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Reference index

VGAI Reference 0.3

Browse versioned Reference by kind.

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Showing all 39 records.

manual · authored · planned

Architecture and lifecycle

Planned versioned manual truth covering Game root and multi-world runtime, Object3D-as-truth GameComponent model, Fixed-step game loop and ordered systems, Game, authoring, and system adapter seams.

manual · authored · planned

Projects, worlds, scenes, and prefabs

Planned versioned manual truth covering Versioned game manifest and world declarations, Scene and prefab schemas, parsing, and runtime loading, Scene queries and validated scene diffs, Scene viewport, hierarchy, inspector, transforms, and prefabs, Nested component values in authored scene JSON.

manual · authored · planned

Data assets and persistence

Planned versioned manual truth covering Typed data assets and references, Runtime game save/load persistence.

manual · authored · planned

Input

Planned versioned manual truth covering Typed input actions, devices, prompts, and rebinding.

manual · authored · planned

Physics

Planned versioned manual truth covering Three-dimensional Rapier physics, Authored three-dimensional physics joints, Two-dimensional Rapier/Pixi physics, First-party vehicle mechanics.

manual · authored · planned

Animation and cinematics

Planned versioned manual truth covering Native XState animation state machines and blend trees, Masked and additive animation layers, Deterministic animation/cinematic clock and cues, Theatre.js deterministic integration, GSAP deterministic integration, Scene cameras and deterministic camera ownership, Storybook story and XState inspection, Deterministic cinematic simulation and rendering.

manual · authored · planned

Audio

Planned versioned manual truth covering Runtime and offline audio.

manual · authored · planned

AI and navigation

Planned versioned manual truth covering Navigation mesh and crowd navigation, First-party AI perception and spawning.

manual · authored · planned

Cameras, rendering, materials, lighting, and postprocessing

Planned versioned manual truth covering Render settings, features, and automatic batching, Scene materials and material registry, Scene lighting, shadows, and environment, Generated geometry and splines, Scene particle systems, Postprocessing pipeline, Scene cameras and deterministic camera ownership.

manual · authored · planned

React and scene UI

Planned versioned manual truth covering React game state and selection hooks, Static Scene UI runtime, data binding, and styling, Removed Scene UI keyframe/timeline animation, Visual React UI authoring and source write-back.

manual · authored · planned

2D worlds

Planned versioned manual truth covering Two-dimensional Rapier/Pixi physics, First-party PixiJS worlds and 2D authoring.

manual · authored · planned

Adapters and existing-game ingestion

Planned versioned manual truth covering First-party PixiJS worlds and 2D authoring, Game, authoring, and system adapter seams, Existing-game ingestion for Three.js, PixiJS, and React DOM, Browser-first editor, storage backends, and hot reload.

manual · authored · planned

Editor and project tools

Planned versioned manual truth covering Scene viewport, hierarchy, inspector, transforms, and prefabs, Project-scoped transactional history, Visual React UI authoring and source write-back, Storybook story and XState inspection, Runtime performance panels and profiling, Local and online asset browsing, Browser-first editor, storage backends, and hot reload, Editor client SDK, Project-defined editor tool contract.

manual · authored · planned

Assets, catalog, provenance, and delivery

Planned versioned manual truth covering Typed data assets and references, Local and online asset browsing, Cloud asset manifest, quotas, and worker delivery, Runtime asset cache, loaders, references, and registries.

manual · authored · planned

Networking and P2P

Planned versioned manual truth covering Direct Colyseus-authored multiplayer, P2P Colyseus-compatible runtime and Cloudflare relay.

manual · authored · planned

Build, deployment, SDKs, and upgrades

Planned versioned manual truth covering VGAI command-line project and editor control, VGAI command-line validation and conformance, Programmatic project, editor, play, and cinematic operations, Editor client SDK, Project scaffolding and engine upgrade, Web build and Cloudflare/itch deployment, Deterministic cinematic simulation and rendering.

manual · authored · planned

Performance and diagnostics

Planned versioned manual truth covering Render settings, features, and automatic batching, Postprocessing pipeline, Runtime performance panels and profiling, Debug draw, console bridge, and structured engine logging.

manual · authored · planned

Learn and Reference product guide

Planned versioned manual truth covering Current engine and schema reference generation, Current Learn/manual/capstone site.

contributor · authored · planned

Engine Contributor Guide

Planned versioned contributor-guide truth covering Object3D-as-truth GameComponent model, Fixed-step game loop and ordered systems, Scene and prefab schemas, parsing, and runtime loading, Current engine and schema reference generation.

