@volter/cyclotron 0.5.211 → 0.5.213

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 (888) hide show
  1. package/BUNDLED_NOTICES +232 -1964
  2. package/LICENSE +2 -3
  3. package/LICENSE-BLENDER +9 -8
  4. package/NOTICE +8 -3
  5. package/README.md +39 -30
  6. package/dist/.vite/manifest.json +1215 -4338
  7. package/dist/assets/AudioViewer-B5pkIGXS.js +1 -0
  8. package/dist/assets/ImageViewer-BPVLEEQ2.js +1 -0
  9. package/dist/assets/JsonAssetDocument-DuVW9del.js +2 -0
  10. package/dist/assets/ProjectAuthoringBootstrap-CZJz4Svb.js +2 -0
  11. package/dist/assets/SourceAssetViewer-LwHBW53R.js +1 -0
  12. package/dist/assets/VideoViewer-Bfjjp4zH.js +1 -0
  13. package/dist/assets/client-BLXKEWrR.js +25 -0
  14. package/dist/assets/index-BKjLHm6K.js +483 -0
  15. package/dist/assets/index-CJcVFJ-l.css +1 -0
  16. package/dist/assets/product-CaIfLQVS.js +1 -0
  17. package/dist/assets/story-capture-C3xmgE62.js +1 -0
  18. package/dist/assets/volter-sdk-DT0xmh2J.js +1407 -0
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  44. package/dist/assets/volter-sdk-authoring-react-story-board-BlCQQM-8.js +1 -0
  45. package/dist/assets/volter-sdk-authoring-seam-evidence-CjetY_ZG.js +1 -0
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  87. package/dist/assets/volter-sdk-editor-document-probe-D0ZhaXHx.js +1 -0
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package/starter/AGENTS.md CHANGED
@@ -15,9 +15,8 @@ Your first minute:
15
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  1. Say in Chat, in a sentence or two, what you are going to build.
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  2. Open the document you will work in and frame it:
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  `npx --no-install cyclotron camera --position x,y,z --target x,y,z`
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- (Blender metres, Z up). For a game in a models-only project, run
19
- `npx --no-install cyclotron add-play` first, then `npm install`,
20
- and reload the editor once as `add-play` says, before your first build step.
18
+ (Blender metres, Z up). For a game in a project with no `std.json`, run
19
+ `npx --no-install cyclotron add-play` first (Working games, below).
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20
  3. Put the plan beside the work (`Build Notes`, below) with the current step.
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  4. Check what the person sees: `npx --no-install cyclotron capture --region document`.
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@@ -44,11 +43,12 @@ but keep it short between visible steps. Throughout:
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  Blender Text data-block named `Build Notes` with a fake user, and keep a
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44
  readable copy beside the work as Text objects in a `Notes` collection (a
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  text buffer alone is not visible in the viewport). Include the current step,
47
- pending steps, and verified completed steps with their times; update both at
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+ pending steps, and verified completed steps; update both at
48
47
  real milestones and preserve them across rebuilds and reopening. Keep notes
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- out of the intended shot, renders, exports and gameplay, and verify that in
50
- the actual output (`hide_render` alone does not exclude an object from every
51
- path).
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+ out of the intended shot, renders, exports and gameplay: disable the `Notes`
49
+ collection in renders (`collection.hide_render = True`), which keeps them on
50
+ screen and, in a std game, out of the level std exports. Verify that in the
51
+ actual output.
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  - Check what they actually see in captures: framing, the reference and the
53
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  notes visible together before the first substantial build and again before
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  each substantial step, and text legible at normal size (adjust its size,
@@ -71,30 +71,24 @@ Replace unused scaffold placeholders as the requested result calls for.
71
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  and the intended viewpoints; add cameras when the requested shot needs them.
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  A game-like reference can describe a static scene. Implement playable behavior
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  when the user asks for a working game or interactive mechanics.
74
- - **A level and its pieces:** the level's `.blend` is the environment
75
- (terrain, mountains, rocks, scatter). Each piece with its own identity, such
76
- as a character, creature, vehicle, building or key prop, is its own `.blend`
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- with one collection and object names of its own (named for the piece),
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- linked into the level rather than copied, as in a Blender production. Make
79
- a piece's file as Blender does, in one script:
80
- `bpy.ops.wm.read_homefile(use_empty=True)`, build it, then
81
- `bpy.ops.wm.save_as_mainfile(filepath=<project>/src/models/<piece>.blend)`.
82
- It opens as its own document; open the level again to link it. Link
83
- its collection (`bpy.data.libraries.load(path, link=True, relative=True)`:
84
- relative, so the link still resolves when the project moves) and place it as
85
- a collection instance. A piece that animates or that the level changes is
86
- then made a library override (`bpy.ops.object.make_override_library()` with
87
- the instance active), and actions and NLA tracks can still be added to it in
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- the level. Each placement is its own override; rename it as the play script
89
- expects. Edits to the piece's own file reach every level that links it the
90
- next time the level opens.
74
+ - **A game's level and its models:** in a std game, models are made in
75
+ Blender, each its own prefab (`prefabs/<name>/<name>.blend`, which std's
76
+ export turns into its component), and the level lays them out in code
77
+ (`levels/<Name>Level.tsx`), blocked out there before its models are made.
78
+ - **A scene or film's set and its pieces:** outside a game, the set's `.blend`
79
+ is the environment, and each piece with its own identity is its own `.blend`
80
+ (`src/models/<piece>.blend`) linked in rather than copied: link its
81
+ collection (`bpy.data.libraries.load(path, link=True, relative=True)`) and
82
+ place it as a collection instance, made a library override
83
+ (`bpy.ops.object.make_override_library()`) where it animates. Edits to the
84
+ piece's own file reach every set that links it the next time it opens.
91
85
  - **A character or an animation:** see Characters and Animation below; check
92
86
  motion in the Timeline at representative and extreme poses.
93
87
  - **An interactive model:** implement the requested interaction, preview it in
94
88
  the editor, and verify the requested controls and transitions.
95
- - **A working game:** follow Working games below, including Play, autoplay and
96
- manual controls. Match the mechanics and success/failure behavior to the
97
- requested game.
89
+ - **A working game:** follow Working games below, including Play, the game's bot
90
+ goals and a few discrete manual checks. Match the mechanics and success/failure
91
+ behavior to the requested game.
98
92
  - **UI or a HUD:** follow React UI below. A standalone screen needs its own
99
93
  visual and interaction checks; UI attached to a game also needs checks in Play.
100
94
  - **An edit or repair:** inspect the existing result first and change the
@@ -106,14 +100,15 @@ Replace unused scaffold placeholders as the requested result calls for.
106
100
 
