makepad/apps/arcade/examples
Admin 6623408a57 Bind the library and composition into script — and tell the model it exists
8 new verbs (table now 115): find_model (DISTINCT ids, not ranked duplicates),
find_palette (matched set from one pack), model, kits, cast, road_network,
town, dungeon. game.find was ALREADY TAKEN by entity-by-tag lookup — the
duplicate-name test caught the clash before it shipped, and find_model/
find_palette now match the agent TOOL names, so the model's knowledge
transfers between the tool it calls and the verb it writes.

Verbs run synchronously (search and layout are pure CPU); only GLB load and
draw need a host, so placements queue through the same mechanism as audio and
particles — which also means a scene composes headlessly with no renderer
attached. Tiles carry their own collider from the kit pitch, so scripted props
are as solid as hand-placed ones.

THE MOST IMPORTANT EDIT WAS A DELETION. splashgame.md said "Everything is
procedural... No image, model, or audio files" — the doc was actively telling
the model it had no models, which is why generated games were bare primitives
while 4,442 models sat unused. Replaced with an instruction to reach for the
library before game.box, three rules (never place result #1 five times; one art
pack per region; generate layouts rather than hand-placing) and a wrong-vs-
right example. A test asserts that claim cannot come back.

Two bugs found by probing the REAL library rather than reasoning:
- town() would have placed ZERO buildings, silently: it selects
  TileRole::Building, but every role-less model mapped to Prop — and
  city-kit-suburban is 40 whole buildings with no parsed roles. A role-less
  model is genuinely ambiguous (a building on a lot, or a cone at a kerb), so
  kit_from_index now takes a KitUse hint. Against the real library: 104
  buildings, 136 road tiles, 0 adjacency errors
- the index folds crossroads and T-junctions into one `junction` role, but a
  4-way cell needs four open edges; a T standing in for a crossroad leaves a
  road stub pointing at nothing. Disambiguated by name

village.splash is the scenery counterpart to racing.splash: a town, a wood of
four different conifers, a dungeon, a playable character — and not one model id
written by hand.

NOT BOUND, and why: game.tree/rock/blob and game.scatter generate MESHES, and
set_models takes an asset id, not geometry — there is no mesh-upload path for
generated meshes yet, so binding them would have meant faking it. Additive once
a generated-mesh queue exists.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 12:24:10 +02:00
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bigworld_probe.rs Bind the library and composition into script — and tell the model it exists 2026-08-03 12:24:10 +02:00