spoint

SKILL.md

Spawnpoint App Development Reference

Setup:

bunx spoint scaffold   # first time — copies default apps/ into cwd
bunx spoint            # start server (localhost:3001)
bunx spoint-create-app my-app
bunx spoint-create-app --template physics my-crate

Project structure: apps/world/index.js (world config) + apps/<name>/index.js (apps). Engine is from npm — never in user project.

App design principle: apps are config, engine is code.

  • No client block unless your app renders custom UI (ui: field in render return). The snapshot carries position/rotation/custom automatically.
  • No onEditorUpdate — the engine applies position/rotation/scale/custom changes from the editor automatically.
  • Use ctx.physics.addColliderFromConfig(cfg) instead of separate setStatic/setDynamic + addBoxCollider calls.
  • Use ctx.world.spawnChild(id, cfg) instead of spawn + manual teardown loop — children are auto-destroyed.
  • Keep helper functions outside the export default {} block (hoisted by evaluateAppModule).

Quick Start — Minimal Working Arena

apps/world/index.js

export default {
  port: 3001, tickRate: 64, gravity: [0, -9.81, 0],
  movement: { maxSpeed: 4.0, groundAccel: 10.0, airAccel: 1.0, friction: 6.0, stopSpeed: 2.0, jumpImpulse: 4.0 },
  player: { health: 100, capsuleRadius: 0.4, capsuleHalfHeight: 0.9, modelScale: 1.323, feetOffset: 0.212 },
  scene: { skyColor: 0x87ceeb, fogColor: 0x87ceeb, fogNear: 80, fogFar: 200, sunIntensity: 1.5, sunPosition: [20, 40, 20] },
  entities: [{ id: 'environment', model: './apps/game/map.glb', position: [0,0,0], app: 'environment' }],
  spawnPoint: [0, 2, 0]
}

apps/environment/index.js — static environment with trimesh physics

// client block not needed — snapshot carries position/model automatically
export default {
  server: {
    async setup(ctx) {
      try {
        await ctx.physics.addColliderFromConfig({ type:'trimesh' })
      } catch (e) {
        console.log(\`Trimesh failed: \${e.message}, using box fallback\`)
        ctx.physics.addColliderFromConfig({ type:'box', size:[100, 25, 100] })
      }
    }
  }
}

apps/box-static/index.js — reusable static box primitive

// Apps are config, not code. No client block needed — snapshot carries position/rotation/custom automatically.
export default {
  server: {
    setup(ctx) {
      const c = ctx.config
      const hx = c.hx ?? 1, hy = c.hy ?? 1, hz = c.hz ?? 1
      ctx.entity.custom = { mesh:'box', color:c.color??0x888888, roughness:c.roughness??0.9, sx:hx*2, sy:hy*2, sz:hz*2 }
      ctx.physics.addColliderFromConfig({ type:'box', size:[hx,hy,hz] })
    }
  }
}

World Config Schema

All fields optional. apps/world/index.js exports a plain object.

export default {
  port: 3001, tickRate: 64, gravity: [0,-9.81,0],
  entityTickRate: 16,      // app update() Hz (default = tickRate). Lower = fewer update() calls, less CPU
  physicsRadius: 0,        // dynamic body LOD radius (0 = disabled). Bodies outside all players suspended from Jolt
  movement: {
    maxSpeed: 4.0,         // code default is 8.0 — always override explicitly
    groundAccel: 10.0, airAccel: 1.0, friction: 6.0, stopSpeed: 2.0,
    jumpImpulse: 4.0,      // velocity SET (not added) on jump
    crouchSpeedMul: 0.4, sprintSpeed: null  // null = maxSpeed * 1.75
  },
  player: {
    health: 100, capsuleRadius: 0.4, capsuleHalfHeight: 0.9, crouchHalfHeight: 0.45,
    mass: 120, modelScale: 1.323,
    feetOffset: 0.212      // feetOffset * modelScale = negative Y on model
  },
  scene: {
    skyColor: 0x87ceeb, fogColor: 0x87ceeb, fogNear: 80, fogFar: 200,
    ambientColor: 0xfff4d6, ambientIntensity: 0.3,
    sunColor: 0xffffff, sunIntensity: 1.5, sunPosition: [21,50,20],
    fillColor: 0x4488ff, fillIntensity: 0.4, fillPosition: [-20,30,-10],
    shadowMapSize: 1024, shadowBias: 0.0038, shadowNormalBias: 0.6, shadowRadius: 12, shadowBlurSamples: 8
  },
  camera: {
    fov: 70, shoulderOffset: 0.35, headHeight: 0.4,
    zoomStages: [0,1.5,3,5,8], defaultZoomIndex: 2,
    followSpeed: 12.0, snapSpeed: 30.0, mouseSensitivity: 0.002, pitchRange: [-1.4,1.4]
  },
  animation: { mixerTimeScale: 1.3, walkTimeScale: 2.0, sprintTimeScale: 0.56, fadeTime: 0.15 },
  entities: [{ id:'env', model:'./apps/my-app/env.glb', position:[0,0,0], app:'environment', config:{} }],
  playerModel: './apps/tps-game/Cleetus.vrm',
  spawnPoint: [0,2,0]
}