107
101
  Apply this section to models, scenes and the Blender parts of games.
108
102
 
109
- - `src/models/*.blend` are the saved documents, including full scenes.
103
+ - The `.blend` files are the saved documents (`src/models/`, or a game's
104
+ `prefabs/` and `levels/`), including full scenes.
110
105
  `*.py` beside them record how they were authored. Editing a script alone does
111
106
  not update the document.
112
- - Look in the asset library before authoring an asset from nothing:
113
- `GET <editor>/__editor/asset-library/search?source=local&type=model&q=<words>`
114
- at the editor's address (the one `cyclotron edit` printed). Results carry
115
- `tags` (such as `animated`), a license and attribution; fetch one with `POST <editor>/__editor/asset-library/download`,
116
- import it through Blender, and record the asset and its license in the project.
107
+ - Look in the asset library before authoring an asset from nothing. It is part
108
+ of the editor's automation API (`editor.assetLibrary`), reached with
109
+ `cyclotron eval`. Results carry `tags` (such as `animated`), a license and
110
+ attribution. A download lands in the project's `public/asset-library/` with
111
+ the asset and its license recorded in the project; import it through Blender.
117
112
  - Inspect the open scene with `get_scene_info` and `get_object_info` before
118
113
  changing it. Rerunning a script that clears the scene replaces existing work;
119
114
  update scripts to preserve user edits and the `References` and `Notes`
@@ -129,11 +124,13 @@ Apply this section to models, scenes and the Blender parts of games.
129
124
  editing another document, wait and retry, then switch to another document
130
125
  and back or run `editor.reloadPage()` in eval; do not build through `eval`
131
126
  instead.
132
- - Orient procedural closed-mesh faces outward and inspect their exterior in
133
- Rendered shading before building many copies. Recalculate normals when needed.
127
+ - A closed mesh's faces point outward (normals recalculated where needed),
128
+ checked shaded before many copies of it are built.
134
129
  - Verify object properties and inspect captures after meaningful changes.
135
- The editor autosaves edits to the open `.blend`; confirm the saved file
136
- before reporting completion. Arbitrary Python execution creates an undo step,
130
+ The editor saves the open `.blend` when Code-OSS autosaves it
131
+ (`files.autoSave`), a moment after an edit, and not at all when the project
132
+ turns autosave off; read the file only after that, and confirm the saved
133
+ file before reporting completion. Arbitrary Python execution creates an undo step,
137
134
  so prefer the inspection tools for reads.
138
135
  - Blender coordinates are metres with Z up. The glTF exporter converts to Y up.
139
136
  Preserve the existing script license headers.
@@ -186,13 +183,25 @@ Apply this section to models, scenes and the Blender parts of games.
186
183
  game with its React HUD (a raw game-canvas capture omits the UI). An editor
187
184
  capture reconstructs DOM and canvas pixels; it is not a browser or desktop
188
185
  screenshot.
186
+ - The person may have the editor's tab out of sight (another tab in front, its
187
+ window minimized or covered; `status()`'s `presence.visibility` says so):
188
+ then a player's page is hidden, and one hidden since it loaded refuses
189
+ `capture --region play`. Never raise the editor's tab or window for it. See
190
+ the game in the videos std records of the bot's plays out of view
191
+ (`build/runs/<run>/video/`, each whole once its play ends), and read its HUD
192
+ with `editor.inspect()`'s `inspection.screen` (its `objects` are empty on a
193
+ page that has drawn no frame).
189
194
 
