflight.md +22 -4
  40. package/agents/problem-solver.md +20 -4
  41. package/agents/rescue.md +23 -4
  42. package/agents/research.md +19 -4
  43. package/agents/researcher.md +19 -29
  44. package/agents/retro.md +32 -0
  45. package/agents/review-intake.md +20 -4
  46. package/agents/review.md +32 -4
  47. package/agents/reviewer.md +20 -28
  48. package/agents/safeguard.md +19 -4
  49. package/agents/sast.md +18 -4
  50. package/agents/scaffold.md +41 -0
  51. package/agents/scanner.md +19 -28
  52. package/agents/scope-guard.md +18 -4
  53. package/agents/scout.md +23 -4
  54. package/agents/sentinel-env.md +26 -0
  55. package/agents/sentinel.md +33 -4
  56. package/agents/sequential-thinking.md +20 -4
  57. package/agents/session-bridge.md +24 -4
  58. package/agents/skill-forge.md +22 -4
  59. package/agents/skill-router.md +26 -4
  60. package/agents/slides.md +24 -0
  61. package/agents/surgeon.md +19 -4
  62. package/agents/team.md +30 -4
  63. package/agents/test.md +36 -4
  64. package/agents/trend-scout.md +17 -4
  65. package/agents/verification.md +20 -4
  66. package/agents/video-creator.md +20 -4
  67. package/agents/watchdog.md +19 -4
  68. package/agents/worktree.md +17 -4
  69. package/commands/rune.md +168 -168
  70. package/compiler/__tests__/analytics.test.js +370 -0
  71. package/compiler/adapters/openclaw.js +2 -2
  72. package/compiler/analytics.js +385 -0
  73. package/compiler/bin/rune.js +68 -2
  74. package/compiler/dashboard.js +883 -0
  75. package/compiler/transforms/branding.js +1 -1
  76. package/contexts/dev.md +34 -34
  77. package/contexts/research.md +43 -43
  78. package/contexts/review.md +55 -55
  79. package/extensions/ai-ml/PACK.md +88 -88
  80. package/extensions/ai-ml/skills/ai-agents.md +172 -172
  81. package/extensions/ai-ml/skills/code-sandbox.md +187 -187
  82. package/extensions/ai-ml/skills/deep-research.md +146 -146
  83. package/extensions/ai-ml/skills/embedding-search.md +66 -66
  84. package/extensions/ai-ml/skills/fine-tuning-guide.md +74 -74
  85. package/extensions/ai-ml/skills/llm-architect.md +125 -125
  86. package/extensions/ai-ml/skills/llm-integration.md +64 -64
  87. package/extensions/ai-ml/skills/prompt-patterns.md +72 -72
  88. package/extensions/ai-ml/skills/rag-patterns.md +66 -66
  89. package/extensions/ai-ml/skills/web-extraction.md +114 -114
  90. package/extensions/analytics/PACK.md +92 -92
  91. package/extensions/analytics/skills/ab-testing.md +72 -72
  92. package/extensions/analytics/skills/dashboard-patterns.md +83 -83
  93. package/extensions/analytics/skills/data-validation.md +68 -68
  94. package/extensions/analytics/skills/funnel-analysis.md +81 -81
  95. package/extensions/analytics/skills/sql-patterns.md +57 -57
  96. package/extensions/analytics/skills/statistical-analysis.md +79 -79
  97. package/extensions/analytics/skills/tracking-setup.md +71 -71
  98. package/extensions/backend/PACK.md +104 -104
  99. package/extensions/backend/skills/api-patterns.md +84 -84
  100. package/extensions/backend/skills/async-pipeline.md +193 -193
  101. package/extensions/backend/skills/auth-patterns.md +97 -97
  102. package/extensions/backend/skills/background-jobs.md +133 -133
  103. package/extensions/backend/skills/caching-patterns.md +108 -108
  104. package/extensions/backend/skills/cli-generation.md +133 -133
  105. package/extensions/backend/skills/database-patterns.md +87 -87
  106. package/extensions/backend/skills/middleware-patterns.md +104 -104
  107. package/extensions/chrome-ext/PACK.md +93 -93
  108. package/extensions/chrome-ext/skills/cws-preflight.md +143 -143
  109. package/extensions/chrome-ext/skills/cws-publish.md +104 -104
  110. package/extensions/chrome-ext/skills/ext-ai-integration.md +251 -251
  111. package/extensions/chrome-ext/skills/ext-messaging.md +139 -139
  112. package/extensions/chrome-ext/skills/ext-storage.md +133 -133
  113. package/extensions/chrome-ext/skills/mv3-scaffold.md +164 -164
  114. package/extensions/content/PACK.md +96 -96
  115. package/extensions/content/skills/blog-patterns.md +88 -88
  116. package/extensions/content/skills/cms-integration.md +131 -131
  117. package/extensions/content/skills/content-scoring.md +107 -107
