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studio

Build and verify a Babylon.js game progressively in OpenHarness's live Game Viewer.

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autonomous-ai/openharness
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22 de septiembre de 2026 a las 08:16
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SKILL.md
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name
studio
description
Build and verify a Babylon.js game progressively in OpenHarness's live Game Viewer.
# The live game studio The viewer compiles saves into isolated versions. A broken edit cannot replace the last working game. While the user plays, a new version waits behind **View update** so it never resets their run. ## Loop 1. Update `.harness/progress.json`: `{"phase":"world","message":"Shaping the mountain"}`. Phases are `concept`, `world`, `play`, `polish`, `check`. Report real work, with no invented timings. 2. Edit `src/`, `public/`, and `index.html`. The viewer watches these files. Import generated assets using Vite URLs (`import treeUrl from './assets/tree.glb?url'`); avoid absolute `/assets/` paths. 3. After every small milestone, `npm run check`. Inspect the preview, then test the game. 4. `node "$GODOGEN_TOOLS/check.mjs"` checks the actual viewer's current build/runtime state. It requires an open viewer. Its success means the preview rendered without reported errors; it does not replace gameplay testing. Never fabricate a successful runtime report. ## Bridge Define `window.harnessGame` with `setMode('explore'|'play')`, `setPaused(boolean)`, `restart()`, and `stats()` returning real values. `stats()` may include `fps`, `objects`, `score`, `distance`. The starter demonstrates all of these. After the first successful render, dispatch `new CustomEvent('harness:ready')`. Game Viewer captures errors before that event and keeps the previous version visible. Do not remove the error bridge or signal success before rendering. Keyboard listeners should use `event.code`, release input on blur, and prevent arrow/space scroll only when the game has focus. Progress must use elapsed seconds, not an assumed frame rate. Respect pause, reduce motion, and audio muting. Use clear focus styles and readable contrast. ## Rewind and playtest moments The starter also exposes synchronous `captureState()` and `restoreState(snapshot)`. Keep them when changing the game. Capture a JSON object under 64 KiB with a schema identifier and all state needed to continue: positions, velocities, collected items, score, elapsed time, random state when used, and the camera. Validate the whole snapshot before mutating anything. Restore meshes and HUD immediately, clear held keys, and leave pause and preview mode unchanged. The studio stores preview mode separately with each moment. `setPaused(true)` freezes the simulation and camera inertia. A replacement game must use its own schema and state shape. The studio records five frames per second, keeping the latest 180. It pauses while the player scrubs, then restores the live moment or resumes from the selected frame. Return game seconds as `stats().time`; `stats().running = false` preserves the terminal frame without overwriting the run with an idle finish screen. Dispatch `harness:timeline-reset` when an in-game restart control begins a new run. Studio Restart already clears history. Pin moment writes `out/playtests/<id>/moment.json`, an optional `screenshot.jpg` of the game canvas, and `game/` containing that exact compiled version. Read these notes when responding to playtest feedback. A Keep note is something to preserve; Change and Explore notes describe the user's requests. Saved builds stay compatible with their own snapshots after source edits. The current editable source remains in `src/`; never imply the archived build is the current source. Do not delete or overwrite user moments. Revisit through Saved moments to inspect them. Verify pause → capture → play → restore → resume, including an already-collected item and a moving/jumping character. Reject an incompatible snapshot without changing the world. Confirm the player can steer after resuming and that the saved state reopens with its original build. ## Project facts `studio.json` contains `title`, `description`, and `controls` (short text). Keep those accurate. Put the current brief, completed features, remaining work, and asset attribution in `README.md`. For external services, get the user's budget before the first paid generation and retain provenance. ## Verification Use browser capture on the running preview. Exercise Play, movement, restart, and a full game loop. Check the canvas is nonblank, there are no runtime errors, and controls also work at a narrow size. Finish by setting phase `check` with a factual message describing the checks that actually passed.
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