190
195
  ## Establish the visual match first
191
196
 
192
197
  For new visual work, match the requested view before adding behavior. For a new
193
- game, this first pass is the authored 3D scene and React UI composed as a static
194
- game screenshot; movement, scoring, opponents and items come afterward. A
195
- behavior-only repair preserves the established appearance.
198
+ game, this first pass is the level and its models, lit, with the game's things
199
+ in place and the React UI, composed as a static game screenshot: the game's
200
+ first frame in Play. The level's document draws it as the game does
201
+ (captured with `cyclotron capture --region document`)
202
+ while it is laid out. Movement, scoring, opponents and item behavior come
203
+ afterward. A behavior-only repair
204
+ preserves the established appearance.
196
205
 
197
206
  - Match the reference's aspect ratio, crop, camera angle, perspective and object
198
207
  scale, with the real 3D model and React components at comparable resolution;
@@ -225,94 +234,136 @@ behavior-only repair preserves the established appearance.
225
234
 
226
235
  ## Working games
227
236
 
228
- - Complete the visual pass before implementing gameplay for a new game.
229
- - Implement and run the game inside the editor. Continue an existing game's
230
- runtime and source organization, and preserve its models, source and settings. For a new model-based game, use the
231
- `playable` template; in an existing models-only project run
232
- `npx --no-install cyclotron add-play` (it never overwrites files). Its
233
- `src/models/*.play.ts` scripts implement gameplay; Play runs them on a
234
- detached copy of the model. When extending an existing model-based project,
235
- declare `@volter/play` and the React/UI dependencies with
236
- compatible project versions, and add the UI root as needed.
237
- - Register your bot as named behaviours, one per outcome worth checking:
238
- `play.autoplay({ win: …, lose: … })`, at least one that plays to win and one
239
- that loses on purpose (walks into enemies, lets the timer run out). Test an
240
- ending by running the behaviour that reaches it, never by leaving the game
241
- alone. Never bind autoplay to a game key or start it yourself; the person
242
- turns it on in the Game panel (or you, with `play autoplay on <behaviour>`).
243
- Each controller is a plain function called before each `update` while its
244
- behaviour drives, given `{ behavior, dt, simT, tick, keys }` (`keys` are the
245
- person's), and returns the `KeyboardEvent.code` keys it holds for that
246
- update, or `{ keys, state }` where `state` says in a few words what it is
247
- doing and why ("heading to nest 2"). The Game panel shows that state and the
248
- play log records each change (`bot-state`), so return it whenever the bot's
249
- intention changes. The keys are merged into `keys`, so the bot drives through
250
- the same movement, collision and scoring code as manual play. Autoplay is off
251
- at every Play and Restart, and any key or click in the game hands control back
252
- to the person (`autoplay-off` with `by: 'takeover'` in the play log).
253
- - Every autoplay run is limited to simulation seconds, 300 unless you pass
254
- `--for <seconds>`; at the limit autoplay turns off, the game pauses and the
255
- log says `autoplay-limit` with the bot's last state. Reaching the limit is a
256
- finding: the behaviour has no reachable ending, or the bot is stuck. Give
257
- every game a terminal state reachable in bounded time (a mission timer that
258
- fails the mission), and wait on a run by reading `play-log` until a deadline,
259
- never open-ended.
260
- - Keep a gameplay log with `play.log(kind, facts)`: it stamps each entry with
261
- simulation time and tick, keeps a bounded history, and records Play start,
262
- stop, script reloads and errors itself. Log transitions with the facts that
263
- explain them: phase changes and restarts; autoplay's decisions and the inputs
264
- it held; manual inputs that start an action; contacts that matter (by object
265
- name); checkpoints, pickups, score and inventory; deaths, failures and
266
- finishes with cause and position. Log transitions rather than every frame,
267
- so a full run stays readable; logging must not change timing, inputs or
268
- state. Read it with `npx --no-install cyclotron play-log [--since <simTime>]
269
- [--kind <kind>]` during and after each run, and explain what happened from it
270
- before changing code: where autoplay stalled or died and why, and whether
271
- that is a level, physics or controller problem. `console.log` does not reach the console feed (only
272
- warnings and errors do).
273
- - Animate characters from the play script: `play.setAction(object, name)` sets
274
- the active action, crossfading from the last; `play.setTrack(object, track,
275
- { action, influence })` sets an NLA track; `play.setConstraint(object, bone,
276
- name, { influence })` a constraint; `play.actions(object)` lists the actions.
277
- Recolour or fade an object with `play.tint(object, color)` and
278
- `play.setOpacity(object, value)`: the presenter reapplies its own materials,
279
- so editing `mesh.material.color` does not show.
280
- - Run each behaviour (`play autoplay on <behaviour>`) and exercise manual
281
- controls through representative continuous play, including turning, braking
282
- and special actions; inspect movement while a key is held for sustained
283
- actions. Inspect runtime errors and game state with captures; a still image
284
- alone does not verify gameplay. Use public controls and observable state, not
285
- private state writes that skip the behavior being checked.
286
- - Observe a complete session through every participant's terminal state,
287
- including finish, failure and post-finish clearance as applicable, then
288
- use the actual Restart control and complete another, checking that every
