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@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,

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.md at 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 .prompt template. No dialogue.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 Action messages.
  • 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 test

AugEngine 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.