feat: Add 10 comprehensive feature modules for Pixi/Three expansion#14
feat: Add 10 comprehensive feature modules for Pixi/Three expansion#14canerdogan merged 14 commits intomainfrom
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Pixi.js v8: - Add BlendMode type with all 32 Pixi.js blend modes - Add IFilter interface and filter factory methods (Blur, ColorMatrix) - Add IMask interface and mask creation from Graphics/Sprite - Add blendMode and filters properties to IDisplayObject - Add mask property to IContainer Three.js r160+: - Add light system: DirectionalLight, PointLight, SpotLight, AmbientLight, HemisphereLight - Add LightHelper for debug visualization - Add ModelLoader with glTF/glB support and Draco compression - Add TextureLoader3D with cubemap and caching support - Add AnimationController wrapping AnimationMixer with crossfade support Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Code Review SummaryFound 2 high-confidence issues that need to be addressed: 1. Missing package.json exports for new Three.js modules (CLAUDE.md violation)The PR adds three new Three.js module subdirectories ( CLAUDE.md Rule (lines 46-51):
Currently, "./three-toolkit": {
"import": "./dist/three/index.js",
"types": "./dist/three/index.d.ts"
}Required additions: "./three/lights": {
"import": "./dist/three/lights/index.js",
"types": "./dist/three/lights/index.d.ts"
},
"./three/loaders": {
"import": "./dist/three/loaders/index.js",
"types": "./dist/three/loaders/index.d.ts"
},
"./three/animation": {
"import": "./dist/three/animation/index.js",
"types": "./dist/three/animation/index.d.ts"
}This enables granular imports like: import { DirectionalLight } from '@gamebyte/framework/three/lights';
import { ModelLoader } from '@gamebyte/framework/three/loaders';Reference: Lines 46 to 51 in c5be6db 2. Bug: Inconsistent texture return behavior in TextureLoader3DFile: The
This means the first caller receives the exact texture object stored in the cache. If they modify it (e.g., change Example of the bug: const loader = new TextureLoader3D();
// First load - gets original (which IS the cached texture)
const texture1 = await loader.load('/texture.png');
texture1.wrapS = THREE.RepeatWrapping; // Modifies cached texture!
// Second load - clone inherits the modified state
const texture2 = await loader.load('/texture.png');
// texture2 has unexpected wrapS settingFix: Change line 102 from This ensures consistent behavior - all callers receive clones, and the cached texture remains pristine. Reference: gamebyte-framework/src/three/loaders/TextureLoader.ts Lines 99 to 103 in c5be6db |
1. Add missing package.json exports for tree-shaking: - ./three/lights - ./three/loaders - ./three/animation 2. Fix TextureLoader3D cache inconsistency: - First load was returning cached texture directly - Now returns clone() consistently for all loads Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Code reviewNo issues found. Checked for bugs and CLAUDE.md compliance. 🤖 Generated with Claude Code - If this code review was useful, please react with 👍. Otherwise, react with 👎. |
Remove non-existent demo:build step, Docker job, and GitHub Pages deploy that would cause the release pipeline to fail. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
@rollup/rollup-linux-arm64-gnu was incorrectly added as a direct devDependency. Rollup resolves platform binaries automatically. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
npm ci requires exact lockfile sync which breaks when lockfile was generated on a different platform or with different deps. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Update softprops/action-gh-release to v2 - Add contents:write permission for tag-triggered workflows - Add continue-on-error so npm publish runs even if GH release fails Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Code ReviewFound 6 high-confidence issues that need to be addressed: 1. Missing Type Exports in
