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.
157 lines
4.3 KiB
Markdown
157 lines
4.3 KiB
Markdown
# PSX Adventure Engine
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Browser-first reference engine and project template for **PSX-era third-person
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adventure** — fixed cameras, inventory puzzles, low-poly atmosphere, and true
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peer-to-peer co-op.
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Inspired by classic survival-horror and investigation games of the late ’90s
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(not affiliated with any of those franchises).
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| Layer | Stack |
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| --- | --- |
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| Client | Three.js · Solid · Vite · Box3D (`box3d-wasm`) |
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| Server | Hono · WebSocket signalling · optional Neon |
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| Shared | Strict TypeScript types & save schemas |
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| Tools | Code-drawn character creator · procedural clips · optional Grok textures |
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**Status:** Milestone 3 — playable multi-room demo, co-op, character harness.
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---
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## Quick start
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**Requirements:** Node 20+, [pnpm](https://pnpm.io) 10+
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```bash
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pnpm install
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pnpm dev # client → http://localhost:5173
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pnpm dev:server # API / signalling → http://localhost:8787
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```
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```bash
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pnpm typecheck
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pnpm test
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pnpm build
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```
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Copy [`.env.example`](./.env.example) if you need custom ports or a session
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secret. Defaults work for local solo play without any env file.
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---
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## Controls
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| Key | Action |
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| --- | --- |
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| `W` `A` `S` `D` / arrows | Move (tank: `A`/`D` turn, `W`/`S` walk) |
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| `Shift` | Run |
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| `E` | Interact / talk / examine |
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| `Space` | Quick turn (180°) |
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| `C` | Toggle tank ↔ camera-relative |
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| `Tab` | Inventory |
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| `M` | Co-op lobby |
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| `` ` `` | Debug overlay |
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| `Shift`+`F5` | Save to local storage |
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---
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## Demo campaign — Ashgrove Precinct (Level 1)
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Investigation loop in a fixed-camera building: walk the precinct, **question
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NPCs**, gather evidence, and open locked wings with inventory puzzles.
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```
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Lobby (Ellis) ── Witness Lounge (Kane)
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│
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Squad Hall ── Detective Office (Det. Reyes)
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│ ── Interview Room (Nora Voss)
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│
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Corridor ── Records (Dr. Hale) [repaired crank → valve]
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│
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Break Room ── Evidence Vault (Marrow) [brass key → vault key]
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```
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**Progression**
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1. Talk to people in Lobby, Lounge, Office, Interview
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2. Squad Hall — crank handle + broken shaft → combine into repaired crank
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3. Corridor valve → Records (Hale, brass key, notes)
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4. Break Room (brass key) → vault key
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5. Evidence Vault — journal, badge case, case payoff
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Cast GLBs live in `assets/characters/` and are rebuilt with `pnpm cast`.
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See [`GDD.md`](./GDD.md) for full design, networking model, and implementation notes.
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---
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## Character creator
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Two base bodies (**male** / **female**) on a Mixamo-compatible canonical skeleton,
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plus swappable hair / clothing / footwear. Recipes in
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`tools/src/creator/presets.ts` export Idle / Walk / Run / QuickTurn / **Slumped**
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clips.
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```bash
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pnpm creator -- --list
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pnpm cast # all presets → assets/characters/
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pnpm creator -- --id survivor
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pnpm creator -- --id survivor --uv-guide
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pnpm creator -- --id survivor --texture # needs Grok CLI for albedo paint
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pnpm creator:ui # http://localhost:5174
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```
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Optional photo path (silhouette measure → code-drawn mesh):
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```bash
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pnpm harness -- --image tools/fixtures/survivor-reference.jpg --name Survivor
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```
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---
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## Co-op
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```bash
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pnpm dev:server # terminal 1
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pnpm dev # terminal 2
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```
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Press `M`, create an account, host, share the five-character room code. Host is
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authoritative; guests send movement intent and reconcile 15 Hz snapshots.
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---
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## Layout
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```
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client/ Runtime — engine, systems, PSX post, rooms, Solid UI
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server/ Hono API + WebSocket signalling (in-memory store by default)
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shared/ Types, skeleton, save / net schemas
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tools/ Character harness + local creator UI
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assets/ Shipped cast GLBs (+ recipes); generated/ is gitignored
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```
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---
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## Implementation notes
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A few design-doc features are unavailable in `box3d-wasm@0.2.0`:
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| Design doc | Reality | Workaround |
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| --- | --- | --- |
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| Character mover | Not bound | Capsule collide-and-slide via ray probes |
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| Triangle-mesh rooms | No trimesh | Box + convex-hull compounds |
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| Capsule sweeps | No shape cast | Multi-height `castRayClosest` fan |
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The client sets COOP/COEP headers so the threaded physics build can load; the
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debug overlay reports which build you got.
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---
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## License
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[MIT](./LICENSE)
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Not affiliated with Capcom, Konami, Square, or any television franchise. The
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demo setting and cast are original fiction.
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