AI Decision System
Replayable, offline-verifiable records for AI-assisted go/no-go decisions: experiment promotions, typed model answers and human-approved actions.
Aura3D 3.0.1: TypeScript 브라우저 3D 앱, 타입 GLB/glTF, Vite 템플릿, 물리 인터랙션, 배포 검증
Aura3D 3.0.1 production documentation for TypeScript browser 3D apps, typed GLB/glTF assets, Vite templates, physics-backed interaction, and deployment checks.
개발 도구TypeScript · JavaScriptGitHub @auraoneai온라인운영자 미확인
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AI-native TypeScript 3D SDK for browser 3D apps, prompt-to-code scenes, GLB/glTF product viewers, WebGL/WebGPU, Vite templates, diagnostics, and deploy checks.
저장소 README에서 가져옴
README 전체를 불러오는 중입니다. 아래는 저장된 발췌입니다.
Build browser 3D apps from prompts, assets, and TypeScript.
Aura3D is the developer SDK for AI-authored, agent-written browser 3D software: product viewers,
interactive scenes, cinematic pages, prototype game routes, animation tools,
and deployable Vite apps. It gives coding agents and developers a real 3D app
surface instead of a pile of renderer glue: typed GLB/glTF assets, scene kits,
starter templates, route-health checks, screenshots, and static deploy proof.
Describe the scene. Keep the code. Ship the app.
Add a real model and keep it typed:README 전문 보기 ↗The TypeScript 3D engine that ships the whole stack. Aura3D is a browser 3D engine with its own renderer, plus the toolchain around it: typed and licensed assets, lighting looks, a game kit and deploy checks. It is built for agent-written browser 3D, and people who write it by hand use the same API. The current version is in CHANGELOG.md.
A lit, shadowed, framed product with orbit controls, in 10 lines:
import { camera, createAuraApp, interactions, looks, model, scene } from "@aura3d/engine";
import { assets } from "./aura-assets";
createAuraApp("#app", {
scene: scene()
.add(looks.preset("product-studio"))
.add(model(assets.product, { name: "product", targetHeight: 1.6, castShadow: true }))
.add(interactions.orbit({ target: "product" }))
.camera(camera.frameAsset(assets.product, { targetHeight: 1.6 })),
...looks.appOptions("product-studio")
});
A looks.preset supplies image-based light, a shadow-casting key, fog, background and a post grade as one unit. model(assets.product) is a typed asset generated by the CLI, never a raw URL. The same scene in three.js is 38 lines before orbit controls (tagline check; line counts include imports and skip blank and comment lines).
npx create-aura3d@latest my-scene --template mini-game # also writes llms.txt and the Aura3D agent skills
cd my-scene && npm install
npm run dev # Vite on 127.0.0.1
npx @aura3d/cli@latest assets resolve "robot" --name robot # assets add also works for local GLBs; then model(assets.robot)
npm run build && npx @aura3d/cli@latest check-deploy --dist dist
Templates: product-viewer (default), cinematic-scene, mini-game, racing-starter, falling-blocks-starter, fighting-game, character-controller, arena-shooter and more (npx create-aura3d@latest --help).
Read llms.txt (one screen, the fast path), then docs/agents/agent-quickstart.md and docs/agents/claims-and-boundaries.md. The index of every agent doc is docs/agents/README.md; skills live in packages/aura3d-cli/skills/. npx create-aura3d@latest and npx @aura3d/cli@latest init --agent all write the instruction files into your project.