Asset Loading Gate

Loading screen holds until ALL pass simultaneously:

  1. WebSocket connected
  2. Player VRM downloaded
  3. Any entity with model field (or entity creating a mesh) loaded
  4. First snapshot received
  5. All world.entities entries with model field loaded

Entities spawned via ctx.world.spawn() at runtime are NOT in the gate. Declare in world.entities to block loading screen on a model.


Remote Models — Verified Filenames

URL: https://raw.githubusercontent.com/anEntrypoint/assets/main/FILENAME.glb

Never guess filenames — wrong URLs silently 404, no error.

broken_car_b6d2e66d_v1.glb  broken_car_b6d2e66d_v2.glb  crashed_car_f2b577ae_v1.glb
crashed_pickup_truck_ae555020_v1.glb  crashed_rusty_minivan_f872ff37_v1.glb  Bus_junk_1.glb
blue_shipping_container_60b5ea93_v1.glb  blue_shipping_container_63cc3905_v1.glb
dumpster_b076662a_v1.glb  dumpster_b076662a_v2.glb  garbage_can_6b3d052b_v1.glb
crushed_oil_barrel_e450f43f_v1.glb  fire_hydrant_ba0175c1_v1.glb
fire_extinguisher_wall_mounted_bc0dddd4_v1.glb
break_room_chair_14a39c7b_v1.glb  break_room_couch_444abf63_v1.glb
break_room_table_09b9fd0d_v1.glb  filing_cabinet_0194476c_v1.glb
fancy_reception_desk_58fde71d_v1.glb  cash_register_0c0dcad2_v1.glb
espresso_machine_e722ed8c_v1.glb  Couch.glb  Couch_2.glb  3chairs.glb
large_rock_051293c4_v1.glb  Tin_Man_1.glb  Tin_Man_2.glb  Plants_3.glb  Urinals.glb  V_Machine_2.glb

Remote models are NOT in the loading gate. Use prop-static app for physics:

// apps/prop-static/index.js — already built-in, no need to recreate
// Spawn:
const BASE = 'https://raw.githubusercontent.com/anEntrypoint/assets/main'
ctx.world.spawn('dumpster-1', { model:`${BASE}/dumpster_b076662a_v1.glb`, position:[5,0,-3], app:'prop-static' })

Server ctx API

ctx.entity

ctx.entity.id / model / position / rotation / scale / velocity / custom / parent / children / worldTransform
ctx.entity.destroy()
// position: [x,y,z]  rotation: [x,y,z,w] quaternion  custom: any (sent in every snapshot — keep small)

ctx.state

Persists across hot reloads. Re-register timers and bus subscriptions in every setup:

setup(ctx) {
  ctx.state.score = ctx.state.score || 0      // || preserves value on reload
  ctx.state.data  = ctx.state.data  || new Map()
  ctx.bus.on('event', handler)                // always re-register
  ctx.time.every(1, ticker)                   // always re-register
}

ctx.config

Read-only. Set in world: { id:'x', app:'y', config:{ radius:5 } }ctx.config.radius

ctx.interactable

Engine handles proximity, E-key prompt, and cooldown. App only needs onInteract:

setup(ctx) { ctx.interactable({ prompt:'Press E', radius:2, cooldown:1000 }) },
onInteract(ctx, player) { ctx.players.send(player.id, { type:'opened' }) }

ctx.physics

// One-call setup — handles motion type + collider in one step (preferred)
ctx.physics.addColliderFromConfig({
  type: 'box'|'sphere'|'capsule'|'convex'|'trimesh'|'none',
  size: [hx,hy,hz],    // box only
  radius: 0.5,          // sphere/capsule
  height: 1.8,          // capsule (full height)
  meshIndex: 0,         // convex: GLB mesh index
  mass: 10,             // dynamic only
  dynamic: true,        // motion type flag (default: static)
  kinematic: true,      // alternative motion type
  linearDamping: 1.5,
  angularDamping: 4.0,
})