api · generated · planned

@vgai/engine API

Planned versioned generated-api truth covering Game root and multi-world runtime, Object3D-as-truth GameComponent model, Fixed-step game loop and ordered systems, Scene and prefab schemas, parsing, and runtime loading, Scene queries and validated scene diffs, Typed data assets and references, Typed input actions, devices, prompts, and rebinding, Three-dimensional Rapier physics, Authored three-dimensional physics joints, Two-dimensional Rapier/Pixi physics, Native XState animation state machines and blend trees, Masked and additive animation layers, Deterministic animation/cinematic clock and cues, Theatre.js deterministic integration, GSAP deterministic integration, Runtime and offline audio, Navigation mesh and crowd navigation, Render settings, features, and automatic batching, Scene materials and material registry, Scene lighting, shadows, and environment, Generated geometry and splines, Scene particle systems, Postprocessing pipeline, Scene cameras and deterministic camera ownership, React game state and selection hooks, First-party PixiJS worlds and 2D authoring, Game, authoring, and system adapter seams, Existing-game ingestion for Three.js, PixiJS, and React DOM, Runtime performance panels and profiling, Direct Colyseus-authored multiplayer, Runtime asset cache, loaders, references, and registries, Debug draw, console bridge, and structured engine logging, Project-defined editor tool contract, Current engine and schema reference generation.

api · generated · planned

@vgai/scene-ui API

Planned versioned generated-api truth covering Static Scene UI runtime, data binding, and styling, Visual React UI authoring and source write-back.

api · generated · planned

@vgai/editor-sdk API

Planned versioned generated-api truth covering Project-scoped transactional history, Editor client SDK, Debug draw, console bridge, and structured engine logging.

api · generated · planned

@vgai/sdk API

Planned versioned generated-api truth covering Deterministic animation/cinematic clock and cues, Programmatic project, editor, play, and cinematic operations, Deterministic cinematic simulation and rendering.

api · generated · planned

@vgai/p2p-colyseus API

Planned versioned generated-api truth covering P2P Colyseus-compatible runtime and Cloudflare relay.

api · generated · planned

create-vgai-project API

Planned versioned generated-api truth covering Versioned game manifest and world declarations, Project scaffolding and engine upgrade.

schema · generated · planned

3D scene format

Planned versioned generated-schema truth covering Scene and prefab schemas, parsing, and runtime loading, Authored three-dimensional physics joints, Scene lighting, shadows, and environment, Generated geometry and splines, Scene particle systems, Postprocessing pipeline, Scene cameras and deterministic camera ownership, Nested component values in authored scene JSON.

schema · generated · planned

Prefab format

Planned versioned generated-schema truth covering Scene and prefab schemas, parsing, and runtime loading, Authored three-dimensional physics joints, Nested component values in authored scene JSON.

schema · generated · planned

2D scene format

Planned versioned generated-schema truth covering First-party PixiJS worlds and 2D authoring.

schema · generated · planned

Game manifest format

Planned versioned generated-schema truth covering Versioned game manifest and world declarations.

schema · generated · planned

Input map format

Planned versioned generated-schema truth covering Typed input actions, devices, prompts, and rebinding.

schema · generated · planned

Material format

Planned versioned generated-schema truth covering Scene materials and material registry.

schema · generated · planned

Instance transforms format

Planned versioned generated-schema truth covering Render settings, features, and automatic batching.

schema · generated · planned

XState animation metadata format

Planned versioned generated-schema truth covering Native XState animation state machines and blend trees, Masked and additive animation layers.

schema · generated · planned

Asset catalog and attribution formats

Planned versioned generated-schema truth covering Local and online asset browsing, Cloud asset manifest, quotas, and worker delivery.

schema · generated · planned

Cinematic render and capture formats

Planned versioned generated-schema truth covering Deterministic animation/cinematic clock and cues, Deterministic cinematic simulation and rendering.

schema · generated · planned

Structured operation error format

Planned versioned generated-schema truth covering VGAI command-line validation and conformance, Programmatic project, editor, play, and cinematic operations.

schema · generated · planned

Engine capabilities format

Planned versioned generated-schema truth covering Current engine and schema reference generation.

cli · generated · planned

VGAI CLI command reference

Planned versioned generated-cli truth covering VGAI command-line project and editor control, VGAI command-line validation and conformance, Project scaffolding and engine upgrade, Web build and Cloudflare/itch deployment, Deterministic cinematic simulation and rendering, Current engine and schema reference generation.

limitations · authored · planned

Compatibility, migration, caveats, and unsupported capabilities

Planned versioned limitations truth covering Typed input actions, devices, prompts, and rebinding, Runtime game save/load persistence, Three-dimensional Rapier physics, Two-dimensional Rapier/Pixi physics, First-party vehicle mechanics, First-party AI perception and spawning, Scene materials and material registry, Scene cameras and deterministic camera ownership, Removed Scene UI keyframe/timeline animation, Existing-game ingestion for Three.js, PixiJS, and React DOM, Visual React UI authoring and source write-back, Local and online asset browsing, Browser-first editor, storage backends, and hot reload, Web build and Cloudflare/itch deployment, P2P Colyseus-compatible runtime and Cloudflare relay, Cloud asset manifest, quotas, and worker delivery, Current engine and schema reference generation, Current Learn/manual/capstone site, Nested component values in authored scene JSON.