289
- entity's position, movement, progression, inventory, effects and terminal
290
- state reset. Stop/Play alone does not verify restart.
291
- - During active gameplay, verify pause freezes simulation time, entity state,
292
- effects and inventory, that input while paused preserves it, and that resume
293
- restores normal controls. Presenting another editor document can stop Play;
294
- it does not verify an in-game pause.
295
- - Make meaningful game state observable through the HUD or a read-only
296
- inspection surface: phase, simulation time, participants' positions and
297
- signed movement, progression, terminal states and inventory as applicable.
237
+ A game here is a [std](node_modules/@volter-ai/std-dev/docs/) game:
238
+ three.js, React Three Fiber, Rapier and Colyseus, written as their own docs
239
+ describe them, with std adding only what they lack. std's guide ships with the
240
+ game, in `node_modules/@volter-ai/std-dev/docs/`; its pages "Write a game",
241
+ "Levels" and "Bots" are where to start.
242
+
243
+ The project's standards:
244
+
245
+ - The room is the authority. A client sends what its player does, the room
246
+ decides in its state, and every client draws that state. std 0.8 has no
247
+ items, pickups, health or scores of its own: they are the game's own state.
248
+ - Models are made in Blender; the level is code that lays them out. What std's
249
+ export writes from a `.blend` is generated: change the `.blend`, never its
250
+ output. A body is authored where it belongs: in the model's `.blend` as
251
+ Blender has it, or by the level that places the model (std's guide,
252
+ "Levels").
253
+ - Content is data (Content is data, below).
254
+ - What a player reads is labelled, on screen and in the world: the person, a
255
+ screen reader and the bots read the same.
256
+ - Every game has its bot (`autopilot/`): a goal for each ending the game has,
257
+ and checks that judge each goal's recorded play.
258
+ - The visual pass comes before gameplay.
259
+ - `pnpm check` (TypeScript, lint and the web build) is clean before a game is
260
+ called done, and what its play was seen to get wrong (a goal, a check, a
261
+ press by hand) is fixed, not left for the person as a caveat. A fault in the
262
+ editor or std is shown with a focused reproduction and reported instead.
263
+ - The game is made and played on the web. Roblox and Unreal are targets the
264
+ person adds when they want to ship there; never add one they didn't ask for.
265
+
266
+ Where things go:
267
+
268
+ - `levels/<Name>Level.tsx` is the level, a document of its own that draws it.
269
+ - `prefabs/<name>/<name>.blend` is a model, and beside it what std's export
270
+ writes from it (`<name>.glb`, `<Name>.tsx`). A model's file has no lights of
271
+ its own: the level that places it lights it.
272
+ - `server/index.ts` is the room, std's `StdRoom`, a Colyseus room;
273
+ `shared/state.ts` is its state schema.
274
+ - `client/` is the React Three Fiber app every player runs: `index.tsx` joins
275
+ the room and draws the level, `hud.tsx` is the HUD. std draws nothing on
276
+ the page itself: what a player sees when the game can't go on
277
+ (`failure.tsx`) and a P2P host's invite (`invite.tsx`) are the game's.
278
+ - `autopilot/index.ts` is the bot's goals, `autopilot/checks.ts` their checks.
279
+ - `std.json` is the manifest. A project without one becomes a std game with
280
+ `npx --no-install cyclotron add-play`.
281
+
282
+ Playing it in the editor:
283
+
284
+ - Play (the Game panel, under every document) saves the Blender file you
285
+ changed (std exports it) and opens the Game view, with the game's own page for
286
+ each player: one unless the project's `volter.play.players` says
287
+ more (which the Game panel's Players [-][+] and `play players <n>`
288
+ set). The viewed
289
+ player is yours, the others are bots playing the Game panel's goal. The Game
290
+ view's Scene is the level live; the level's own tab stays as authored.
291
+ Pause, step and speed (the Game panel, or
292
+ `play pause`, `play resume`, `play step [count]`, `play speed <x>`) hold every
293
+ player's page; the room keeps running, as Colyseus cannot pause a room.
294
+ - `npx --no-install cyclotron play autoplay on <goal>` is std's own play of a
295
+ goal, recorded and checked, as the Game panel's Autoplay is: on the viewed
296
+ player's page, which the person watches, while the Game view is on screen,
297
+ and out of view on std's headless device while it is not. It answers when
298
+ std says how the goal ended (`autoplay.state`, with how its checks ran:
299
+ `checks of <goal>: 2 passed (…)`, `…: 1 of 2 failed (…)` or `…: none ran
300
+ (…)`; the report's `checks.verdict` says which), so it
301
+ runs in the background. `autoplay.report` is its report. `npx --no-install cyclotron play-log` is what happened, the
302
+ room's own `console.log` among it (`server-output`).
303
+ - Continuous play is the bot's, never yours by hand: your inputs arrive one tool
304
+ call at a time, seconds apart, so a real-time game driven by hand plays in
305
+ stop-motion and rarely reaches an ending. A manual check is a few discrete
306
+ key presses and HUD clicks (`editor.document.key`, `editor.document.click`;
307
+ at most about ten), then hand back to the bot.
308
+ - Say in Chat that the game is playable as soon as it is, then check its
309
+ endings with its goals and by hand, restarting it as a player would.
298
310
  - Capture the running game, HUD included (`capture --region play`), at the
299
- start, during representative actions and after changes; fix what you see,
300
- play again and report what was actually observed.
311
+ start, during representative actions and after changes; its labelled nodes
312
+ (`editor.inspect()`'s `inspection.screen`) say what the HUD reads. Report what
313
+ was actually observed.
301
314
 
