@mnemopay/augengine
v0.1.0-alpha.0
Published
Browser-native game runtime — single scene graph, dual renderer (live WebGPU + frame-deterministic WebGPU+WebCodecs), AI-native by design. Substrate behind the AugEngine flagship vertical slice. Built on browser primitives only — no Three.js, no Remotion,
Maintainers
Readme
@blackpig/augengine
Browser-native engine for games + UGC + films. One scene graph, two renderers, one charter authoring grammar. AI is a first-class subsystem. ML-model generation stays as external API calls; everything else is owned native code on browser primitives (WebGPU, WebCodecs, Web Audio).
Read
AUGENGINE-ARCHITECTURE.mdat the repo root before contributing. The seven AI-native design decisions are not negotiable without an architecture-doc revision.
Status
- Phase 0 — Architecture lock: done (2026-05-08).
- Phase 1 — MVP: in progress. Scene graph + dual-renderer skeletons + smoke-test scene.
- Phase 2 — Characters: not started. The hard piece (skinning + retargeting + IK + VRM).
- Phase 3 — DeleMocapShort native: not started. Validation gate for the dual-renderer thesis.
- Phase 4 — Generative + AI integration: not started.
- Phase 5 — First playable: not started.
- Phase 6 — Audio2Face-3D port: stretch, not started.
Layout
src/
scene/ entity / component / scene-spec types + transform hierarchy
runtime/
live/ WebGPU real-time renderer + game loop (WebGL2 fallback)
render/ WebGPU + WebCodecs frame-deterministic renderer + encoder
authoring/ YAML charter → scene compiler
characters/ skinning, retargeting, IK, VRM 1.0, spring bones
audio/ live mixer (AudioContext) + render mixer (OfflineAudioContext) + native lip-sync
ai/ inference scheduler, persona components, prompt templates, action grammar, observation bus
adapters/ thin glue to @blackpig/3d, @blackpig/world-gen, etc.Core philosophy
- One scene graph. Same entity structure runs as a game NPC, a UGC actor, and a film character.
- Two renderers.
runtime/live/for interactive 60+ fps;runtime/render/for frame-deterministic MP4 export. They share scene + audio + character math. - AI is async, frame-budgeted, fallback-always. No AI call ever blocks the game loop.
- Persona is an ECS component, not a class. Doors can have personas. Most don't.
- Authored text is a
.prompttemplate. Nodialogue.csv. Static lines are zero-slot templates. - Determinism core, AI-artifact manifest. Save/replay/multiplayer all work because deterministic state and AI artifacts are separated.
- Unified action grammar. Player input, behavior trees, and LLM agents all emit
Actionmessages. - One scene loader for authored / procgen / AI-gen. AI-gen scenes are cached by prompt-hash for deterministic reload.
- Observation bus = engine's public agent API. Bots subscribe to the same channels cameras and speakers do.
Build
cd packages/augengine
npm install
npm run build
npm testAugEngine is a private workspace package. npm publish will fail by design.
License
UNLICENSED while in incubation. Apache 2.0 if/when the engine ships public.
