[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"project-95135":3},{"id":4,"name":5,"fullName":6,"owner":7,"repo":5,"description":8,"homepage":9,"htmlUrl":10,"language":11,"languages":10,"totalLinesOfCode":10,"stars":12,"forks":13,"watchers":14,"openIssues":15,"contributorsCount":15,"subscribersCount":15,"size":15,"stars1d":15,"stars7d":16,"stars30d":16,"stars90d":15,"forks30d":15,"starsTrendScore":16,"compositeScore":17,"rankGlobal":10,"rankLanguage":10,"license":18,"archived":19,"fork":19,"defaultBranch":20,"hasWiki":19,"hasPages":19,"topics":21,"createdAt":10,"pushedAt":10,"updatedAt":22,"readmeContent":23,"aiSummary":24,"trendingCount":15,"starSnapshotCount":15,"syncStatus":25,"lastSyncTime":26,"discoverSource":27},95135,"kindergrimm","albertobeiz\u002Fkindergrimm","albertobeiz","Procedural doodle characters drawn as if by hand on cream paper — and Kindergrimm, the game they live in","https:\u002F\u002Fkindergrimm.vercel.app",null,"JavaScript",108,22,1,0,6,47.69,"The Unlicense",false,"main",[],"2026-08-24 04:01:23","# drawai\n\nProcedural doodle characters, drawn as if by hand on cream paper,\nrigged one part per bone so they can be animated and used later in\ngames.\n\n**Adding a part type? Read [ARCHITECTURE.md](ARCHITECTURE.md).**\n\n```bash\npython3 serve.py\n```\n\n- `index.html` — the menu, and the only place the scenes are linked\n  from: no scene links to another. The three games get the same card\n  on it.\n- `orla.html` — **the class photo**: pick five children of ten and the\n  photo is scored like a poker hand.\n- `game.html` — **Kindergrimm**: a baby school in the dark.\n- `marbles.html` — **Marbles**: a long sheet of ice with a tide walking\n  down it. Pull one of your three living marbles back and let go — it\n  crushes what it rolls over, hooks the way that marble hooks, and\n  wherever it stops it fights on its own until it melts. Hit your own\n  marbles on the way and they go off, and go flying.\n- `editor.html` — one face, click a part to tune it, reroll or lock\n  parts, seed and medium selectors, animation toggles.\n- `crowd.html` — a 7×5 page of living faces, no editing. Click a face\n  and it is someone else; `R` draws a new page.\n- `items.html` — the toy shop: every object family × every rank, the\n  contact sheet the art gets reviewed on.\n\n## How it fits together\n\nA face is a **recipe**: `{seed, media, color, parts:{...}}`. It is the\nonly state — the same JSON always redraws the same face, so a face can\nbe saved, shared and rebuilt inside a game at runtime.\n\n- `src\u002Fsketch.js` — the hand. Strokes are filled ribbons with wobble,\n  dry granulation and overshoots; fills are techniques (hatch,\n  scribble, stipple, graphite, wash, oil daubs, chalk, marker).\n- `src\u002Fmedia.js` — what the character is made of. A medium answers\n  `tone` \u002F `skin` \u002F `edge`, so parts describe shapes and never pick a\n  technique.\n- `src\u002Fspecies.js` — what animal it is. A species is a table of loaded\n  dice (dog → floppy ears, snout, spots, no hair), not new drawings,\n  so adding one is data only.\n- `src\u002Flayout.js` — every measurement two parts have to agree on: the\n  head outline, the eye anchors, the body block.\n- `src\u002Fparts\u002F*.js` — one file per feature family (skull, eyes, mouth,\n  hair, horns\u002Fears, body, extras). `parts\u002Findex.js` is the registry:\n  the ordered list of what is switched on.\n- `src\u002Frig.js` — recipe → bones → meshes. Generic: it knows nothing\n  about eyes or arms, so adding a part never touches it.\n- `src\u002Fanim.js` — boil, blink, gaze saccades, talk, sway and breath.\n  Eyes pre-draw six states, so a glance is a texture swap.\n- `src\u002Fcrowd.js` — the crowd, plus the life director that makes one\n  character glance, mutter or throw an emote every so often.\n\n## License\n\nPublic domain, under [the Unlicense](LICENSE) — use it anywhere, for\nanything, no strings. Attribution is not required, but a link back is\nalways appreciated.\n","Kindergrimm 是一个基于程序化生成的涂鸦风格角色系统，可自动生成手绘感十足的儿童形象，并支持骨骼绑定与实时动画。核心功能包括：基于种子（seed）和媒介（media）参数的可复现角色生成、模块化部件系统（如眼睛、头发、身体等）、多种模拟手绘技法（如铅笔抖动、干刷、点描）、轻量级骨骼驱动与预渲染表情动画。所有角色状态以纯 JSON 表达，便于保存、分享与游戏内动态重建。适用于独立游戏开发、交互式艺术装置、教育类数字内容创作及快速原型化角色设计场景。",2,"2026-08-21 02:30:14","CREATED_QUERY"]