// Low-level methods (use addColliderFromConfig instead for new code)
ctx.physics.setStatic(true) / setDynamic(true) / setKinematic(true)
ctx.physics.setMass(kg)
ctx.physics.addBoxCollider([hx,hy,hz])
ctx.physics.addSphereCollider(radius)
ctx.physics.addCapsuleCollider(radius, fullHeight)
ctx.physics.addTrimeshCollider()              // static-only, uses entity.model
ctx.physics.addConvexCollider(points)         // flat [x,y,z,...], all motion types
ctx.physics.addConvexFromModel(meshIndex=0)   // extracts verts from entity.model GLB
ctx.physics.addForce([fx,fy,fz])              // velocity += force/mass
ctx.physics.setVelocity([vx,vy,vz])

ctx.world

ctx.world.spawn(id, config)        // id: string|null (null=auto-generate). Returns entity|null.
ctx.world.spawnChild(id, config)   // like spawn, but auto-destroyed when parent app tears down
ctx.world.destroy(id)
ctx.world.getEntity(id)            // entity|null
ctx.world.query(filterFn)          // entity[]
ctx.world.nearby(pos, radius)      // entity IDs within radius
ctx.world.reparent(eid, parentId)  // parentId null = detach
ctx.world.attach(entityId, appName) / detach(entityId)
ctx.world.gravity                  // [x,y,z] read-only

// spawn config keys: model, position, rotation, scale, parent, app, config, autoTrimesh

ctx.players

ctx.players.getAll()
// Player: { id, state: { position, velocity, health, onGround, crouch, lookPitch, lookYaw, interact } }
ctx.players.getById(id)                   // Player|null — direct lookup
ctx.players.getNearest([x,y,z], radius)   // Player|null
ctx.players.send(playerId, msg)           // client receives in onEvent(payload, engine)
ctx.players.broadcast(msg)
ctx.players.broadcastNearby(pos, radius, msg)  // send to all players within radius of pos
ctx.players.setPosition(playerId, [x,y,z])     // teleport — no collision check

Mutate player.state.health / player.state.velocity directly — propagates in next snapshot.

ctx.bus

ctx.bus.on('channel', (e) => { e.data; e.channel; e.meta })
ctx.bus.once('channel', handler)
ctx.bus.emit('channel', data)            // meta.sourceEntity set automatically
ctx.bus.on('combat.*', handler)          // wildcard prefix
ctx.bus.handover(targetEntityId, data)   // fires onHandover on target

system.* prefix is reserved — do not emit on it.

ctx.time

ctx.time.tick / deltaTime / elapsed
ctx.time.after(seconds, fn)  // one-shot, cleared on teardown
ctx.time.every(seconds, fn)  // repeating, cleared on teardown

ctx.raycast

const hit = ctx.raycast([x,y,z], [dx,dy,dz], maxDist)
// { hit:bool, distance:number, body:bodyId|null, position:[x,y,z]|null }

ctx.storage

if (ctx.storage) {
  await ctx.storage.set('key', value)
  const val = await ctx.storage.get('key')
  await ctx.storage.delete('key')
  const keys = await ctx.storage.list('')
}

Client API

render(ctx) — return value

{ position:[x,y,z], rotation:[x,y,z,w], model:'path.glb', custom:{...}, ui:ctx.h('div',...) }

render(ctx) — available fields

ctx.entity          // { id, position, rotation, custom, model }
ctx.state           // alias for ctx.entity.custom
ctx.players         // array of all player states
ctx.h               // hyperscript createElement
ctx.network.send(msg)  // send message to server (entityId auto-attached)
ctx.engine          // full engineCtx (see below)

// Three.js shortcuts — same as ctx.engine.* but directly accessible:
ctx.THREE           // THREE namespace (BoxGeometry, MeshStandardMaterial, etc.)
ctx.scene           // THREE.Scene — ctx.scene.add(mesh)
ctx.camera          // THREE.PerspectiveCamera
ctx.renderer        // THREE.WebGLRenderer
ctx.playerId        // local player ID string
ctx.clock           // { elapsed: seconds since page load }

engine object (setup/onFrame/onInput/onEvent/onKeyDown/onKeyUp second arg)

engine.THREE / scene / camera / renderer
engine.playerId                              // local player ID
engine.network.send(msg)                     // send message to server from any hook
engine.client.state                          // { players:[...], entities:[...] }
engine.cam.getAimDirection(position)         // normalized [dx,dy,dz]
engine.cam.punch(intensity)                  // visual recoil
engine.players.getAnimator(playerId)
engine.players.setExpression(playerId, name, weight)
engine.players.setAiming(playerId, isAiming)

App hooks — full list

setup(engine)                     // called once on module load
render(ctx)                       // called every 250ms, returns render state + ui
onInput(input, engine)            // called every input tick (60Hz)
onEvent(payload, engine)          // called on server broadcast
onFrame(dt, engine)               // called every animation frame
onMouseDown(e, engine)            // mouse button press on canvas
onMouseUp(e, engine)              // mouse button release on canvas
onKeyDown(e, engine)              // keyboard key press (document-level)
onKeyUp(e, engine)                // keyboard key release (document-level)

ctx.h — hyperscript + Ripple UI

ctx.h(tag, props, ...children)  // props = attrs/inline styles or null; null children ignored
ctx.h('div', { style:'color:red' }, 'Hello')