  118. package/extensions/content/skills/i18n.md +83 -83
  119. package/extensions/content/skills/mdx-authoring.md +137 -137
  120. package/extensions/content/skills/reference.md +1014 -1014
  121. package/extensions/content/skills/seo-patterns.md +67 -67
  122. package/extensions/content/skills/video-repurpose.md +153 -153
  123. package/extensions/devops/PACK.md +101 -101
  124. package/extensions/devops/skills/chaos-testing.md +67 -67
  125. package/extensions/devops/skills/ci-cd.md +75 -75
  126. package/extensions/devops/skills/docker.md +58 -58
  127. package/extensions/devops/skills/edge-serverless.md +163 -163
  128. package/extensions/devops/skills/infra-as-code.md +158 -158
  129. package/extensions/devops/skills/kubernetes.md +110 -110
  130. package/extensions/devops/skills/monitoring.md +57 -57
  131. package/extensions/devops/skills/server-setup.md +64 -64
  132. package/extensions/devops/skills/ssl-domain.md +42 -42
  133. package/extensions/ecommerce/PACK.md +116 -116
  134. package/extensions/ecommerce/skills/cart-system.md +79 -79
  135. package/extensions/ecommerce/skills/inventory-mgmt.md +102 -102
  136. package/extensions/ecommerce/skills/order-management.md +126 -126
  137. package/extensions/ecommerce/skills/payment-integration.md +472 -472
  138. package/extensions/ecommerce/skills/shopify-dev.md +69 -69
  139. package/extensions/ecommerce/skills/subscription-billing.md +93 -93
  140. package/extensions/ecommerce/skills/tax-compliance.md +117 -117
  141. package/extensions/gamedev/PACK.md +142 -142
  142. package/extensions/gamedev/skills/asset-pipeline.md +74 -74
  143. package/extensions/gamedev/skills/audio-system.md +129 -129
  144. package/extensions/gamedev/skills/camera-system.md +87 -87
  145. package/extensions/gamedev/skills/ecs.md +98 -98
  146. package/extensions/gamedev/skills/game-loops.md +72 -72
  147. package/extensions/gamedev/skills/input-system.md +199 -199
  148. package/extensions/gamedev/skills/multiplayer.md +180 -180
  149. package/extensions/gamedev/skills/particles.md +105 -105
  150. package/extensions/gamedev/skills/physics-engine.md +89 -89
  151. package/extensions/gamedev/skills/scene-management.md +146 -146
  152. package/extensions/gamedev/skills/threejs-patterns.md +90 -90
  153. package/extensions/gamedev/skills/webgl.md +71 -71
  154. package/extensions/mobile/PACK.md +106 -106
  155. package/extensions/mobile/skills/app-store-connect.md +152 -152
  156. package/extensions/mobile/skills/app-store-prep.md +66 -66
  157. package/extensions/mobile/skills/deep-linking.md +109 -109
  158. package/extensions/mobile/skills/flutter.md +60 -60
  159. package/extensions/mobile/skills/ios-build-pipeline.md +142 -142
  160. package/extensions/mobile/skills/native-bridge.md +66 -66
  161. package/extensions/mobile/skills/ota-updates.md +97 -97
  162. package/extensions/mobile/skills/push-notifications.md +111 -111
  163. package/extensions/mobile/skills/react-native.md +82 -82
  164. package/extensions/saas/PACK.md +116 -116
  165. package/extensions/saas/skills/billing-integration.md +200 -200
  166. package/extensions/saas/skills/feature-flags.md +130 -130
  167. package/extensions/saas/skills/multi-tenant.md +103 -103
  168. package/extensions/saas/skills/onboarding-flow.md +139 -139
  169. package/extensions/saas/skills/subscription-flow.md +95 -95
  170. package/extensions/saas/skills/team-management.md +144 -144
  171. package/extensions/security/PACK.md +99 -99
  172. package/extensions/security/skills/api-security.md +140 -140
  173. package/extensions/security/skills/compliance.md +68 -68
  174. package/extensions/security/skills/owasp-audit.md +64 -64
  175. package/extensions/security/skills/pentest-patterns.md +77 -77
  176. package/extensions/security/skills/secret-mgmt.md +65 -65
  177. package/extensions/security/skills/supply-chain.md +65 -65
  178. package/extensions/trading/PACK.md +80 -80
  179. package/extensions/trading/skills/chart-components.md +55 -55
  180. package/extensions/trading/skills/experiment-loop.md +125 -125
  181. package/extensions/trading/skills/fintech-patterns.md +47 -47
  182. package/extensions/trading/skills/indicator-library.md +58 -58
  183. package/extensions/trading/skills/quant-analysis.md +111 -111
