game contains Kagura packages that are tied to gameplay, simulation,scene orchestration, and game-specific helpers.
The root mizchi/kagura module remains the rendering/runtime infrastructurelayer (core, engine, gltf, and renderer-facing packages). This moduledepends on that infrastructure and must not be imported by it.
This directory is the mizchi/kagura_game module root; imports keep that modulename. machinations/ is an independent nested module, excludedfrom this module's published package.
scene_flow/ owns renderer-independent transition requests and portal triggers.scene_data/ holds portable authored scenes and collision bounds.scene_manager/ remains responsible for updating/drawing scenes and fades.See game project patterns.
Physics, IK, pathfinding and terrain calculations live in core. Display scenes,HUD, tile rendering, sprite packing and inspection live in engine.inventory/ owns typed item footprints, grid placement, exchange previews and stat comparisons.Both the simulation and inventory_web/ use these contracts. inventory_web/ only converts JS objects;just web-runtime-build emits assets/web/kagura-inventory.generated.js.
inpututil/ maps physical input states to game movement/confirmation commands.Key, mouse, touch and gamepad edge detection is provided by core/inputstate.The unused common AI prototype has been removed; games own their enemy behavior.
character3d/ provides a force-driven movement motor and spherical ground probes.It controls acceleration toward a desired speed while keeping collision momentumin core/physics3d. See character3d.
projectile3d/ provides renderer-independent telegraphed beam paths. Simulation,rendering and HUD sample the same immutable timing/trajectory contract; games owndamage, hit history and encounter progression. See projectile3d.