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.
1.1 KiB
1.1 KiB
Contributing
Thanks for looking at the project. A few conventions keep the monorepo tidy.
Setup
pnpm install
pnpm typecheck
pnpm test
Packages
| Package | Responsibility |
|---|---|
client |
Game runtime (must stay free of Node-only APIs) |
server |
Auth, lobbies, signalling |
shared |
Types and schemas used by both ends |
tools |
Character pipeline (Node only) |
Put new gameplay types in shared before wiring them into client/server.
Style
- TypeScript strict; no
anywithout a comment why. - Prefer small declarative room / item / cast data over one-off engine forks.
- Keep PSX constraints intentional: low poly, fixed cams, fog, nearest textures.
Pull requests
- One concern per PR when possible.
pnpm typecheck && pnpm testgreen.- Update
README.md/GDD.mdwhen behaviour or demo layout changes.
Character assets
Prefer pnpm cast / the creator UI over hand-editing GLBs. Ship
assets/characters/{id}.glb plus .recipe.json (and albedo if textured).
Do not commit .grok-texture-cache or *.analysis.json.