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

AI & Automation 957 stars 79 forks Updated today MIT

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Quality Score: 93/100

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License 10%
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Description 5%
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Skill Content

# 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 us...

Details

Author
autonomous-ai
Repository
autonomous-ai/openharness
Created
1 months ago
Last Updated
today
Language
C
License
MIT

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