302
315
  ## Animation
303
316
 
304
- - Characters and creatures that move are animated as in Blender: an armature,
305
- and its motions as named actions in the `.blend`. The action an armature has
306
- assigned (`animation_data.action`) is the one it plays.
307
- - The Timeline and a game play it as Blender does: NLA tracks, then the active
308
- action, then Damped Track constraints. Layer motions with NLA tracks (an
309
- action keyed only on the upper body, on a track over a run, aims while the
310
- legs run), and aim a bone with a Damped Track at an Empty the game moves.
311
- Other constraints and IK play only in Blender: bake them into the action. The
312
- console names any difference from Blender's own pose.
313
- - Give every action that may play a fake user (`action.use_fake_user = True`):
314
- Blender drops an action nothing uses when the file saves, so an unassigned
315
- clip library vanishes on the next save.
317
+ - Motion is authored in Blender: an armature and its actions, in the
318
+ character's `.blend`, each a clip of its component. Clips play with three.js's
319
+ own animation system; what it lacks that Blender has (layers by weight, NLA
320
+ tracks, run-time aims), std adds in three's style (std's guide,
321
+ "Animation").
322
+ - Every action that may play has a fake user: Blender drops an action nothing
323
+ uses when the file saves.
324
+
325
+ ## Cutscenes and films
326
+
327
+ - A moment inside the game (a launch, a set piece, an emote) is authored on the
328
+ Timeline, in a collection of its own, and plays live in the game (std's
329
+ guide, "Animation", "A level's timeline").
330
+ - A film as a file (an intro, a trailer) is rendered, not captured:
331
+ `npx --no-install cyclotron render-movie --from <marker> --to <marker> --out <file>.webm`
332
+ renders the span through Blender's Render Animation on the three.js engine,
333
+ a frame at a time at the scene's resolution and frame rate, and encodes it.
334
+ The movie carries the scene's sound: the sequencer's sound strips and the
335
+ speakers, mixed from the movie's first frame. Put a sound in the scene, at the
336
+ frame it belongs to, and the movie has it in sync.
337
+ - A titled or animated graphic (a title card, a lower third, an end card) is a
338
+ React composition: a UI story whose component takes its time only from
339
+ `useMovieFrame()` (`@volter/editor-movie/clock`) and whose story declares
340
+ `parameters: { volter: { movie: { fps, frames } } }`. The story document's
341
+ Render, or `npx --no-install cyclotron render-movie --composition <story> --out <file>.webm`,
342
+ renders it frame by frame; CSS animations play at the movie's time.
343
+ - Never assemble footage from `capture` or `play step` loops, or with an
344
+ external encoder: a capture is evidence of what the person sees, and a loop
345
+ of them holds the person's editor for hours.
346
+ - Light a film's set with emissive materials and the scene's own light; a
347
+ point lamp is lit on every surface of a game's level in every frame.
348
+
349
+ ## Film projects
350
+
351
+ A project with a `film.json` (`cyclotron create --template film`) is a film as
352
+ files, which you read and change by hand, with or without the editor open:
353
+
354
+ - `film.json`: the title, the frame rate every frame count is in, and the
355
+ picture's size.
356
+ - `story.md` and `script.fountain`: the story and the screenplay.
357
+ - `shots.json` and `boards/`: the shot list, each shot routed to a `.blend`, a
358
+ React composition in `src/graphics/`, a storyboard still or camera takes.
