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web game engine SDK — JSON-driven scenes on three.js","maintainers":[{"name":"verse8dev","email":"verse-8@planetariumhq.com"}],"readme":"# incanto\n\n**Vibe-coding-first web game engine SDK.** Every scene, character, event, and multiplayer\nrule is JSON an AI agent can read, diff, and rewrite — rendered by three.js.\n\n## Start with a whole game\n\n```bash\nbunx incanto new my-game        # Beacon Isle — the flagship 3D template\nbunx incanto new my-2d --template platformer-2d   # the 2D flagship\ncd my-game && bun install && bun run dev\n```\n\nOne command scaffolds a complete island action-adventure: a **generated\ngolden-hour world** (terrain, sea, groves, grass — `bun run world` re-rolls the\nwhole island deterministically), a quest NPC with dialogue and choices, enemies\nthat **hunt you across the terrain** via grid navigation, melee with a sword\nriding the character's hand bone, bloom + color-grade, touch controls on\nphones, win fireworks and a death/respawn loop — in ~2 files of game code, the\nrest declared in JSON. `bun run verify` plays the entire quest **headlessly**\nand replays recorded input bit-identically: the agent loop is author → verify →\nfix, no browser needed.\n\n`bunx incanto new --list` shows all six starters, grouped by dimension: three\n3D (island adventure, third-person shooter, quest vignette) and three 2D\n(platformer, survivors-like, and a whack-a-mole played with the mouse alone).\n\nEvery starter is **TypeScript + Vite + React**: `src/main.tsx` mounts `<App />`\nand `src/App.tsx` owns the canvas the engine draws into. React is the shell, not\nthe game — `incanto/react`'s `<IncantoCanvas>` is the other shape, for putting a\ngame inside an app you already have.\n\n## Or wire the engine yourself\n\n```bash\nbun add incanto three\n```\n\n```ts\nimport { Engine, loadScene } from 'incanto';\nimport { Renderer2D, enablePhysics2D, registerNodes2D } from 'incanto/2d';\n\nregisterNodes2D();\nconst scene = loadScene(levelJson); // the whole game lives in *.scene.json\nconst engine = new Engine();\nengine.setScene(scene);\nengine.input.attachKeyboard(window);\nnew Renderer2D({ canvas, engine });\nawait enablePhysics2D(engine);\nengine.start();\n```\n\n| Entry | Contents |\n|---|---|\n| `incanto` | node tree, scene JSON load/serialize, signals, Engine loop, InputMap, Behavior, Timer |\n| `incanto/2d` | sprites, spritesheet animation, Camera2D, labels/UI, Rapier 2D physics, character controller |\n| `incanto/3d` | meshes, lights, Camera3D, Rapier 3D physics |\n| `incanto/net` | multiplayer over a pluggable `NetworkTransport` — built-in offline Loopback + [@agent8/gameserver](https://www.npmjs.com/package/@agent8/gameserver) adapter (optional peer); custom backends implement one interface |\n\n- `schemas/scene.schema.json` — generated JSON Schema for scene files (the agent contract)\n- `templates/agent8-server.ts` — the multiplayer server kernel for the agent8 platform (`.js` beside it for the legacy single-file server)\n\n## Debug mode\n\nOff by default, with **no URL toggle** — a deployed build can never be switched on by a player.\nGate it to your own dev server (every template already ships the line):\n\n```ts\ncreateGame3D({ ..., debug: import.meta.env.VITE_INCANTO_DEBUG === '1' });\n```\n\n```bash\nVITE_INCANTO_DEBUG=1 bun run dev   # overlay ON; plain `bun run dev` and prod builds = off\n```\n\nA **☰ debug** menu appears top-left: **Explorer** (live scene tree; the selected node's bounds\nlight up orange in-game), **Inspector** (its props, editable while running), **Logs**\n(`engine.log` tail with filters), **Stats** (fps · frame ms · nodes · tris · draw calls), and\n**Colliders** (physics shapes as wireframe; one click cycles off → all → **selected**, and\n`selected` draws only the collider of whatever the Explorer has picked — the way to find one shape\nin a world full of them). In code: `physics.debugDraw = true` + `physics.debugScope = node`, or\n`(await import('incanto/debug')).attachDebugOverlay(engine)` to boot the overlay by hand.\n\n## The agent8 asset library\n\n`bunx incanto editor --token <v8 access token>` (or `INCANTO_V8_TOKEN`) adds a\n**📚** button to every field that takes a resource — model, texture, sprite\nsheet, sound. Shelves, search, real previews (a GLB is rendered by the engine\nitself), and one pick writes the URL, or the scene `assets{}` entry plus its\n`$ref` for fields that take one. Without a token the panel asks for one and\nkeeps it in the browser; the editor server proxies the catalog because it is\nper-account and not CORS-open to localhost.\n\n## Play ⇄ edit, in one window\n\nThe menu's last item, **✎ edit this scene**, turns the running game into the scene editor in the\npage you are already in — same window, no reload, and the edit camera starts where the player's\neye was. The editor's **▶ play** offers the way back as a choice: **preview here** (simulate in\nthe viewport, scripts stripped) or **run as the game** (this page becomes the real game again,\nwith your edits). **✕ exit** returns without playing.\n\nIt follows `debug`, so an overlay build already has it. `editor: false` opts out;\n`editor: { save }` gives the editor a save button that writes your file; `game.openEditor()` is\nthe same switch as a function. The editor loads lazily (`incanto/editor`) the first time it is\nasked for — a game that never opens it never downloads it.\n\nDocs, agent skills, examples, and architecture: **https://github.com/planetarium/Incanto**\n\n© 2026 Verse8. All rights reserved. Proprietary — see [LICENSE](./LICENSE). Bundled third-party OSS notices: [THIRD-PARTY-NOTICES.md](./THIRD-PARTY-NOTICES.md).\n","readmeFilename":"README.md"}