dream-loop

Build stunning 3D scenes via a concept-art fidelity loop.

  • 3d
  • games
  • webgl
  • threejs
  • image-generation
  • visual-fidelity
  • creative

Declared platforms: linux · macos

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npx skills add 'https://github.com/NousResearch/hermes-agent/tree/main/optional-skills/creative/dream-loop'
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SKILL.md

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---name: dream-loopdescription: "Build stunning 3D scenes via a concept-art fidelity loop."version: 1.0.0author: Anshu Chimala (adapted by Nous Research)license: MITdependencies: []platforms: [linux, macos]metadata:  hermes:    tags: [3d, games, webgl, threejs, image-generation, visual-fidelity, creative]    category: creative    related_skills: [p5js, claude-design, manim-video]    upstream: https://github.com/achimala/dream-loop--- # Dream Loop Skill An autonomous process for building extremely impressive visuals, especially 3Dscenes (games, apps, usually browser three.js/WebGL): generate photorealisticconcept art of the ideal result, build it, screenshot the live build, have ajudge score screenshot vs concept against a gated ladder, and iterate untilconvergence. Goal: the most visually stunning result at an acceptable framerate for the target platform (e.g. 60 fps browser, 120 fps modern mobile). This skill does NOT cover general web-app functionality, 2D UI design, ornon-visual quality — only the visual-fidelity loop. ## When to Use - User says "dream loop" or asks for a game/scene/app built to a very high  level of graphical fidelity.- Follow-up refinement passes on an existing visual product (see Follow-up  loops below). ## Prerequisites - **Concept art**: the `image_generate` tool. If unavailable, stop and ask the  user for a concept image (or an image-generation API to connect to).- **Screenshots**: `browser_exec` — serve the build locally  (`python3 -m http.server` for static builds), then `new_tab(url)`,  `wait_for_load()`, `capture_screenshot()`.- **Judging**: `vision_analyze` (see Judge section for the one-image-per-call  workaround).- **Optional**: Blender for asset modeling — see the `blender-3d-automation`  skill. `delegate_task` for parallel asset work and fresh-context judging. If you don't have the tools needed for the full loop, flag that to the userearly and stop. ## Quick Reference | Stage | What happens | Artifacts (`.dream-loop/`) ||---|---|---|| 1. Target | Get/confirm the user's description | notes || 2. Concept | Generate "in-engine screenshot" concept art | `concept.png` || 3. Budget | Record time budget & start time (if given) | notes || 4. Build | Implement the concept as well as possible in one go | source, plans || 5. Screenshot | Capture live build at concept resolution | `round-N.png` || 6. Self-check | Rigorous side-by-side audit before judging | assessment log || 7. Judge | Ladder-scored comparison, actionable directives | verdict log || 8. Iterate/Exit | Address directives or exit per criteria | — | ## Procedure ### 1. The target concept If the user provided a description of a game, scene, or app, proceed — don'task for clarification unless it's too vague to generate concept art from. Ifthey didn't, ask for it. Put working context/files in `.dream-loop/` and gitignore it (unless toldotherwise). ### 2. Concept art The concept is a realistic, high-quality, impressive target: the look of acurrent AAA game running in real time. Physically plausible materials (wetstone, brushed metal, cloth, glass) with real roughness and normal detail,correct proportions, atmosphere (fog, haze, rain, dust, volumetric light),cinematic lighting with a clear key and rich shadows. It should NOT bestylized or an artistic rendition — it should look like a true screenshot ofthe ideal result. Avoid these failure modes when generating with `image_generate`: - **Overbaked**: photographic clutter, film grain, hundreds of unique small  objects, excessive detail on every surface that reads as noise. A real-time  build with modeled assets won't match this, and it won't even look good.