genshin-engine 4.0.0 → 4.1.1

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package/README.md CHANGED
@@ -5,7 +5,7 @@
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  [![NPM downloads][badge-npm-downloads]][url-npm]
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  [![NPM Unpacked Size (with version)][badge-npm-unpacked-size]][url-npm]
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- An anime-style open-world engine for the browser on three.js's WebGPU renderer: toon materials that step light from shade to lit across a narrow ramp, a sky-tinted rim on every silhouette, outlines, cascaded shadows, god rays, height fog, bloom, a colour grade and temporal anti-aliasing, procedural terrain and world kits, and a Web Audio synthesizer that plays a score through instruments of harmonics and an envelope, each section swelling and fading by its expression. Every module is plain TypeScript or a TSL node graph with one job, so a scene built with it runs in any framework, and the generators behind it are pure, seeded and tested without a GPU.
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+ An anime-style open-world engine for the browser on three.js's WebGPU renderer: toon materials that step light from shade to lit across a narrow ramp, a sky-tinted rim on every silhouette, outlines, cascaded shadows, god rays, height fog, bloom, a colour grade and temporal anti-aliasing, procedural terrain and world kits, and a Web Audio synthesizer that plays a score through instruments of harmonics and an envelope, with recordings a host decodes layered over its voices, each section swelling and fading by its expression. Every module is plain TypeScript or a TSL node graph with one job, so a scene built with it runs in any framework, and the generators behind it are pure, seeded and tested without a GPU.
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  It is an unofficial, non-commercial fan engine, not affiliated with HoYoverse. It ships no asset from any game: every mesh, texture, shader and sound is generated by its own code.
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@@ -43,7 +43,7 @@ const renderer = createGenshinRenderer(canvas);
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  await renderer.init();
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  const scene = new Scene();
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  const camera = new PerspectiveCamera();
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- const rampTexture = createRampTexture({ resolution: 64, softness: 0.08, terminator: 0.52 });
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+ const rampTexture = createRampTexture({ resolution: 64, shade: 0, softness: 0.08, terminator: 0.52 });
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  const lightUniforms = createLightUniforms();
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  scene.add(new Mesh(new TorusKnotGeometry(), createToonMaterial({ color: 0x9ed05a, lightUniforms, rampTexture })));
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  const godraysLight = createGodraysLight(1024, 50);
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  renderer.setAnimationLoop(() => renderPipeline.render());
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  ```
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+ A web worker generating the ground imports its generators from the `genshin-engine/terrainWorker` subpath instead, `computeTerrainTile` and the height, paint and scatter functions it runs over, which reach three's math and none of the renderer, so the worker starts without loading it.
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  ## <a name="documentation">📖 Documentation</a>
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- We highly recommend you take a look at the [documentation](https://esposter.com/docs/api/modules/genshin-engine.html) to level up. The engine's design, from the order a frame runs in to each module's job, is its [architecture page](https://esposter.com/docs/proposals/genshin/engine-architecture), and the look it draws is its [rendering style](https://esposter.com/docs/genshin/rendering-style).
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+ We highly recommend you take a look at the [documentation](https://esposter.com/docs/api/modules/genshin-engine.html) to level up. The engine's design, from the order a frame runs in to each module's job, is its [architecture page](https://esposter.com/docs/genshin/engine-architecture), and the look it draws is its [rendering style](https://esposter.com/docs/genshin/rendering-style).
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  ## <a name="license">⚖️ License</a>
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