# MRP3GI — Monster Robot Party 3D Game Interpreter The **third generation** of the Monster Robot Party engine family: | Engine | Sierra analog | The trick | |---|---|---| | [MRPGI](https://github.com/) (`~/Documents/mrpgi`) | AGI (1984) | 16-color vector rooms, text parser | | [MRPCI](https://github.com/) (`~/Documents/mrpci`) | SCI0/SCI1 (1988–92) | 256-color palettes, point-and-click, rhai scripts | | **MRP3GI** (this repo) | SCI32 / Phantasmagoria-era (1995+) | **3D presentation, 2D brain** | One sentence: **the MRPCI story engine, compiled to WASM, drives rigged GLB characters in a three.js scene** — Grim-Fandango-style: the sim stays a deterministic 2D adventure engine; the camera, sets, lighting and Mixamo animation are presentation. Read [SPEC.md](SPEC.md) for the full architecture and the milestone plan. Nothing in this repo reimplements game rules: if it decides whether a door opens, it lives in `mrpci-core`. If it decides what a door looks like, it lives here. ## Prerequisites - `mrpci` checked out as a **sibling directory** (`../mrpci`) — the bridge crate uses a path dependency - Rust (stable) + `wasm-pack`; Node 20+ + npm - The demo game: `cd ../mrpci && cargo run -p mrpci-core --bin mrpci-headless -- --sample` ## Quick start (once M2 lands) ```sh npm install npm run bridge # wasm-pack build of the Rust story core npm run dev # vite dev server → play Neon Precinct in 3D npm test # incl. the golden determinism replay vs native ```