  184. package/extensions/trading/skills/realtime-data.md +58 -58
  185. package/extensions/trading/skills/trade-logic.md +104 -104
  186. package/extensions/ui/PACK.md +130 -130
  187. package/extensions/ui/skills/a11y-audit.md +91 -91
  188. package/extensions/ui/skills/animation-patterns.md +127 -106
  189. package/extensions/ui/skills/component-patterns.md +100 -75
  190. package/extensions/ui/skills/design-decision.md +108 -108
  191. package/extensions/ui/skills/design-system.md +68 -68
  192. package/extensions/ui/skills/landing-patterns.md +155 -155
  193. package/extensions/ui/skills/palette-picker.md +173 -173
  194. package/extensions/ui/skills/react-health.md +90 -90
  195. package/extensions/ui/skills/type-system.md +125 -125
  196. package/extensions/ui/skills/web-vitals.md +153 -153
  197. package/extensions/zalo/PACK.md +145 -145
  198. package/extensions/zalo/skills/zalo-oa-mcp.md +317 -317
  199. package/extensions/zalo/skills/zalo-oa-messaging.md +429 -429
  200. package/extensions/zalo/skills/zalo-oa-setup.md +236 -236
  201. package/extensions/zalo/skills/zalo-oa-webhook.md +189 -189
  202. package/extensions/zalo/skills/zalo-personal-messaging.md +194 -194
  203. package/extensions/zalo/skills/zalo-personal-setup.md +153 -153
  204. package/extensions/zalo/skills/zalo-rate-guard.md +219 -219
  205. package/hooks/auto-format/index.cjs +48 -48
  206. package/hooks/context-watch/index.cjs +95 -68
  207. package/hooks/hooks.json +111 -111
  208. package/hooks/metrics-collector/index.cjs +86 -42
  209. package/hooks/post-session-reflect/index.cjs +189 -153
  210. package/hooks/pre-compact/index.cjs +95 -95
  211. package/hooks/run-hook.cmd +1 -1
  212. package/hooks/secrets-scan/index.cjs +100 -100
  213. package/hooks/session-start/index.cjs +71 -65
  214. package/hooks/typecheck/index.cjs +65 -65
  215. package/package.json +63 -63
  216. package/references/ui-pro-max-data/LICENSE-UI-PRO-MAX +21 -21
  217. package/references/ui-pro-max-data/charts.csv +26 -26
  218. package/references/ui-pro-max-data/colors.csv +161 -161
  219. package/references/ui-pro-max-data/styles.csv +68 -68
  220. package/references/ui-pro-max-data/typography.csv +74 -74
  221. package/references/ui-pro-max-data/ui-reasoning.csv +162 -162
  222. package/references/ui-pro-max-data/ux-guidelines.csv +99 -99
  223. package/skills/adversary/SKILL.md +283 -283
  224. package/skills/asset-creator/SKILL.md +157 -157
  225. package/skills/audit/SKILL.md +148 -2
  226. package/skills/autopsy/SKILL.md +335 -259
  227. package/skills/autopsy/references/repo-analysis-patterns.md +113 -0
  228. package/skills/ba/SKILL.md +72 -2
  229. package/skills/brainstorm/SKILL.md +342 -341
  230. package/skills/browser-pilot/SKILL.md +168 -168
  231. package/skills/constraint-check/SKILL.md +165 -165
  232. package/skills/context-engine/SKILL.md +404 -404
  233. package/skills/cook/SKILL.md +917 -834
  234. package/skills/cook/references/output-format.md +33 -0
  235. package/skills/db/SKILL.md +273 -272
  236. package/skills/debug/SKILL.md +465 -443
  237. package/skills/dependency-doctor/SKILL.md +265 -235
  238. package/skills/deploy/SKILL.md +274 -231
  239. package/skills/design/DESIGN-REFERENCE.md +365 -365
  240. package/skills/design/SKILL.md +589 -482
  241. package/skills/doc-processor/SKILL.md +254 -254
  242. package/skills/docs/SKILL.md +374 -373
  243. package/skills/docs-seeker/SKILL.md +177 -177
  244. package/skills/fix/SKILL.md +330 -308
  245. package/skills/git/SKILL.md +339 -339
  246. package/skills/graft/SKILL.md +352 -0
  247. package/skills/graft/references/challenge-framework.md +98 -0
  248. package/skills/graft/references/mode-decision.md +44 -0
  249. package/skills/hallucination-guard/SKILL.md +219 -219
  250. package/skills/incident/SKILL.md +254 -251
  251. package/skills/integrity-check/SKILL.md +169 -169
  252. package/skills/journal/SKILL.md +240 -238
  253. package/skills/launch/SKILL.md +344 -342
  254. package/skills/logic-guardian/SKILL.md +251 -251
  255. package/skills/marketing/SKILL.md +290 -245
  256. package/skills/mcp-builder/SKILL.md +425 -423
  257. package/skills/mcp-builder/references/auto-discovery-pattern.md +169 -0