- **Oversimplified**: cartoon or toy look, flat shading, blobby primitive  shapes, empty surfaces. Boring; will not impress the user. Aim for the middle ground: beautiful surfaces and materials that shadersrender well, strong atmosphere and lighting, an interesting palette, andfocused hero elements with fine detail that draws the eye (not every elementfighting for attention). Prompt for "in-engine screenshot" more than "concept art" and discourage thenoisy/grainy look. Review the image with `vision_analyze`; if it hits afailure mode, pass it back to `image_generate` in edit mode and ask it to fixthe issue. Save it as `.dream-loop/concept.png`. If you generated the art (the user didn't supply it), pause and confirm itmatches the user's vision before starting the build loop. ### 3. Time budget If the user gives a time budget, record the start time and check the clockbetween rounds. Don't degrade visual fidelity to hit the budget — strive forthe absolute best result, and don't rush work to the judge. Parallelize ordistribute work (e.g. `delegate_task` for independent assets) to hit thetime goal, but no shortcuts: it's better to hit the time limit withmeaningful, beautiful progress than with something broadly complete but ugly. If no time budget is given, run until an exit criterion — but warn upfrontthat this may consume a lot of tokens. ### 4. Build loop Look at the concept art and implement it in one go, making that first passcount across every tier of the score ladder: composition, textures, lighting,details. Sculpt and model assets carefully (or use external ones if allowed);don't settle for basic procedural elements and flat surfaces unless the artstyle calls for it. Write intermediate files/plans to `.dream-loop/`. - If Blender is installed and the concept involves 3D assets, prefer modeling  in Blender (see the `blender-3d-automation` skill). For complex assets,  delegate to subagents via `delegate_task`.- If the user allows external assets, prefer them over modeling unless the  asset is simple. If unspecified, assume NO external assets from the web.- Do not be lazy with key environmental details (scenery, flooring,  buildings): simple shapes look blocky, shiny, flat, and fake. Tiny details  and texturing matter and need custom sculpting.- Use `image_generate` for textures, normal maps, skyboxes, etc. — better  looking and faster than procedural ones. ### 5. Screenshot Serve the build (e.g. `python3 -m http.server` in the build dir), then via`browser_exec`: `new_tab('http://localhost:8000')`, `wait_for_load()`, allowthe scene to settle, `capture_screenshot()`. Target the same resolution andaspect ratio as the concept art so the comparison is fair. Save as`.dream-loop/round-N.png`. ### 6. Self-check before judging Each time, review the candidate screenshot yourself before submitting. Do notsubmit half-baked work. Compare screenshot and concept side by side and log anhonest assessment of judge-readiness; only submit if confident you'vesignificantly improved the score. Be rigorous and audit every pixel: big stuff(missing/incorrect objects, wrong scale, perspective, positioning) and smallstuff (rendering glitches, flat untextured surfaces, ugly lighting, poorcontrast, washed-out or oversaturated color, speckles, ugly shadows). Scansurface by surface, object by object, and list findings. ### 7. Judge Judging should ideally be done by a fresh subagent with a clean context eachround (`delegate_task`), to keep it objective and cheap. Give the judge thelatest screenshot, the concept, and (from round 2 on) the previous round'sscreenshot and verdict. Mechanics: `vision_analyze` takes one image per call. Either have the judgemake sequential calls (concept, then screenshot, then compare from memory ofits own descriptions), or — better — stitch a labeled side-by-side compositewith ImageMagick (`convert concept.png shot.png +append compare.png`) or PILand analyze that single image. Judge prompt: > You are an art director reviewing a real-time render against its concept> art. Compare the screenshot to the concept and score it 0-10 using this> ladder. The ladder is gated: a frame cannot score above a tier's cap until> every requirement of the tiers below it is fully met. Be strict about the> gates.>> - **Tier 1, shape (0-3):** camera, framing, composition, and the position>   and rough scale of every major object match the concept. Layout, not>   finish: every major element present, in the right region of the frame>   (within ~10% of frame width/height), at roughly the right size (within>   ~25%). Right place and vaguely correct outline passes even if edges and>   surface are wrong; save precision nitpicks for Tier 4. Cap 3 until true.> - **Tier 2, light and color (3-5):** key light direction and color, overall>   exposure (no clipping to black or white), shadow depth, palette,>   contrast, atmosphere. Attend to reflections, glows, etc. Ensure the scene>   is not too bright or dark relative to the concept. Judge the whole frame,>   not tiny details (Tier 4). Cap 5 until lighting/reflections/color/>   contrast are generally right.> - **Tier 3, materials and surfaces (5-7):** every surface reads as the>   right material at a glance: textures, roughness, translucency, wetness,>   reflections. Assets must not look procedural, blocky, smooth/plastic;>   frame-dominating elements should be properly sculpted and detailed. Cap 7>   until true.