Make Voxelize entities move like living things - legs paced to the ground (StrideGait), smooth server-following (dampPosition), heads that look at targets (computeHeadLook), strike lunges (AttackMotion), hit flash and recoil, death tip-over and poof…
Add animals, creatures, mobs, NPC bodies or any many-of-a-kind animated entity to a Voxelize game with GPU instancing - defineSkinnedFamily (box parts, named bones, animate), the server entity type and its metadata, InstancedEntityRoster warmup, lighting and…
Build instanced entity rendering on Voxelize — the InstancedEntityRoster, warmable variant pools, the budgeted load-phase warmup and late-work ledger, flat-bone GPU skinning, per-instance lighting, and texel-density painting. Use when adding an instanced pool…
Drive a real Voxelize client headlessly with @voxelize/agent — the daemon and its HTTP routes, the host bridge contract, the scenario SDK (runScenario, Arena, waitUntil, measureFrameRate), captures, staleness and lifecycle guarantees. Use when writing an…
Keep Voxelize agnostic of the games built on it — run and read the engine-boundary gate, fix a hit by moving code to the consumer or adding an extension point, manage excuses and debt, regenerate the consumer denylist, and do the periodic boundary pass. Use…