/** * The `building-levels-in-blender` skill: a hand-designed low-poly world written as a Python script * against the shipped `bmlevel` library, built by Blender into one GLB plus the collider / door / * light / landmark JSON, audited with ray casts, reviewed from rendered stills, and loaded by the * engine's `MeshLevel`. Distilled from a creator's space-station game whose agent installed Blender * and hand-rolled every part of this — the build vocabulary, the audits, the review renders, the * level loader — and hit the two failures the skill now names up front (a GLB fetched from a local * path that 404s after publish; NPC spawns routed into an absent voxel grid). * * Same contract as `unity-skill-files.ts`: pure functions returning file contents, registered in * `SHIPPED_SKILLS` (project.ts). The Python and Blender scripts ship in the package's * `assets/blender-level/` (see `files` in package.json) rather than being rendered into every * project; the skill's step 1 copies them into `tools/blender-level/`. * * The skill's first section is the gate: the path is for frontier models with Blender available, * and everything else goes to `bitmagic forge`. The CLI cannot tell which model drives it, so the * gate is the agent's own call — stated once, plainly, where the planning skill sends it. * * Steps 4-9 are shaped around two loops, because the first creator to use this took the whole * chain — build, upload, verify, judge — round on every edit, and the costs are nothing alike: a * Blender build, render and ray audit are seconds and local, while `assets add` uploads, `verify` * type-checks and drives real Chrome, and `judge` spends sparks. So the geometry loop is named as * the inner one, the engine handoff is gated on it being clean, and `review.py --lighting game` * exists so even the lighting pass can stay inside it. * * Backticks and `${` are escaped for the template literal; `project-files.test.ts` checks the * rendered frontmatter and that no escape leaks into the output. */ export declare function renderBlenderLevelsSkill(): string; export declare function renderBlenderConventionsReference(): string; export declare function renderBlenderAuditsReference(): string; export declare function renderBlenderPassesReference(): string; export declare function renderBlenderEngineHandoffReference(): string;