359
+ - `cut.json`, `takes.json` with `takes/`, `music.json` with `music/`: the cut,
360
+ the recorded takes and the music.
361
+
362
+ Before changing one, read its skill in `.claude/skills/`: `film-story`,
363
+ `film-shots` and `film-cut`. After every change run `npm run check`: it
364
+ validates every film file and the references between them, needs no editor,
365
+ and exits 1 with each problem as `file path: message`. Fix what it prints
366
+ before the next change.
316
367
 
317
368
  ## Characters
318
369
 
@@ -348,27 +399,29 @@ A character is two jobs, in this order: how it looks, then how it moves.
348
399
  the console. A character needs no game to be checked; Play is for checking
349
400
  game behaviour.
350
401
 
402
+ ## Content is data
403
+
404
+ A game's content is data, as a game studio keeps it. Each asset is authored
405
+ offline, saved as a file, and used by its path: a model is a `.blend`
406
+ (std's export carries it to the game), a texture an image, a word a string the
407
+ HUD shows. The code never builds at run time a mesh,
408
+ a texture or a sound a file could hold. Run-time construction stays for what is
409
+ truly procedural: a trail's points, a destructible's fragments, a score's value.
410
+
411
+ - Models are `prefabs/<name>/<name>.blend`; the level that lays them out is
412
+ code (A game's level and its models, above). A block-out primitive in the
413
+ level stands only until its model is made.
414
+ - A source sits beside the asset it makes: a `.blend` and the script that
415
+ builds it (with its seed), an image's source.
416
+
351
417
  ## React UI
352
418
 
353
- - Build HUDs, menus and screens as React components in `src/ui/`. A game's
354
- DOM root is `src/ui/game.tsx`; the playable template includes the required
355
- React/UI tools and manifest root. Existing projects need `react`, `react-dom`,
356
- `@volter/editor-ui` and `@volter/editor-react`, with compatible project versions.
357
- Declare the UI story region in `editor/volter.adapter.ts` (the playable template uses
358
- `regionIncludes.ui` for `src/ui/**/*.tsx`). Preserve the project's other content.
359
- - Add `.stories.tsx` states and open them in the UI canvas: representative
360
- states such as normal, empty, error and active, with their captures and
361
- interactions inspected. Reveal the board with
362
- `editor.present({ version: 1, document: { kind: 'workspace', id: 'workspace:ui-components' } })`
363
- in eval; it appears after UI story discovery (read console errors if it is
364
- missing). A declared UI root alone does not supply stories.
365
- - Give the intended initial state an explicit default and inspect opening the
366
- canvas without selecting a story. Keep previews deterministic and isolated:
367
- a timer in one preview must not advance it into another state or change
368
- another preview. Keep each state's entities, inventory and results
369
- consistent with the real game.
370
- - For a game HUD, verify the same components over the running game against live
371
- game state. For standalone UI, verify its interactions in the UI canvas.
419
+ - A game's HUD, menus and screens are React in its client (`client/hud.tsx`
420
+ and beside it): plain DOM over the `<Canvas>`, drawn from the room's state.
421
+ - For a game HUD, verify the components over the running game against live
422
+ game state (`capture --region play`, and its labelled nodes in
423
+ `editor.inspect()`'s `inspection.screen`: role, name, bounds). For
424
+ standalone UI, verify its interactions on screen.
372
425
 
