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uilianks/loom

Developer tools

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24 stars 품질 68 트렌드 38MIT

Seamless game textures and PBR materials as code for AI agents: noise, bricks, planks, weathering; albedo/normal/height/roughness/AO/ORM maps, lit previews and a live viewer.

개요

Write a small .tx.js file of fields (noise, cells, bricks, planks, scales, ...) combined with operators and weathering masks; loom writes every map an engine needs: albedo, normal, 16-bit height, roughness, metallic, AO, a packed ORM and emissive. Every generator and operator tiles, so , and each build reports a seam check to prove it. Built for AI agents (it ships as a Claude Code skill). Every build writes a : the material tiled 3×3 under a raking light, on a lit sphere and an isometric cube, and every map, so the agent judges its textures the way it reads its code. A live viewer rebuilds on save. Part of a family with (vector art, skeletal animation), (pixel art), (game audio) and (low-poly and voxel 3D). Inspired by , with the same architecture: sandboxed source files, lazy cached builds, errors with exact locations, a live viewer and an annotate-and-send feedback loop.

README

원문 README의 일부입니다. 원문 보기.

loom

Seamless game textures and PBR materials as code. Write a small .tx.js file of fields (noise, cells, bricks, planks, scales, …) combined with operators and weathering masks; loom writes every map an engine needs: albedo, normal, 16-bit height, roughness, metallic, AO, a packed ORM and emissive. Every generator and operator tiles, so materials are seamless by construction, and each build reports a seam check to prove it.

Built for AI agents (it ships as a Claude Code skill). Every build writes a preview sheet: the material tiled 3×3 under a raking light, on a lit sphere and an isometric cube, and every map, so the agent judges its textures the way it reads its code. A live viewer rebuilds on save.

Part of a family with vex (vector art, skeletal animation), pxl (pixel art), chirp (game audio) and kiln (low-poly and voxel 3D). Inspired by claude-pxl, with the same architecture: sandboxed source files, lazy cached builds, errors with exact locations, a live viewer and an annotate-and-send feedback loop.

In a 3D scene

The Dragon’s Hoard, built in kiln and rendered in Blender: mossy brick, wet cobblestone, stained concrete, worn wood, rusted iron, glowing lava rock, dragon scales and hammered gold, all from showcase/materials.tx.js. A kiln palette entry points at a loom output folder ({ tex: "…/brick_wall", uv: 1.5 }) and the GLB embeds the albedo, normal, ORM and emissive maps.

Showcase

Nine materials from showcase/materials.tx.js, about 15 lines each.

Each one tiled 3×3: no seams.

Material Built from
brick_wall bricks with wobble, chipped by thresholded ridged, grime in cavity(), moss on facing("up")
rusty_panels tiles + rivets (dots along .dist), paint flaking from the edges, rust in the seams with drips()
wet_cobblestone cells().edge stones, per-stone hue from .id, mud and puddles in the blurred gaps
wood_planks planks with .grain, per-board tone, scuffs
scifi_panel tiles, grooves, emissive light strips on some plates, scratches from stretched ridged
lava_rock cells crust over glowing emit magma in the cracks
dragon_scales overlapping scales, hue sheen per scale, metallic gold rims
GitHub에서 전체 README 보기

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