@dice-o-rolla/dice-assets
v0.4.0
Published
Optional Web Audio and KTX2/PBR asset system for Dice O Rolla.
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@dice-o-rolla/dice-assets
Optional production asset system for Dice O Rolla. The dependency direction stays one-way:
engine, physics, and renderer packages never import dice-assets; an application opts in and wires
opaque preset IDs to these adapters.
The catalog has independent registries for audio sprites, audio banks, PBR materials, reusable patterns, skins, and face atlases. A skin references assets by ID, so recolor, hue, saturation, pattern scale, and shader compositing create variants without duplicating KTX2 data.
import catalog from '@dice-o-rolla/dice-assets/catalog.json' with { type: 'json' };
import {
DiceAssetRegistry,
ImpactSoundGate,
WebAudioSpritePlayer,
} from '@dice-o-rolla/dice-assets';
const assets = new DiceAssetRegistry();
assets.registerCatalog(catalog);
const audio = new WebAudioSpritePlayer(assets, { context: new AudioContext() });
const impactGate = new ImpactSoundGate();
engine.on('roll:start', () => impactGate.clear());
engine.on('die:collision', (event) => impactGate.observeCollision(event));
engine.on('die:impact', (event) => {
if (!impactGate.consumeImpact(event) || event.soundPackId === undefined) return;
void audio.playImpact({
force: event.force,
dieMaterialBankId: event.soundPackId,
...(event.otherDieId === undefined ? { surfaceMaterialBankId: 'classic-wood-table' } : {}),
});
});Rapier reports contact force on every simulation step while two colliders remain touching.
ImpactSoundGate combines that stream with collision start/end events so each physical contact
produces one sound instead of an overlapping retrigger on every fixed step.
For Three.js, pass a materialProvider factory to ThreeDiceRenderer or TopDownDiceRenderer; the
factory receives its active WebGLRenderer and can construct ThreeAssetMaterialProvider. Call
prepareSkin() before dice using that skin can spawn. It loads KTX2 through Three's KTX2Loader,
shares texture instances, uses the packed ORM map for AO/roughness/metalness, and composites the face
atlas in the material shader.
Asset pipeline
Run bun run --filter @dice-o-rolla/dice-assets assets:build. The documented build performs:
- procedural generation of original mono WAV, PNG, and SVG masters;
- SVG/font text rasterization through Resvg into a single face atlas;
ktx createconversion to UASTC KTX2 with offline mipmaps and Zstd supercompression;- KTX validation with
ktx validate; - FFmpeg conversion and concatenation into mono WebM/Opus audio sprites;
- production JSON catalog generation with clip offsets, material banks, and atlas regions.
The checked-in set combines original procedural test textures/audio with Unlicense impact WAV
masters from 3DDiceRoller. Runtime audio is split into dice, coin, felt, metal, wood-table, and
wood-tray mono Opus sprites. See THIRD_PARTY_NOTICES.md and the upstream license copied beside the
source masters. No Dice So Nice assets are included.
Licensed under Apache-2.0.