Ripple UI CSS is loaded — use DaisyUI-compatible class names directly:

ctx.h('button', { class: 'btn btn-primary' }, 'Click me')
ctx.h('div', { class: 'card bg-base-200 shadow-xl' },
  ctx.h('div', { class: 'card-body' },
    ctx.h('h2', { class: 'card-title' }, 'Hello'),
    ctx.h('button', { class: 'btn btn-sm btn-error' }, 'Delete')
  )
)

Client apps cannot use import — all import statements stripped before evaluation. Use engine.* for deps.

onInput fields

forward backward left right jump crouch sprint shoot reload interact yaw pitch

Webcam AFAN — lazy-loaded face tracking

Opt-in only. Not loaded at startup. Enable via the webcam-avatar app or manually:

// In setup(engine) or onKeyDown — only loaded on demand
if (!window.enableWebcamAFAN) await import('/webcam-afan.js')
const tracker = await window.enableWebcamAFAN((data) => {
  // data: Uint8Array(52) — ARKit blendshape weights, each byte = weight * 255
  engine.network.send({ type: 'afan_frame', data: Array.from(data) })
})
// tracker.stop() to release camera

On the server, forward afan_frame to nearby players. Engine auto-applies received frames to target VRM morph targets when payload { type: 'afan_frame', playerId, data } arrives via onAppEvent.


Procedural Mesh (custom field)

When no GLB set, custom drives geometry — primary way to create primitives without any GLB file.

{ mesh:'box',      color:0xff8800, roughness:0.8, sx:2, sy:1, sz:2 }   // sx/sy/sz = FULL dimensions
{ mesh:'sphere',   color:0x00ff00, r:1, seg:16 }
{ mesh:'cylinder', r:0.4, h:0.1, seg:16, color:0xffd700, metalness:0.8,
                   emissive:0xffa000, emissiveIntensity:0.3,
                   light:0xffd700, lightIntensity:1, lightRange:4 }
{ ..., hover:0.15, spin:1 }                  // Y oscillation amplitude (units), rotation (rad/sec)
{ ..., glow:true, glowColor:0x00ff88, glowIntensity:0.5 }
{ mesh:'box', label:'PRESS E' }

sx/sy/sz are FULL size. addBoxCollider takes HALF-extents. sx:4,sy:2addBoxCollider([2,1,...])


AppLoader — Blocked Strings

Any of these anywhere in source (including comments) silently prevents load, no throw:

process.exit child_process require( __proto__ Object.prototype globalThis eval( import(


Critical Caveats

Physics only activates inside app setup(). entity.bodyType = 'static' does nothing without an app calling ctx.physics.*.

// WRONG — entity renders but players fall through:
const e = ctx.world.spawn('floor', {...}); e.bodyType = 'static'  // ignored

// CORRECT:
ctx.world.spawn('floor', { app:'box-static', config:{ hx:5, hy:0.25, hz:5 } })

maxSpeed default mismatch. Code default is 8.0. Always set movement.maxSpeed explicitly.

Horizontal velocity is wish-based. After physics step, wish velocity overwrites XZ physics result. player.state.velocity[0/2] = wish velocity. Only velocity[1] (Y) comes from physics.

Capsule parameter order. addCapsuleCollider(radius, fullHeight) — full height, halved internally. Reversed from Jolt's direct API which takes (halfHeight, radius).

Trimesh is static-only. Use addConvexCollider or addConvexFromModel for dynamic/kinematic.

setTimeout not cleared on hot reload. ctx.time.* IS cleared. Manage raw timers manually in teardown.

Destroying parent destroys all children. Reparent first to preserve: ctx.world.reparent(childId, null)

setPosition teleports through walls — physics pushes out next tick.

App sphere collision is O(n²). Keep interactive entity count under ~50.

Snapshots only sent when players > 0. Entity state still updates, nothing broadcast.

TickSystem max 4 steps per loop. >4 ticks behind (~62ms at 64TPS) = silent drop.

Player join/leave arrive via onMessage:

onMessage(ctx, msg) {
  if (!msg) return
  const pid = msg.playerId || msg.senderId
  if (msg.type === 'player_join') { /* ... */ }
  if (msg.type === 'player_leave') { /* ... */ }
}

Debug Globals

Server (Node REPL): globalThis.__DEBUG__.server
Client (browser):   window.debug  →  scene, camera, renderer, client, players, input
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