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Add TickSystem, ResourceTracker, RaycastEventSystem, PerformanceAdvisor, InstanceManager, PostProcessingPipeline, EnvironmentSystem, PrefabSystem, SmartAssetPipeline, and GameSoundPresets following Laravel-inspired ServiceProvider + Facade + Contract architecture. Key architectural decisions: - All types canonical in src/contracts/ (SSOT) - pmndrs/postprocessing for automatic effect merging (~80% fewer passes) - Hysteresis-based adaptive quality with exponential upgrade backoff - Time-windowed thermal throttling detection - Layer-based raycast filtering with BVH acceleration support - LRU eviction with frequency-boosted scoring for asset memory budgets - Deep material cloning in ModelLoader to prevent shared state bugs Includes fixes for 7 code review issues: - DirectionalLight shadow map null guard - EnvironmentSystem renderer reference (removed userData hack) - PostProcessing rebuild race condition - ModelLoader deep material clone on cache hit - PerformanceAdvisor timestamped thermal detection - RaycastEventSystem fires leave events on destroy - SmartAssetPipeline corrected eviction docs Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Add complete API documentation for all new modules: - TickSystem, ResourceTracker, RaycastEventSystem - PerformanceAdvisor, InstanceManager, PostProcessingPipeline - EnvironmentSystem, PrefabSystem, SmartAssetPipeline, GameSoundPresets Updated service keys table, key exports, code patterns, and type references. Bumped version to 1.2.1. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Rewrote llms-full.txt from ~760 lines to ~1200+ lines covering ALL framework features. Previously missing sections now documented: - Graphics Abstraction (renderer-agnostic factory) - GameStyleButton with GameButtons factory shortcuts - GameStylePanel, GameToggle, GameSlider - GameBottomNav, ArcheroMenu, HexagonLevelButton - ScreenManager (push/pop navigation) - HubScreen, GameHUDScreen, ResultScreen - GameModalPanel, GameBottomSheet, PanelManager - Layout System (@pixi/layout with presets) - Reactive State Management (createState, computed) - 3D Lights, Cameras, Model Loading - Color Schemes reference - Complete Key Exports and Key Types sections - Fixed 2D Rendering examples from v7 to v8 API Also added .worktrees/ to .gitignore. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Complete API documentation now includes: - Form components (CheckBox, RadioGroup, Input, Select, ScrollBox, List) - VirtualJoystick, GameTopBar (game-style) - Visual effects (ConfettiSystem, ShineEffect, StarBurstEffect, CelebrationManager) - Splash & loading screens (GameSplash, GameLoading) - Merge game system (MergeManager, MergeGrid, MergeItem) - Design utilities (DesignScaler, SafeAreaLayout, ResponsiveScaleCalculator) - Three.js grid system (SquareGrid, HexGrid, GridRenderer) - Three.js interaction (Object3DPicker, DragController, GestureHandler3D) - Three.js 3D UI (Billboard, HealthBar3D, FloatingText, SelectionIndicator) - Three.js helpers (ObjectPool3D, Pathfinder, StateMachine, TextureLoader3D, LightHelper) - Factory functions (createMobileGame, createMergeGame, initializeFacades) - Updated KEY EXPORTS and COLOR SCHEMES sections Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Resolve package-lock.json conflict and fix TS 5.7+ type mismatch in TextureLoader.ts (same pattern as merged PR #15). Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Merge main into feat branch to get CI fixes (npm install, TS type fixes, rollup arm64 dep removal). Also fix deploy-docs.yml npm ci -> npm install. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Snyk scan: fails without SNYK_TOKEN secret or with optional peer deps - Dependency Review: requires Dependency graph enabled in repo settings - Upload Snyk SARIF: skip when file doesn't exist - deploy-docs: use npm install instead of npm ci Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
| } else { | ||
| reject(new Error(`Failed to load texture: ${textureUrl}`)); | ||
| } | ||
| }; |
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Infinite loop in texture fallback logic
When a texture has a WebP fallback URL and both the fallback and original URLs fail to load, this code creates an infinite loop.
The problem: The onerror handler checks fallbackUrl && textureUrl !== url, which is always true when a fallback exists because both fallbackUrl and textureUrl are const values captured in the closure. After the first fallback to url, if that also fails, the condition is still true and it sets img.src = url again, triggering another onerror indefinitely.
Impact: Browser tab hangs when both the WebP and original texture URLs are unreachable.
