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.
4.4 KiB
Asset library
This repo replaces the Three.js pack's paid generation APIs with a vendored, verifiable CC0 library plus procedural generation. No API key is required for anything here.
Fetching
Binaries are not in git.
./apps/arcade/download_assets.sh # core, ~1900 models, ~75 MB
./apps/arcade/download_assets.sh --packs=all # 4669 models / 47 packs, ~185 MB
./apps/arcade/download_assets.sh --packs=nature-kit,car-kit
./apps/arcade/download_assets.sh --list # inspect only
./apps/arcade/download_assets.sh --transcode # ogg -> wav, needs ffmpeg
Everything is gitignored, pinned (starter kits to exact GitHub commits, the rest to content-hashed kenney.nl URLs) and sha256-verified. A moved or tampered upstream fails loudly. Downloads are sequential with a delay — that is someone else's bandwidth, do not parallelise it.
Mirrors: resources/MIRROR.toml lists every pack with canonical URL, sha256, size and model count.
ARCADE_ASSET_MIRROR=https://your.host/assets ./apps/arcade/download_assets.sh
The sha256 is verified identically whichever host served the bytes. A mirror is never trusted more than upstream; the hash is the authority.
Searching
Query by description, never filename, through makepad-game-assets. The agent gets a find_model tool and a one-paragraph summary — it never receives the catalogue, and that summary stays ~480 characters however large the library grows.
Ids look like kenney/racing/vehicle-truck-yellow and are stable across re-downloads, because generated game code writes them.
Findability is three layers: per-pack theme curation (~55 rows), filename token parsing, and a query-time synonym table (~240 rows). Query-side stemming means "smashing" reaches the smash alias. On ties, the kind the query implies wins — "spaceship" is an object request, "metal clang" or "win music" wants something audible.
At the full 4,999-entry catalogue: index build ~120 ms, a search ~0.2 ms, ~2.1 MB heap (release).
Useful types: AssetIndex, AssetEntry, AssetKind, Source, Filters, Hit, KitInfo, CastInfo, CATEGORIES, AUDIO_CATEGORIES, and Palette / Spread / VarietyParams for colour variety.
Rigged characters
find_cast lists animated casts. A cast is a set of characters sharing one skeleton, so any state works on any member and a part can be recast without touching animation code.
| rig | members | clips | notable states |
|---|---|---|---|
| 41 joints (KayKit) | 9 | 76–95 | block, dodge, hurt, dance, sleep, carry |
| 7 joints (Kenney mini) | 22 | 25–32 | walk, run, jump, attack, sit, wave |
| 6 joints (Kenney platformer) | 5 | 25 | walk, run, jump, attack |
Two rules: pick members from ONE cast per scene, and use different members so a crowd is not clones — the same rule that applies to props.
Audio
Every Kenney audio pack ships .ogg only. makepad-game-audio includes a Vorbis decoder (vorbis/, ogg.rs) plus wav.rs, so sounds are decodable to Pcm via decode(bytes). If you hit an undecodable file, --transcode converts to WAV where ffmpeg exists. See makepad-audio-generator.
Procedural fallback
When nothing in the library fits, generate it. makepad-game-gen covers terrain, meshes, trees (tree, lsystem), splines, scatter, interiors, kits, level generation, implicit surfaces, and textures (texgen) — all from a seeded rng, so output is byte-identical across devices and replicates as (preset, seed, position) rather than vertex data.
Prefer procedural for: terrain, roads, foliage fields, building interiors, tiling textures, level layout. Prefer library for: hero props, vehicles, characters, anything whose silhouette must read as a specific recognisable object.
Degradation
With no assets downloaded the demo runs on primitive shapes and asset-dependent tests skip with a hint. This is good for CI and dangerous for you: a wrong model id degrades to a primitive rather than erroring. Assert renderer.model_is_loaded(id) in any test whose claim depends on real geometry.
Credits
All CC0; attribution is not required by the licence. Credit anyway — machine-readable attribution is in resources/CREDITS.toml 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 on one 41-joint skeleton).