Initial release: game-studio plugin for Claude Code

Repackaged from OpenAI's game-studio Codex plugin (MIT) for Claude Code.

Changes from upstream:
- Added .claude-plugin/plugin.json (Claude Code plugin manifest)
- Removed .codex-plugin/plugin.json (Codex CLI specific)
- Removed skills/*/agents/openai.yaml (Codex CLI specific)
- Added scripts/requirements.txt (Pillow dependency for sprite-pipeline)
- Added Chinese README with installation guide
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Rocky
2026-04-30 13:41:36 +02:00
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# Three WebGL Architecture
This is the default 3D structure for the plugin.
## Recommended module split
```text
src/
game/
simulation/
content/
input/
save/
render/
app/
createRenderer.ts
createScene.ts
createCamera.ts
createLoop.ts
loaders/
loadGltf.ts
loadEnvironment.ts
loadTextures.ts
objects/
materials/
lights/
post/
adapters/
renderBridge.ts
physics/
world.ts
colliders.ts
sync.ts
diagnostics/
debugFlags.ts
perf.ts
ui/
hud/
menus/
overlays/
```
## Responsibilities
- `simulation/`: rules, state, AI, progression, save data
- `render/app/`: renderer, scene, camera, resize, context lifecycle
- `render/loaders/`: GLTF, compression, texture, and environment loading
- `render/objects/`: scene graph construction and disposal
- `render/materials/`: material setup and shader boundaries
- `physics/`: Rapier world and simulation bridge
- `diagnostics/`: performance probes and GPU debugging hooks
- `ui/`: DOM HUD and menus
## Rules
- Scene graph objects are not the source of truth for game rules.
- Keep camera logic explicit and testable.
- Handle resize and context-loss as real browser concerns.
- Keep high-density UI in DOM even when the world is fully 3D.
- Treat GLB or glTF 2.0 as the default content format.
- Add physics and diagnostics as real subsystems, not temporary one-off utilities.