> - **Tier 4, fine detail (7-9):** the small things. Nitpick relentlessly;>   inspect every little object up close. Layout aligns near-perfectly;>   materials extremely convincing. Cap 9 until right.> - **Tier 5, indistinguishable (9-10):** holds up side by side and zoomed>   in. Nitpick every pixel.>> If a previous verdict and screenshot are provided: you are one reviewer in> a sequence, not the first. Maintain consistency. First mark each previous> directive LANDED, PARTIAL, or NOT DONE against the new screenshot; carry> forward anything PARTIAL or NOT DONE. Don't reverse a prior directive> unless the result is clearly worse — and if you do, say so and why.>> Output format:> 1. Score on the first line; "Tier N" (highest fully-passed gate) on the>    second.> 1b. If given a previous verdict: the LANDED / PARTIAL / NOT DONE list.> 2. "Blocking:" the specific failures of the *next* tier's gate. The builder>    must clear these before anything else counts. Name the element and the>    change, with magnitudes: "Rocks: replace the stacked ovoid boulders with>    one continuous fractured slab; cracks 2-5cm wide, dark interiors, add>    surface texture so they don't look flat/plastic" — not "the rocks look>    artificial".> 3. Then at most 4 further directives from higher tiers, same style, ordered>    by points recoverable.>> No non-actionable feedback ("this looks synthetic") — name the specific> causes. Every directive must be actionable this round. Don't round up: if a> gate isn't fully passed, the cap holds. ### 8. Exit criteria - **Score >= 8 and target FPS acceptable**: done. Show the user the latest  screenshot; ask if they want more iterations.- **Score >= 8 but FPS unacceptable**: optimize — lossless wins first, then  minimal-visual-impact ones. Re-judge afterwards to confirm no regression.- **Stall approaching** (best score hasn't improved a full point in 2 rounds,  or the judge named the same gap 3 times): stop incremental tweaks. Step  back and ask what about the *approach* is capping the score. Make one big  structural change in a round: swap asset strategy (sculpt in Blender, pull  real models/textures/HDRIs if allowed), rewrite the lighting model, rebuild  the composition, change the camera. Self-check carefully — big changes  break things. Only repeat parameter tuning if you can articulate why it  would work this time.- **Stalled** (already tried a big structural change, score flat 3 rounds,  judge is nitpicking or demanding intractable things like raytracing on a  GPU-less machine): stop, tell the user why you're blocked, give options.- **Otherwise**: address all or most heavy-hitting gaps this round, not just  the top one — rounds are expensive. Prioritize gaps that move the needle  most (lighting, textures, mesh detail). Only revert if the score dropped a  full point or more; small dips are judge noise, and reverting a whole round  throws out good changes with bad. If one change clearly regressed, undo  just that change. Loop. ## Follow-up loops When building on an existing product (or the user re-invokes the skill forrefinements), don't create new concept art in a vacuum — it may diverge fromwhat exists. Instead capture a live screenshot of the current product andprompt `image_generate` to render the best possible version of it (currentscreenshot → AAA-graphics version of the same shot), then use that as thetarget. Multiple screens can run parallel judge loops if asked, at highertoken cost. ## Pitfalls - Overbaked or oversimplified concept art (see failure modes) — fix the  concept before building against it.- Submitting half-baked screenshots to the judge; the self-check gate exists  for a reason.- Screenshot at a different resolution/aspect than the concept — unfair  comparison, noisy verdicts.- Tunnel-visioning on incremental tweaks when the judge says you're off base.- Judging both images in one `vision_analyze` call — it takes one image;  composite them first.- Screenshotting before the scene loads/settles — add a wait after  `wait_for_load()` for asset streaming and animation warm-up. ## Verification - `.dream-loop/concept.png` exists and passed the failure-mode review (and  user confirmation, if generated).- Each round has a screenshot, a logged self-assessment, and a judge verdict  with score + tier + directives.- Exit only via an explicit exit criterion; final screenshot shown to the  user with the final score and FPS measurement. ---Adapted from [dream-loop](https://github.com/achimala/dream-loop) by AnshuChimala (MIT). Upstream license vendored as `LICENSE.txt`. 
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