  258. package/skills/neural-memory/SKILL.md +362 -362
  259. package/skills/onboard/SKILL.md +404 -403
  260. package/skills/perf/SKILL.md +346 -346
  261. package/skills/plan/SKILL.md +433 -370
  262. package/skills/plan/references/feature-map.md +84 -0
  263. package/skills/preflight/SKILL.md +415 -396
  264. package/skills/problem-solver/SKILL.md +380 -284
  265. package/skills/rescue/SKILL.md +474 -450
  266. package/skills/retro/SKILL.md +5 -1
  267. package/skills/review/SKILL.md +612 -535
  268. package/skills/review-intake/SKILL.md +249 -249
  269. package/skills/safeguard/SKILL.md +200 -200
  270. package/skills/sast/SKILL.md +190 -190
  271. package/skills/scaffold/SKILL.md +328 -286
  272. package/skills/scope-guard/SKILL.md +180 -162
  273. package/skills/scout/SKILL.md +263 -263
  274. package/skills/sentinel/SKILL.md +382 -353
  275. package/skills/sentinel-env/SKILL.md +254 -254
  276. package/skills/sequential-thinking/SKILL.md +234 -234
  277. package/skills/session-bridge/SKILL.md +543 -397
  278. package/skills/skill-forge/SKILL.md +581 -539
  279. package/skills/skill-router/{skill.md → SKILL.md} +30 -2
  280. package/skills/surgeon/SKILL.md +215 -215
  281. package/skills/team/SKILL.md +556 -514
  282. package/skills/test/SKILL.md +614 -587
  283. package/skills/trend-scout/SKILL.md +145 -145
  284. package/skills/verification/SKILL.md +326 -325
  285. package/skills/video-creator/SKILL.md +201 -201
  286. package/skills/watchdog/SKILL.md +168 -168
  287. package/skills/worktree/SKILL.md +140 -140
@@ -1,180 +1,180 @@
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- ---
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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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-
120
- reconcile(serverUpdate: PlayerState & { lastProcessedSeq: number }) {
121
- this.serverState = serverUpdate;
122
-
123
- // Remove acknowledged inputs
124
- this.pendingInputs = this.pendingInputs.filter(p => p.seq > serverUpdate.lastProcessedSeq);
125
-
126
- // Reapply unacknowledged inputs on top of server state
127
- this.localState = { ...serverUpdate };
128
- for (const { input } of this.pendingInputs) {
129
- applyInputToState(this.localState, input.keys);
130
- }
131
- }
132
- }
133
-
134
- function applyInputToState(state: PlayerState, keys: PlayerInput['keys']) {
135
- const dt = 1 / 60;
136
- const speed = 200;
137
- state.x += ((keys.right ? 1 : 0) - (keys.left ? 1 : 0)) * speed * dt;
138
- state.y += ((keys.down ? 1 : 0) - (keys.up ? 1 : 0)) * speed * dt;
139
- }
140
- ```
141
-
142
- #### Lag Compensation & Entity Interpolation
143
-
144
- ```typescript
145
- // Interpolate remote entities between server snapshots (smooth movement, ~100ms behind)
146
- interface Snapshot { tick: number; timestamp: number; entities: Map<string, PlayerState>; }
147
-
148
- class EntityInterpolator {
149
- private buffer: Snapshot[] = [];
150
- private readonly delay = 100; // ms behind server
151
-
152
- addSnapshot(snapshot: Snapshot) {
153
- this.buffer.push(snapshot);
154
- // Keep only last 1 second of snapshots
155
- const cutoff = Date.now() - 1000;
156
- this.buffer = this.buffer.filter(s => s.timestamp > cutoff);
157
- }
158
-
159
- getInterpolatedState(entityId: string): PlayerState | null {
160
- const renderTime = Date.now() - this.delay;
161
-
162
- // Find the two snapshots bracketing renderTime
163
- const newer = this.buffer.find(s => s.timestamp >= renderTime);
164
- const older = this.buffer.slice().reverse().find(s => s.timestamp < renderTime);
165
-
166
- if (!older || !newer) return newer?.entities.get(entityId) ?? null;
167
-
168
- const t = (renderTime - older.timestamp) / (newer.timestamp - older.timestamp);
169
- const a = older.entities.get(entityId);
170
- const b = newer.entities.get(entityId);
171
- if (!a || !b) return null;
172
-
173
- return {
174
- ...a,
175
- x: a.x + (b.x - a.x) * t,
176
- y: a.y + (b.y - a.y) * t,
177
- };
178
- }
179
- }
180
- ```
1
+ ---
2
+ name: "multiplayer"
3
+ pack: "@rune/gamedev"
4
+ description: "WebSocket game server and client prediction — authoritative server model, client-side prediction, reconciliation, entity interpolation, and lag compensation."