Fix: Track whether the fallback has been attempted:
let triedFallback = false;
img.onerror = () => {
if (fallbackUrl && !triedFallback) {
triedFallback = true;
img.src = url;
} else {
reject(new Error(`Failed to load texture: ${textureUrl}`));
}
};| setTier(tierName: string): void { | ||
| const tier = this.tierManager.setTierByName(tierName); | ||
| if (tier) { | ||
| this.emitQualityChange(tier, 'down'); |
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Direction always hardcoded to down
The setTier() method always emits the quality change event with direction down, regardless of whether the new tier is actually higher or lower than the current tier.
The problem: When manually setting a tier (e.g., from low to ultra), the event reports direction as down even though quality went up. Any code listening on quality:changed will receive incorrect direction information.
Impact: Event listeners cannot distinguish between upgrades and downgrades, breaking UI indicators or analytics that rely on the direction parameter.
Suggested fix:
setTier(tierName: string): void {
const oldTier = this.tierManager.getCurrentTier();
const newTier = this.tierManager.setTierByName(tierName);
if (newTier && oldTier) {
const direction = newTier.index > oldTier.index ? 'up' : 'down';
this.emitQualityChange(newTier, direction);
}
}For reference, the automatic sample() method correctly uses down for downgrades (line 164) and up for upgrades (line 189).
| } | ||
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| this.rebuilding = false; | ||
| this.needsRebuild = false; |
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Race condition: async rebuild can miss effect changes
The render() method calls rebuildComposer() without awaiting it (fire-and-forget). Since rebuildComposer() is async and unconditionally sets needsRebuild = false at the end, any effects added/removed during the async rebuild window are silently lost.
The race condition:
- Frame N:
render()callsrebuildComposer()(not awaited). Rebuild starts and setsrebuilding = true. rebuildComposer()hitsawait this.loadPmndrs()and yields execution.- Game code calls
add()orremove(), settingneedsRebuild = true. - Frames N+1 through N+k:
render()skips rebuild becauserebuilding = true. - The async rebuild completes and sets
needsRebuild = false(line 308), erasing the flag that was set in step 3. - The pipeline is now permanently stale - the newly added/removed effects never get reflected.
Impact: Effects added or removed during the ~50-200ms rebuild window are never applied to the composer, leaving the pipeline with stale effects.
Suggested fix: Check if needsRebuild was set during the rebuild:
private async rebuildComposer(): Promise<void> {
this.rebuilding = true;
const rebuildStartedAt = performance.now();
// ... rebuild logic ...
this.rebuilding = false;
// Only clear flag if no new changes occurred during rebuild
if (!this.needsRebuild) {
this.needsRebuild = false;
}
this.emit('pipeline:rebuilt', sortedEffects.length);
}Or better: snapshot the flag before rebuilding and only clear it if unchanged.
| if (!config) return null; | ||
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| if (config.extends) { | ||
| const parent = this.resolveConfig(config.extends); |
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Missing cycle detection in prefab extends chain
The resolveConfig() method recursively follows the extends chain but has no cycle detection. If two or more prefabs form a circular dependency (e.g., prefab A extends B, prefab B extends A), this causes infinite recursion and a stack overflow.
The problem: The cache check on line 326 only helps if a prefab has already been fully resolved. During recursion, neither prefab in a cycle has been cached yet, so the recursion continues indefinitely.
Example that crashes:
prefabs.register({ id: 'A', extends: 'B' });
prefabs.register({ id: 'B', extends: 'A' });
prefabs.instantiate('A'); // Stack overflowImpact: Any circular extends chain (even indirect like A→B→C→A) causes a crash.
