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for the Genex game-engine editor: create a project, sync scripts, and open the editor in your browser.","maintainers":[{"name":"boozybats","email":"boozybats@icloud.com"}],"readme":"# @boozybats/genex\n\nCLI for the [Genex](https://genex.vercel.app) game-engine editor. Scaffolds a\nproject folder, syncs your local TypeScript scripts to a shared server, and\nopens the editor in your browser.\n\n## Quick start\n\nStart a new project:\n\n```bash\nnpx @boozybats/genex create ./my-game\n```\n\nThat command:\n\n1. Creates a project on the hosted Genex server.\n2. Writes `gameDefinition.json`, `scripts/`, `engine-types.d.ts`, `tsconfig.json`\n   and a starter `.claude/skills/` reference dump into `./my-game`.\n3. Opens the editor at `https://genex-pi.vercel.app/?projectId=...`.\n4. Watches the folder — every save in your IDE hot-reloads in the editor; every\n   edit in the editor is mirrored back to disk.\n\nPress `Ctrl+C` to stop watching.\n\n## Continue an existing project\n\nRe-attach to a project you've already scaffolded:\n\n```bash\nnpx @boozybats/genex edit ./my-game\n```\n\nThis requires `./my-game/.genex.json` to already exist (created by the first\n`genex create`). It re-attaches to the same server-side project, opens the\neditor, and starts watching. Running `genex create` in the same folder also\nre-attaches, so the two commands are interchangeable when the project already\nexists — `edit` simply errors out cleanly if there's nothing to attach to.\n\n## Install globally (optional)\n\n```bash\nnpm install -g @boozybats/genex\ngenex create ./my-game\n```\n\n## Self-hosting\n\nIf you run your own Genex server + editor, point the CLI at them:\n\n```bash\ngenex create ./my-game \\\n  --server https://my-server.example.com \\\n  --editor https://my-editor.example.com\n```\n\nOr via env vars:\n\n```bash\nexport GENEX_SERVER=https://my-server.example.com\nexport GENEX_EDITOR=https://my-editor.example.com\ngenex create ./my-game\n```\n\n## Requirements\n\n- Node.js ≥ 18.17\n- A modern browser\n\n## License\n\nMIT\n","readmeFilename":"README.md"}