5
+ model: sonnet
6
+ tools: [Read, Edit, Write, Grep, Glob, Bash]
7
+ ---
8
+
9
+ # multiplayer
10
+
11
+ WebSocket game server and client prediction — authoritative server model, client-side prediction, reconciliation, entity interpolation, and lag compensation.
12
+
13
+ Authoritative server model: server owns game state, clients send inputs only. Never trust client position.
14
+
15
+ #### Workflow
16
+
17
+ **Step 1 — Assess multiplayer architecture**
18
+ Use Grep to find existing WebSocket code: `WebSocket`, `socket.io`, `ws`, `onmessage`, `postMessage`. Determine: is there a server or is this client-only? What is the tick rate?
19
+
20
+ **Step 2 — Implement authoritative server**
21
+ Emit: Node.js WebSocket server with fixed-tick update (20Hz sufficient), input queue per player, server-side physics/movement, state broadcast.
22
+
23
+ **Step 3 — Implement client prediction**
24
+ Emit: local input application before server confirmation, pending input buffer, reconciliation on server update, smooth interpolation for remote entities.
25
+
26
+ **Step 4 — Add lag compensation**
27
+ Emit: snapshot buffer for entity interpolation (render ~100ms behind server), client prediction with rollback on desync.
28
+
29
+ #### WebSocket Game Server Pattern
30
+
31
+ ```typescript
32
+ // Server (Node.js + ws) — authoritative game server
33
+ import { WebSocketServer, WebSocket } from 'ws';
34
+
35
+ interface PlayerInput { seq: number; keys: { up: boolean; down: boolean; left: boolean; right: boolean }; }
36
+ interface PlayerState { id: string; x: number; y: number; vx: number; vy: number; }
37
+
38
+ const wss = new WebSocketServer({ port: 3001 });
39
+ const players = new Map<string, PlayerState>();
40
+ const inputQueues = new Map<string, PlayerInput[]>();
41
+
42
+ wss.on('connection', (ws: WebSocket, req) => {
43
+ const id = crypto.randomUUID();
44
+ players.set(id, { id, x: 0, y: 0, vx: 0, vy: 0 });
45
+ inputQueues.set(id, []);
46
+
47
+ ws.send(JSON.stringify({ type: 'init', id, state: Object.fromEntries(players) }));
48
+ broadcast({ type: 'player_joined', id });
49
+
50
+ ws.on('message', (raw) => {
51
+ const msg = JSON.parse(raw.toString());
52
+ if (msg.type === 'input') {
53
+ inputQueues.get(id)?.push(msg.input);
54
+ }
55
+ });
56
+
57
+ ws.on('close', () => {
58
+ players.delete(id);
59
+ inputQueues.delete(id);
60
+ broadcast({ type: 'player_left', id });
61
+ });
62
+ });
63
+
64
+ // Fixed-tick server update (20Hz is sufficient for authoritative server)
65
+ const TICK_MS = 50;
66
+ setInterval(() => {
67
+ inputQueues.forEach((queue, id) => {
68
+ const player = players.get(id)!;
69
+ const input = queue.shift(); // process one input per tick
70
+ if (input) applyInput(player, input);
71
+ integratePhysics(player);
72
+ });
73
+
74
+ broadcast({ type: 'state_update', tick: Date.now(), players: Object.fromEntries(players) });
75
+ }, TICK_MS);
76
+
77
+ function broadcast(msg: object) {
78
+ const data = JSON.stringify(msg);
79
+ wss.clients.forEach(c => c.readyState === WebSocket.OPEN && c.send(data));
80
+ }
81
+
82
+ function applyInput(p: PlayerState, input: PlayerInput) {
83
+ const speed = 200;
84
+ p.vx = (input.keys.right ? 1 : 0) - (input.keys.left ? 1 : 0);
85
+ p.vy = (input.keys.down ? 1 : 0) - (input.keys.up ? 1 : 0);
86
+ const len = Math.hypot(p.vx, p.vy);
87
+ if (len > 0) { p.vx = (p.vx / len) * speed; p.vy = (p.vy / len) * speed; }
88
+ }
89
+
90
+ function integratePhysics(p: PlayerState) {
91
+ p.x += p.vx * (TICK_MS / 1000);
92
+ p.y += p.vy * (TICK_MS / 1000);
93
+ }
94
+ ```
95
+
96
+ #### Client Prediction & Reconciliation
97
+
98
+ ```typescript
99