373
426
  ## Session controls
374
427
 
@@ -390,9 +443,10 @@ diagnosing a problem. Do not call `editor.reloadPage()` to reveal new
390
443
  files, boards, references or scripts: a reload interrupts the editor and its
391
444
  chat, so reserve it for an explicit request or a diagnosed problem.
392
445
 
393
- The bottom area has two views, Game (the Game panel) and Animation (Blender's
394
- Timeline, Action Editor and NLA editor); they arrange the editor and do not
395
- change what plays, and a running game keeps running in either. Play is
446
+ The bottom area is the Game panel. Below a model, it has two views, Game (the
447
+ Game panel) and Animation (Blender's Timeline, Action Editor and NLA editor);
448
+ they arrange the editor and do not change what plays, and a running game keeps
449
+ running in either, and whatever tab is in front. Play is
396
450
  running the game.
397
451
 
398
452
  Commands, all through `npx --no-install cyclotron`:
@@ -414,14 +468,21 @@ Commands, all through `npx --no-install cyclotron`:
414
468
  - `capture --region document|play|page [--name <words>] [--out file.png [--force]]`:
415
469
  what the person sees, saved (default under `.volter/captures/`) and shown in
416
470
  the editor's corner, captioned and named by `--name`. `document` is the
417
- active document with its overlays; `play` is the running game with its HUD.
418
- - `add-play`: make a models project playable. `play-log`: the running game's log.
471
+ active document with its overlays; `play` is the viewed player's page, the
472
+ game with its HUD, as that page captures itself.
473
+ - `add-play`: make this project a std game. `play-log`: the running game's log.
419
474
  - The Game panel's controls, each printing its state: `play autoplay on
420
- <behaviour> [--for <seconds>]` and `play autoplay off`; `play pause` (no
421
- `update` calls; the game's clock stops) and `play resume`; `play step
422
- [count]` (one 1/60 s update of a paused game each); `play speed
423
- 0.25|0.5|1|2|4` (scales the `dt` the script is handed); `play restart` (a
424
- fresh copy of the model, clock at zero); `play mode game|animation` (the view).
475
+ [<goal>]` (std's play of a goal, on the viewed player's page while the Game
476
+ view is on screen) and `play autoplay
477
+ off` (that play ended, and the viewed player's bot where it drives); `play pause` and
478
+ `play resume` (every player's page holds its clock); `play step [count]` (one
479
+ 1/60 s frame each, pausing first); `play speed 0.25|0.5|1|2|4`; `play players [1-8]`
480
+ (how many players Play starts: the project's `volter.play.players`,
481
+ which it sets); `play restart`
482
+ (the game's pages loaded afresh); `play mode game|animation` (a model's view).
483
+ - `export web|roblox|unreal`: the game exported, as the Game panel's Export
484
+ does: `web` its web build (`dist/`), an engine one of its targets
485
+ (`npx std target add roblox` adds one, only when the person asks).
425
486
  - Timeline: `eval 'return await editor.command("volter.timeline.frame", { frame: 24 })'`
426
487
  moves the playhead; `volter.timeline.editor` with `{ editor: "action" }` shows the
427
488
  Action Editor (the clip an armature plays, its keys) and `{ editor: "nla" }` the
@@ -431,8 +492,7 @@ If the project uses a Volter World, run app and test commands through that World
431
492
 
