Initial public release of PSX Adventure Engine
Browser reference stack for PSX-era third-person adventure: fixed cameras, inventory puzzles, Box3D physics, host-authoritative P2P co-op, and a modular character harness. Ships the Ashgrove Precinct Level 1 investigation demo with a full cast and nine linked rooms.
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# Contributing
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Thanks for looking at the project. A few conventions keep the monorepo tidy.
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## Setup
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```bash
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pnpm install
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pnpm typecheck
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pnpm test
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```
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## Packages
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| Package | Responsibility |
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| --- | --- |
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| `client` | Game runtime (must stay free of Node-only APIs) |
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| `server` | Auth, lobbies, signalling |
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| `shared` | Types and schemas used by both ends |
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| `tools` | Character pipeline (Node only) |
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Put new gameplay types in `shared` before wiring them into client/server.
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## Style
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- TypeScript strict; no `any` without a comment why.
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- Prefer small declarative room / item / cast data over one-off engine forks.
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- Keep PSX constraints intentional: low poly, fixed cams, fog, nearest textures.
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## Pull requests
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1. One concern per PR when possible.
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2. `pnpm typecheck && pnpm test` green.
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3. Update `README.md` / `GDD.md` when behaviour or demo layout changes.
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## Character assets
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Prefer `pnpm cast` / the creator UI over hand-editing GLBs. Ship
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`assets/characters/{id}.glb` plus `.recipe.json` (and albedo if textured).
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Do not commit `.grok-texture-cache` or `*.analysis.json`.
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