+ // Client — predict locally, reconcile on server update
100
+ class NetworkedPlayer {
101
+ private pendingInputs: { seq: number; input: PlayerInput; }[] = [];
102
+ private seq = 0;
103
+ localState: PlayerState;
104
+ serverState: PlayerState;
105
+
106
+ constructor(initial: PlayerState) {
107
+ this.localState = { ...initial };
108
+ this.serverState = { ...initial };
109
+ }
110
+
111
+ sendInput(keys: PlayerInput['keys'], ws: WebSocket) {
112
+ const input: PlayerInput = { seq: ++this.seq, keys };
113
+ this.pendingInputs.push({ seq: this.seq, input });
114
+ ws.send(JSON.stringify({ type: 'input', input }));
115
+
116
+ // Apply immediately (client prediction)
117
+ applyInputToState(this.localState, keys);
118
+ }
119
+
120
+ reconcile(serverUpdate: PlayerState & { lastProcessedSeq: number }) {
121
+ this.serverState = serverUpdate;
122
+
123
+ // Remove acknowledged inputs
124
+ this.pendingInputs = this.pendingInputs.filter(p => p.seq > serverUpdate.lastProcessedSeq);
125
+
126
+ // Reapply unacknowledged inputs on top of server state
127
+ this.localState = { ...serverUpdate };
128
+ for (const { input } of this.pendingInputs) {
129
+ applyInputToState(this.localState, input.keys);
130
+ }
131
+ }
132
+ }
133
+
134
+ function applyInputToState(state: PlayerState, keys: PlayerInput['keys']) {
135
+ const dt = 1 / 60;
136
+ const speed = 200;
137
+ state.x += ((keys.right ? 1 : 0) - (keys.left ? 1 : 0)) * speed * dt;
138
+ state.y += ((keys.down ? 1 : 0) - (keys.up ? 1 : 0)) * speed * dt;
139
+ }
140
+ ```
141
+
142
+ #### Lag Compensation & Entity Interpolation
143
+
144
+ ```typescript
145
+ // Interpolate remote entities between server snapshots (smooth movement, ~100ms behind)
146
+ interface Snapshot { tick: number; timestamp: number; entities: Map<string, PlayerState>; }
147
+
148
+ class EntityInterpolator {
149
+ private buffer: Snapshot[] = [];
150
+ private readonly delay = 100; // ms behind server
151
+
152
+ addSnapshot(snapshot: Snapshot) {
153
+ this.buffer.push(snapshot);
154
+ // Keep only last 1 second of snapshots
155
+ const cutoff = Date.now() - 1000;
156
+ this.buffer = this.buffer.filter(s => s.timestamp > cutoff);
157
+ }
158
+
159
+ getInterpolatedState(entityId: string): PlayerState | null {
160
+ const renderTime = Date.now() - this.delay;
161
+
162
+ // Find the two snapshots bracketing renderTime
163
+ const newer = this.buffer.find(s => s.timestamp >= renderTime);
164
+ const older = this.buffer.slice().reverse().find(s => s.timestamp < renderTime);
165
+
166
+ if (!older || !newer) return newer?.entities.get(entityId) ?? null;
167
+
168
+ const t = (renderTime - older.timestamp) / (newer.timestamp - older.timestamp);
169
+ const a = older.entities.get(entityId);
170
+ const b = newer.entities.get(entityId);
171
+ if (!a || !b) return null;
172
+
173
+ return {
174
+ ...a,
175
+ x: a.x + (b.x - a.x) * t,
176
+ y: a.y + (b.y - a.y) * t,
177
+ };
178
+ }
179
+ }
180
+ ```
@@ -1,105 +1,105 @@
1
- ---
2
- name: "particles"
3
- pack: "@rune/gamedev"
4
- description: "GPU particle system with WebGL instancing — object-pooled particles, emission presets, and performance-safe rendering for 10k+ particles."
5
- model: sonnet
6
- tools: [Read, Edit, Write, Grep, Glob, Bash]
7
- ---
8
-
9
- # particles
10
-
11
- GPU particle system with WebGL instancing — object-pooled particles, emission presets, and performance-safe rendering for 10k+ particles.
12
-
13
- #### Workflow
14
-
15
- **Step 1 — Detect particle usage**
16
- Use Grep to find particle code: `particles`, `emitter`, `ParticleSystem`, `createBufferSource`. Understand current implementation: CPU vs GPU, pooling strategy, and draw call count.