432
493
  Keep the project clean. Once the real document exists, remove the template
433
494
  placeholder unless the person is using it: `cube.blend` and `cube.py` in a
434
- models project; in a playable one, the Canyon Comet example (`src/models/canyon.*`
435
- with the step scripts beside it, `course.ts`, `race-state.ts`, `src/textures/`
436
- and the race UI in `src/ui/`). Put your
495
+ models project; in a film, the starter's story, script, shots, cut,
496
+ `src/models/opening.*`, `sounds/whoosh.wav`, `src/graphics/title.*` and `boards/title.png` as well. Put your
437
497
  own helper scripts and evidence images under `.volter/scratch/`, not in the
438
498
  project's source folders, and do not leave them behind as project files.
package/starter/cube.py CHANGED
@@ -39,7 +39,7 @@ Run it through the session's Blender, from this project:
39
39
  # The agent uses the blender server declared in .mcp.json. It starts
40
40
  # Node with this project's installed Cyclotron CLI (no npm/bin shim).
41
41
  # Or, in a live editor session:
42
- # editor.blender('blender-execute', { code: open('src/models/cube.py').read() })
42
+ # editor.contributedVerb('blender-execute', { code: open('src/models/cube.py').read() })
43
43
 
44
44
  The session saves the open document about a second after the last call, so a
45
45
  script that models is a script that saves.
@@ -69,14 +69,8 @@ cube = bpy.context.active_object
69
69
  cube.name = "Cube"
70
70
  cube.data.name = "Cube"
71
71
 
72
- # AND BLENDER'S OWN DEFAULT MATERIAL, because Blender's own default cube has
73
- # one. Without it the Shading workspace opens on `Shader Editor · No material`
74
- # with nothing drawn and nothing a person can click to change that — its one
75
- # control, Use Nodes, correctly refuses, because this view inspects a node
76
- # tree and never writes one (walk 3, beat 4). `materials.new` leaves
77
- # `use_nodes` FALSE, which is a material the header names and the canvas still
78
- # cannot draw; setting it True is what builds the pair Blender builds —
79
- # Principled BSDF into Material Output, 2 nodes and 37 sockets.
72
+ # Give the cube a node-based material for the Shader Editor to inspect.
73
+ # use_nodes builds Blender's default Principled BSDF into Material Output graph.
80
74
  material = bpy.data.materials.new(name="Material")
81
75
  material.use_nodes = True
82
76
  cube.data.materials.append(material)
Binary file
@@ -0,0 +1,12 @@
1
+ {
2
+ "version": 1,
3
+ "shots": [
4
+ { "shot": "opening", "in": 0, "out": 48 },
5
+ { "shot": "title", "in": 0, "out": 72 }
6
+ ],
7
+ "audio": [
8
+ { "source": "scene", "gain": 0 },
9
+ { "source": "music", "gain": 0 },
10
+ { "source": "takes", "gain": 0 }
11
+ ]
12
+ }
@@ -0,0 +1,7 @@
1
+ {
2
+ "version": 1,
3
+ "title": "The Cube",
4
+ "fps": 24,
5
+ "width": 1280,
6
+ "height": 720
7
+ }
File without changes
@@ -0,0 +1,4 @@
1
+ {
2
+ "version": 1,
3
+ "cues": []
4
+ }
@@ -0,0 +1,16 @@
1
+ Title: The Cube
2
+
3
+ INT. GREY ROOM - DAY
4
+
5
+ A cube sits alone on a grey floor under a single light.
6
+
7
+ It turns, slowly, until one face meets the camera.
8
+
9
+ > THE CUBE <
10
+
11
+ INT. GREY ROOM - LATER
12
+
13
+ A person stands beside the cube and looks into the lens.
14
+
15
+ PERSON
16
+ It never moves when anyone is watching.
@@ -0,0 +1,26 @@
1
+ {
2
+ "version": 1,
3
+ "shots": [
4
+ {
5
+ "id": "opening",
6
+ "heading": "INT. GREY ROOM - DAY",
7
+ "description": "The cube turns until one face meets the camera.",
8
+ "frames": 48,
9
+ "route": { "kind": "blender", "file": "src/models/opening.blend", "from": 1, "to": 48 }
10
+ },
11
+ {
12
+ "id": "title",
13
+ "heading": "INT. GREY ROOM - DAY",
14
+ "description": "The title card.",
15
+ "frames": 72,
16
+ "route": { "kind": "composition", "file": "src/graphics/title.stories.tsx", "story": "Title" }
17
+ },
18
+ {
19
+ "id": "witness",
20
+ "heading": "INT. GREY ROOM - LATER",
21
+ "description": "A person beside the cube speaks to the lens.",
22
+ "frames": 96,
23
+ "route": { "kind": "board", "file": "boards/title.png" }
24
+ }
25
+ ]
26
+ }
Binary file