studio

Build and verify Babylon.js games in OpenHarness's live Game Viewer.

465|41|Updated Aug 4, 2026
One-click install
npx skills add https://github.com/autonomous-ai/openharness --skill studio-autonomous-ai
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: studio
Source: https://github.com/autonomous-ai/openharness/tree/main/store/agents/godogen/skills/studio
Command: npx skills add https://github.com/autonomous-ai/openharness --skill studio-autonomous-ai

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Building a browser game iteratively is risky when a broken edit can destroy the last working version and when agents report success without actually verifying the running game. This Skill provides a disciplined loop for developing Babylon.js games inside OpenHarness's Game Viewer, where saves compile into isolated versions and every claim of progress is backed by real checks. ## Core Features & Use Cases - Versioned live preview: The viewer compiles saves into isolated versions, so a broken edit never replaces the last working game, and new versions wait behind a View update prompt without resetting the player's run. - Structured build loop: Track phases (concept, world, play, polish, check) in .harness/progress.json, edit src/, public/, and index.html with Vite asset imports, and run npm run check after every milestone. - Runtime verification bridge: Expose window.harnessGame with setMode, setPaused, restart, and stats(), dispatch a harness:ready event only after the first successful render, and validate the actual viewer state with node "$GODOGEN_TOOLS/check.mjs". - Use Case: Ask the agent to build a 3D exploration game; it shapes the world, wires keyboard controls using event.code, verifies the canvas renders without errors, and finishes with a factual check-phase report. ## Quick Start Use the studio skill to build a small Babylon.js exploration game with a playable character and verify it in the live Game Viewer.

Frequently Asked Questions about studio

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I build a Babylon.js game in OpenHarness Game Viewer?

Edit files in src/, public/, and index.html while the viewer watches for changes, then run npm run check after each milestone. Track progress in .harness/progress.json using the phases concept, world, play, polish, and check.

How do I verify a game is actually running in the viewer?

Run node "$GODOGEN_TOOLS/check.mjs" with the viewer open to inspect the current build and runtime state. It confirms the preview rendered without reported errors, but you should still test gameplay manually since it does not replace playtesting.

What is the window.harnessGame bridge used for?

The harnessGame bridge lets the Game Viewer control your game through setMode('explore'|'play'), setPaused(boolean), restart(), and stats() returning real values like fps, objects, score, or distance. Dispatch a harness:ready CustomEvent only after the first successful render.

Can a broken edit destroy my working game version?

No. The viewer compiles saves into isolated versions, so a broken edit cannot replace the last working game. New versions wait behind a View update prompt and never reset the player's current run.

How should keyboard input be handled in viewer games?

Use event.code for keyboard listeners, release input on window blur, and prevent arrow and space scrolling only when the game has focus. Progress must use elapsed seconds rather than an assumed frame rate, and you should respect pause, reduced motion, and audio muting.