17
-
18
- **Step 2 — Audit particle performance**
19
- Check for: new particle objects created on emit (GC pressure), no object pool, drawing each particle as a separate draw call, no life/alpha fade.
20
-
21
- **Step 3 — Emit particle system**
22
- Emit: ParticleSystem with pre-allocated pool, update/render separation, emitter presets for common effects (explosion, sparks, smoke).
23
-
24
- #### GPU Particles with WebGL Instancing
25
-
26
- ```typescript
27
- // GPU particle system — update on CPU, render 10k+ particles via instancing
28
- interface Particle {
29
- x: number; y: number;
30
- vx: number; vy: number;
31
- life: number; maxLife: number;
32
- size: number;
33
- r: number; g: number; b: number; a: number;
34
- }
35
-
36
- class ParticleSystem {
37
- private particles: Particle[] = [];
38
- private pool: Particle[] = [];
39
- private readonly maxParticles: number;
40
-
41
- constructor(maxParticles = 5000) {
42
- this.maxParticles = maxParticles;
43
- // Pre-allocate pool
44
- for (let i = 0; i < maxParticles; i++) {
45
- this.pool.push({ x:0,y:0,vx:0,vy:0,life:0,maxLife:1,size:4,r:1,g:1,b:1,a:1 });
46
- }
47
- }
48
-
49
- emit(x: number, y: number, count: number, config: Partial<Particle> = {}) {
50
- for (let i = 0; i < count && this.particles.length < this.maxParticles; i++) {
51
- const p = this.pool.pop() ?? { x:0,y:0,vx:0,vy:0,life:0,maxLife:1,size:4,r:1,g:1,b:1,a:1 };
52
- const angle = Math.random() * Math.PI * 2;
53
- const speed = 50 + Math.random() * 150;
54
- Object.assign(p, {
55
- x, y,
56
- vx: Math.cos(angle) * speed,
57
- vy: Math.sin(angle) * speed,
58
- life: 1, maxLife: 0.5 + Math.random() * 1.5,
59
- size: 3 + Math.random() * 5,
60
- r: 1, g: 0.5, b: 0.1, a: 1,
61
- ...config,
62
- });
63
- this.particles.push(p);
64
- }
65
- }
66
-
67
- update(dt: number) {
68
- const gravity = 200;
69
- for (let i = this.particles.length - 1; i >= 0; i--) {
70
- const p = this.particles[i];
71
- p.x += p.vx * dt;
72
- p.y += p.vy * dt;
73
- p.vy += gravity * dt;
74
- p.life -= dt / p.maxLife;
75
- p.a = Math.max(0, p.life);
76
- if (p.life <= 0) {
77
- this.pool.push(p);
78
- this.particles.splice(i, 1);
79
- }
80
- }
81
- }
82
-
83
- // Render with Canvas 2D (swap with WebGL instancing for >10k particles)
84
- render(ctx: CanvasRenderingContext2D) {
85
- for (const p of this.particles) {
86
- ctx.globalAlpha = p.a;
87
- ctx.fillStyle = `rgb(${p.r * 255 | 0},${p.g * 255 | 0},${p.b * 255 | 0})`;
88
- ctx.beginPath();
89
- ctx.arc(p.x, p.y, p.size * p.life, 0, Math.PI * 2);
90
- ctx.fill();
91
- }
92
- ctx.globalAlpha = 1;
93
- }
94
- }
95
-
96
- // Emitter presets
97
- const EMITTER_PRESETS = {
98
- explosion: (x: number, y: number, sys: ParticleSystem) =>
99
- sys.emit(x, y, 80, { r: 1, g: 0.4, b: 0 }),
100
- sparks: (x: number, y: number, sys: ParticleSystem) =>
101
- sys.emit(x, y, 20, { r: 1, g: 0.9, b: 0.2, size: 2, maxLife: 0.8 }),
102
- smoke: (x: number, y: number, sys: ParticleSystem) =>
103
- sys.emit(x, y, 10, { r: 0.5, g: 0.5, b: 0.5, size: 12, maxLife: 3, vx: 0, vy: -30 }),
104
- };
105
- ```
1
+ ---
2
+ name: "particles"
3
+ pack: "@rune/gamedev"
4
+ description: "GPU particle system with WebGL instancing — object-pooled particles, emission presets, and performance-safe rendering for 10k+ particles."
5
+ model: sonnet
6
+ tools: [Read, Edit, Write, Grep, Glob, Bash]
7
+ ---
8
+
9
+ # particles
10
+
11
+ GPU particle system with WebGL instancing — object-pooled particles, emission presets, and performance-safe rendering for 10k+ particles.