Suggested fix: Add a visited set parameter:
private resolveConfig(prefabId: string, visited = new Set<string>()): PrefabConfig | null {
if (visited.has(prefabId)) {
console.warn(`Circular extends chain detected for prefab: ${prefabId}`);
return null;
}
const cached = this.resolvedConfigs.get(prefabId);
if (cached) return cached;
const config = this.definitions.get(prefabId);
if (\!config) return null;
if (config.extends) {
visited.add(prefabId);
const parent = this.resolveConfig(config.extends, visited);
// ... rest of logic
}
}| t.visible = false; | ||
| if (group.instancedMesh) { | ||
| self.updateInstanceMatrix(group, index); | ||
| } else if (group.clones[index]) { |
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Memory leak: dispose() never decrements group.count
When an instance handle is disposed, it marks the instance as invisible but never decrements group.count. This causes capacity to grow unboundedly as instances are created and disposed.
The problem:
- Line 103 increments
group.countwhen creating instances - Lines 358-369 (dispose) mark instances as invisible but never decrement
group.count - Line 233 (
ensureCapacity) doubles capacity whengroup.count > group.capacity - Since
countnever shrinks, each create-dispose cycle permanently consumes capacity
Impact: In games with frequent spawn/despawn cycles (bullets, particles, enemies), the InstancedMesh buffer grows without bound, causing memory leaks and eventual performance degradation.
Example:
// Create and dispose 1000 times
for (let i = 0; i < 1000; i++) {
const handle = instanceMgr.createInstance('enemy');
handle.dispose(); // count stays at 1000 after loop
}
// group.count is now 1000, capacity has doubled multiple times
// but all instances are invisible/unusedSuggested fix: Implement free-list with swap-last removal or maintain a separate active count:
dispose() {
// ... existing visibility code ...
// Decrement count (or maintain separate activeCount)
group.count--;
// Update instancedMesh.count to reflect active instances
if (group.instancedMesh) {
group.instancedMesh.count = group.count;
}
}| * Set procedural sky (uses Three.js Sky shader). | ||
| */ | ||
| setProceduralSky(config?: Partial<NonNullable<EnvironmentConfig['sky']>>): void { | ||
| // Store sky config for later use |
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Performance issue: new Fog objects created every frame during transitions
The lerpConfig() method creates a new THREE.Fog or THREE.FogExp2 object on every frame during transitions, causing unnecessary GC pressure.
The problem: During a transitionTo() call, lerpConfig() is called via requestAnimationFrame each frame. At 60fps over a 2-second transition, this allocates ~120 Fog objects that are immediately discarded, requiring garbage collection.
Impact: Frequent allocations in the game loop cause GC pauses that can lead to visible frame drops/stutters, particularly on mobile devices (which this framework explicitly targets as "mobile-first").
Note: The author already recognized this anti-pattern for THREE.Color objects by declaring reusable tempColor1, tempColor2, and tempColor3 fields - but failed to apply the same pattern to Fog objects.
Suggested fix: Reuse fog instances and mutate properties in-place:
// Class fields:
private currentFog: THREE.Fog | THREE.FogExp2 | null = null;
private currentFogType: 'linear' | 'exponential' | null = null;
// In lerpConfig():
const fogType = to.fog.type === 'exponential' ? 'exponential' : 'linear';
// Only create new fog if type changes
if (\!this.currentFog || this.currentFogType \!== fogType) {
if (fogType === 'exponential') {
this.currentFog = new THREE.FogExp2(fogColorStr, density);
} else {
this.currentFog = new THREE.Fog(fogColorStr, fogNear, fogFar);
}
this.currentFogType = fogType;
this.scene.fog = this.currentFog;
} else {
// Mutate in-place
this.currentFog.color.setStyle(fogColorStr);
if (this.currentFog instanceof THREE.Fog) {
this.currentFog.near = fogNear;
this.currentFog.far = fogFar;
} else {
this.currentFog.density = density;
}
}Both THREE.Fog and THREE.FogExp2 expose mutable properties (fog.color, fog.near, fog.far, fogExp2.density) that support in-place updates.
Summary
src/contracts/, implementations import from thereKey Architecture Decisions
Verification
npx tsc --noEmit→ 0 errorsnpm test→ 215 tests passed (no regressions)Test plan
npx tsc --noEmitpasses with zero errorsnpm testpasses all 215 testscreateGame()🤖 Generated with Claude Code