Nine agent skills for building Makepad/Rust games, ported from majidmanzarpour/threejs-game-skills. Same director-routed workflow and premium bar; runtime rewritten for this fork's game crates. - makepad-game-director entrypoint, routing, continuity, asset probe - makepad-gameplay-systems loop, movers vs rigid bodies, input, camera, netplay - makepad-aaa-graphics-builder lighting, shaders, budget, visual scorecard - makepad-game-ui-designer HUD, menus, touch and XR UI - makepad-debug-profiler defect bisection and profiling - makepad-qa-release verification ladder, evidence, packaging - makepad-3d-generator CC0 model search, casts, procedural geometry - makepad-image-generator texgen textures, palettes, sky, icons - makepad-audio-generator sample bank, mixer, material impacts, 3D audio Written against the real APIs in libs/game/*, libs/sim and apps/arcade: the game.* verb table, GameRenderer adaptive quality, the packed 6-float GameMeshVertex layout, script_mod! splash styling, makepad-test driving, and the BUDGETS.md numbers. No paid generation API is required - the CC0 library plus seeded makepad-game-gen replaces them. Includes install.sh (Codex/Claude), validate-skills.sh and a repo-aware probe_assets.sh; both scripts verified against this checkout.
82 lines
4.4 KiB
Markdown
82 lines
4.4 KiB
Markdown
# Asset search
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## Getting the library
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```bash
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./apps/arcade/download_assets.sh # core, ~1900 models, ~75 MB
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./apps/arcade/download_assets.sh --packs=all # 4669 models, 47 packs, ~185 MB
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./apps/arcade/download_assets.sh --packs=nature-kit,car-kit
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./apps/arcade/download_assets.sh --list # inspect, download nothing
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./apps/arcade/download_assets.sh --transcode # ogg -> wav, needs ffmpeg
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```
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Gitignored, pinned (starter kits to exact GitHub commits, the rest to content-hashed kenney.nl URLs), every file sha256-verified. Sequential with a delay by design.
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Mirrors — `resources/MIRROR.toml` carries URL, sha256, size and model count per pack:
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```bash
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ARCADE_ASSET_MIRROR=https://your.host/assets ./apps/arcade/download_assets.sh
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```
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A mirror serves `<base>/<slug>.zip` and is **never trusted more than upstream**: the sha256 is verified identically whichever host served the bytes.
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## How search works
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Query by **description**, never filename. The agent gets `find_model` plus a one-paragraph summary — never the catalogue, which at 5000 entries would not fit a prompt (and the summary stays ~480 characters however large the library grows).
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Three findability layers: per-pack theme curation (~55 rows, giving every model a setting), filename token parsing (free — Kenney's names are systematic), and a query-time synonym table (~240 rows) applied across the whole catalogue. Item-level curation is spent only on the few hundred most-requested things.
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Query-side stemming means an inflected request still reaches a base-form alias ("smashing" → the `smash` alias). On a score tie, the kind the query implies wins: an unqualified noun like "spaceship" is an object request, while "metal clang" or "win music" wants something audible.
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Performance at the full 4,999-entry catalogue: index build ~120 ms, search ~0.2 ms, ~2.1 MB heap (release).
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## Writing queries
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Describe the **thing**, with the attributes that matter:
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- Good: `yellow pickup truck`, `medieval wooden door`, `pine tree`, `rusty barrel`
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- Poor: `vehicle-truck-yellow.glb` (filename), `something cool for the level` (no referent), `player` (a role, not an object)
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Narrow with `Filters` and `AssetKind` when the kind is ambiguous. Use `CATEGORIES` to browse what exists before assuming a gap.
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## Ids
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`kenney/racing/vehicle-truck-yellow` — `pack / kit / model`. Stable across re-downloads, which is the property that makes it safe for generated game code to write them into source.
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Resolve ids once at load, then assert:
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```rust
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assert!(renderer.model_is_loaded(id), "missing {id}");
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```
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Without this, a typo'd id silently renders a primitive and looks like a style choice.
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## Kits
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`KitInfo` describes a set of models designed together — consistent scale, palette and grid. **Build a scene from one kit**, or the mismatch in scale and style reads immediately as assembled-from-parts. `kit_from_index` and `level_placements` in `makepad-game-script::compose` place kit tiles (`PlacedTile`).
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## Casts
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`find_cast` / `CastInfo`. A cast shares one skeleton, so any clip plays on any member.
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| rig | members | clips | notable states |
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| --- | --- | --- | --- |
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| 41 joints (KayKit) | 9 | 76–95 | block, dodge, hurt, dance, sleep, carry |
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| 7 joints (Kenney mini) | 22 | 25–32 | walk, run, jump, attack, sit, wave |
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| 6 joints (Kenney platformer) | 5 | 25 | walk, run, jump, attack |
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KayKit: five adventurers (Knight, Barbarian, Mage, Rogue, Rogue_Hooded) and four skeletons (Warrior, Mage, Rogue, Minion) on one 41-joint rig; adventurers ship 76 clips, skeletons those plus 19 undead extras.
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Pick members from **one** cast per scene; use **different** members so a crowd is not clones. Recasting a part is then a one-line change.
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## Audio
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`AUDIO_CATEGORIES` and the same index. Kenney audio ships `.ogg` only; `makepad-game-audio` decodes Vorbis and WAV to `Pcm`. See `makepad-audio-generator`.
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## Degradation
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With no assets, the game runs on primitives and asset-dependent tests skip with a hint. Good for CI, dangerous for reporting — always check whether tests skipped before calling them passed.
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## Credits
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All CC0; attribution is not required by the licence. Credit anyway. `resources/CREDITS.toml` is machine-readable so a published `makepad-game-pkg` package carries credit with it. Kenney (47 model packs, five starter kits, seven sound packs) and KayKit / Kay Lousberg (nine rigged characters) — the rigs and animation sets are the expensive part, and they were given away.
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