12
+
13
+ #### Workflow
14
+
15
+ **Step 1 — Detect particle usage**
16
+ Use Grep to find particle code: `particles`, `emitter`, `ParticleSystem`, `createBufferSource`. Understand current implementation: CPU vs GPU, pooling strategy, and draw call count.
17
+
18
+ **Step 2 — Audit particle performance**
19
+ Check for: new particle objects created on emit (GC pressure), no object pool, drawing each particle as a separate draw call, no life/alpha fade.
20
+
21
+ **Step 3 — Emit particle system**
22
+ Emit: ParticleSystem with pre-allocated pool, update/render separation, emitter presets for common effects (explosion, sparks, smoke).
23
+
24
+ #### GPU Particles with WebGL Instancing
25
+
26
+ ```typescript
27
+ // GPU particle system — update on CPU, render 10k+ particles via instancing
28
+ interface Particle {
29
+ x: number; y: number;
30
+ vx: number; vy: number;
31
+ life: number; maxLife: number;
32
+ size: number;
33
+ r: number; g: number; b: number; a: number;
34
+ }
35
+
36
+ class ParticleSystem {
37
+ private particles: Particle[] = [];
38
+ private pool: Particle[] = [];
39
+ private readonly maxParticles: number;
40
+
41
+ constructor(maxParticles = 5000) {
42
+ this.maxParticles = maxParticles;
43
+ // Pre-allocate pool
44
+ for (let i = 0; i < maxParticles; i++) {
45
+ this.pool.push({ x:0,y:0,vx:0,vy:0,life:0,maxLife:1,size:4,r:1,g:1,b:1,a:1 });
46
+ }
47
+ }
48
+
49
+ emit(x: number, y: number, count: number, config: Partial<Particle> = {}) {
50
+ for (let i = 0; i < count && this.particles.length < this.maxParticles; i++) {
51
+ const p = this.pool.pop() ?? { x:0,y:0,vx:0,vy:0,life:0,maxLife:1,size:4,r:1,g:1,b:1,a:1 };
52
+ const angle = Math.random() * Math.PI * 2;
53
+ const speed = 50 + Math.random() * 150;
54
+ Object.assign(p, {
55
+ x, y,
56
+ vx: Math.cos(angle) * speed,
57
+ vy: Math.sin(angle) * speed,
58
+ life: 1, maxLife: 0.5 + Math.random() * 1.5,
59
+ size: 3 + Math.random() * 5,
60
+ r: 1, g: 0.5, b: 0.1, a: 1,
61
+ ...config,
62
+ });
63
+ this.particles.push(p);
64
+ }
65
+ }
66
+
67
+ update(dt: number) {
68
+ const gravity = 200;
69
+ for (let i = this.particles.length - 1; i >= 0; i--) {
70
+ const p = this.particles[i];
71
+ p.x += p.vx * dt;
72
+ p.y += p.vy * dt;
73
+ p.vy += gravity * dt;
74
+ p.life -= dt / p.maxLife;
75
+ p.a = Math.max(0, p.life);
76
+ if (p.life <= 0) {
77
+ this.pool.push(p);
78
+ this.particles.splice(i, 1);
79
+ }
80
+ }
81
+ }
82
+
83
+ // Render with Canvas 2D (swap with WebGL instancing for >10k particles)
84
+ render(ctx: CanvasRenderingContext2D) {
85
+ for (const p of this.particles) {
86
+ ctx.globalAlpha = p.a;
87
+ ctx.fillStyle = `rgb(${p.r * 255 | 0},${p.g * 255 | 0},${p.b * 255 | 0})`;
88
+ ctx.beginPath();
89
+ ctx.arc(p.x, p.y, p.size * p.life, 0, Math.PI * 2);
90
+ ctx.fill();
91
+ }
92
+ ctx.globalAlpha = 1;
93
+ }
94
+ }
95
+
96
+ // Emitter presets
97
+ const EMITTER_PRESETS = {
98
+ explosion: (x: number, y: number, sys: ParticleSystem) =>
99
+ sys.emit(x, y, 80, { r: 1, g: 0.4, b: 0 }),
100
+ sparks: (x: number, y: number, sys: ParticleSystem) =>
101
+ sys.emit(x, y, 20, { r: 1, g: 0.9, b: 0.2, size: 2, maxLife: 0.8 }),
102
+ smoke: (x: number, y: number, sys: ParticleSystem) =>
103
+ sys.emit(x, y, 10, { r: 0.5, g: 0.5, b: 0.5, size: 12, maxLife: 3, vx: 0, vy: -30 }),
104
+ };
105
+ ```