@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
@@ -1,89 +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
- );
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-
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
-
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- #### 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);
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- entity2?.onCollisionEnter(entity1);
84
- } else {
85
- entity1?.onCollisionExit(entity2);
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- entity2?.onCollisionExit(entity1);
87
- }
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- });
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- ```
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
+ ```