scene, model, looks, lights, camera, effects, interactions, primitives, instances and the game.* genre kits through one entry, @aura3d/engine.assets search, assets resolve, assets add, assets import-meshy, assets optimize, assets validate. In production a model needs a same-origin URL, a sha256 and provenance, otherwise it draws nothing. Meshy generation goes through the CLI with admission records.@aura3d/engine/game (createGame: lifecycle, pause, results, DOM HUD, touch, juice, sound), createFixedStepLoop, installQaHooks and seeded replay, createCueBank audio synth, defineModelAssets, racket-sports and other genre kits.installSafetyNet from @aura3d/debug: ?diag=1 panel, quality switches and black-frame self-heal. Custom shader failures are reported, not silent.aura3d doctor, aura3d check-deploy (add --browser to load every route in headless Chromium and fail on failed requests and console errors), route-health and screenshot evidence, the look-dev loop (aura3d look capture, aura3d look lint).aura3d migrate three is a codemod that records each approximation. It is not a drop-in claim.Kit documentation: docs/api/game-kit.md, qa-kit.md, safety-net.md, audio-synth.md, model-loader.md, glsl-chunks.md, scatter-merge.md, cli-asset-tools.md, toon.md.
The showcase index has 25 playable games across racing, sports, action, platformers and arcade, including Aura Slam 3D (tennis, with a deterministic replay gate), Apex Overdrive (racing), Glint Courier (maze chase) and Craterline GP (bike racing). Each page states its limits; the games are independent work, not affiliated with any other game or studio. Games are checked on software WebGL2 in remote runs; real-GPU confirmation is partial and tracked in evidence/.
three.js gives you a renderer. Aura3D is a complete TypeScript 3D engine and toolchain with its own renderer, so the parts three.js leaves to you come built in:
llms.txt, 14 skills and compiled recipes ship with every new project.OPTION_IGNORED. Software WebGL2 on a remote runner, one run, median of 3 cold loads for the first frame; not GPU numbers (results).Porting an existing three.js project: docs/migration/from-threejs.md.
Public packages (all at the same version; @aura3d/engine is the root of this repository):
| Package | Purpose |
|---|---|
@aura3d/engine | Public runtime: createAuraApp, scene nodes, looks, effects, game kits, subpaths such as /game and /audio |
@aura3d/cli | Typed asset workflow, asset search across open public sources, Meshy admission, look-dev, check-deploy, init, migrate three |
create-aura3d | Vite project scaffolder with agent skills and llms.txt |
@aura3d/core, @aura3d/math, @aura3d/scene | Lifecycle and deterministic stepping, math, scene graph |
@aura3d/rendering | Render device, WebGL2 backend, materials, passes |
@aura3d/assets, @aura3d/asset-index | Asset loading and caching; asset search across public sources |
@aura3d/animation, @aura3d/audio, @aura3d/input, @aura3d/controls | Clips and state machines, audio buses, input, camera controls |
@aura3d/physics, @aura3d/physics-rapier, @aura3d/navigation-recast | Physics, with optional Rapier and navigation adapters |
@aura3d/ecs, @aura3d/scripting | ECS and behaviour graphs |
@aura3d/debug | Diagnostics and the runtime safety net |
@aura3d/product-studio, @aura3d/apps, @aura3d/workflows, @aura3d/react, @aura3d/editor-runtime | Product viewers, app presets, workflows, React host, editor runtime |
@aura3d/engine/production-runtime, /advanced-runtime, /rendering and /contracts are deprecated subpaths; new code uses the root.
Every public claim follows docs/agents/claims-and-boundaries.md: label the capability, and claim only what a judged capture or retained evidence shows. Published gates include route health, typed provenance, public-API surface checks, package-size checks and check-deploy. Release notes are in CHANGELOG.md.
docs/index.md: hub for humans and agentsdocs/agents/README.md: agent docs indexdocs/api/public-api.md: public APIdocs/aura3d-vs-threejs.md and docs/migration/from-threejs.md: why Aura3D over three.js, and how to portdocs/workflows/game-conversion-playbook.md: turning a browser game into an Aura3D gameOpen issues with the prompt, package version, asset source and a screenshot or route-health output. Inside this monorepo, browsers, Playwright suites and heavy builds run on the remote runner (tools/remote-acr/run.sh), not on a laptop. Licensed under MIT.