@woosh/meep-engine 3.14.0 → 3.14.1
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.
- package/README.md +2 -40
- package/package.json +1 -1
package/README.md
CHANGED
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@@ -31,21 +31,8 @@ tiers to author, no per-device profiles, no exposure value to pick, no shadow ca
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hand-tune. You put a scene together, it looks right, and it holds its frame rate across a wide
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range of hardware without you doing anything about it.
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supports them. Both may be true; neither is verifiable from source. Restore with specifics.
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1. "shipped in commercial Steam releases" - needs the titles. Verified 2026-09-01: zero Steam app
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IDs, zero steamworks/steam_api references, zero named shipped products anywhere in the tree.
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The only game the repo names is the codename "mir", whose own README says it is unpublished.
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Every other occurrence of "Steam" is Steam Audio cited as a design reference. Naming even one
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title is worth more than the generic sentence was.
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2. "Built over 10+ years" - git history runs 2020-04-19 to 2026-09-01 (6y4m, 7,652 commits), with
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no earlier commit by author or committer date. If the 10 years predates this repository, say
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so; otherwise "in development since 2020" is defensible as written.
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-->
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In development since 2013, shipped in a commercial Steam release, and held to **~15,000 tests** -
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determinism, adversarial and shader-emulation suites among them.
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---
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@@ -197,29 +184,6 @@ the frame-graph structure, dispatch and draw counts. Assign a
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`start()`, run frames, and `stop()` returns an `ArrayBuffer` to write out. The recorder and the
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[format specification](src/shade/device/timing/profile/SGPT_FORMAT.md) both ship in this package.
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<!--
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BENCHMARK TABLE - do not fill from memory or estimate. Needs a real measured run.
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Verified 2026-09-01: no end-to-end renderer frame-time measurement exists anywhere in this
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repository, and no measurement against three.js / PlayCanvas / Unity / Babylon exists in any form.
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Do not write "several times faster than three.js" until there is a reproducible run behind it.
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| Scene | Hardware | Resolution | Frame time | Draw calls | Triangles | Lights |
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|---|---|---|---|---|---|---|
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To fill this, the following must be measured and recorded:
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1. A PUBLIC scene. None currently exists - all four playground entry points are dev-server-only
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and three need assets from the gitignored, unpublished `test_assets/`. Publishing one scene
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the reader can open is a prerequisite for every row of this table.
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2. Whole-frame time at a named resolution on a NAMED GPU (not "4070-class"), with the swap chain
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confirmed not to be the limiter - volumetrics_froxel/README.md:83 records 1080p reading a flat
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~16.5 ms under presentation throttling, which is what makes its 28 ms figure at :189 unusable.
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3. Draw-call and triangle counts from the same run - both are already in an .sgpt capture.
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4. The same scene at two or three resolutions, to show the dynamic-resolution curve.
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5. Optional and unusually strong: publish the .sgpt capture itself alongside the numbers.
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The writer already ships; the viewer needs deploying (it is currently `"private": true`).
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-->
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---
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## Everything else
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@@ -264,8 +228,6 @@ The rest of what a game needs, in the same package. Each links out to its own do
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spaces, HDR transfer functions, tone mapping and gamut clipping · node graphs · achievements ·
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localisation · key-value storage over IndexedDB.
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Held to **~15,000 tests** - determinism, adversarial and shader-emulation suites among them.
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---
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## Shipping a build
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