Skip to content

Latest commit

 

History

History
830 lines (740 loc) · 39.6 KB

File metadata and controls

830 lines (740 loc) · 39.6 KB

VybePixie — Architecture

Deep dive into the AI-native game & animation studio engine


Table of Contents


System Overview

VybePixie is a Tauri hybrid desktop application with three distinct runtime layers that together form a complete AI-powered game and animation studio:

  1. Rust Container (Tauri) — Native OS integration, security sandboxing, file system access
  2. React Frontend — 15+ workspace panels, real-time + path trace viewports, animation timeline, game systems editor
  3. Python Engine — Event-sourced core, multi-agent AI orchestration, game pipeline, animation engine, audio generation, 3D pipelines, DCC bridges
┌─────────────────────────────────────────────────────────┐
│                    User's Desktop                        │
├─────────────────────────────────────────────────────────┤
│                                                          │
│  ┌───────────────────────────────┐                      │
│  │     Tauri Container (Rust)    │                      │
│  │  • Security sandbox           │                      │
│  │  • File I/O                   │                      │
│  │  • Native dialogs             │                      │
│  │  • IPC bridge                 │                      │
│  └──────────────┬────────────────┘                      │
│                 │                                        │
│     ┌───────────┴───────────┐                           │
│     ▼                       ▼                            │
│  ┌──────────────┐   ┌──────────────────────────┐       │
│  │ React + Three│   │  Python Engine            │       │
│  │              │   │                            │       │
│  │ • Real-Time  │   │  Event Store (SQLite)      │       │
│  │   + Path     │   │  12-Phase System           │       │
│  │   Trace      │   │  Multi-Agent AI (3 agents) │       │
│  │ • 15+ panels │   │  Game Pipeline             │       │
│  │ • Redux      │   │  Animation Engine          │       │
│  │ • Animation  │   │  Audio Generation          │       │
│  │   Timeline   │   │  3D Generation (PyTorch)   │       │
│  │ • Game       │   │  DCC Bridges               │       │
│  │   Systems    │   │                            │       │
│  └──────────────┘   └──────────────────────────┘       │
│                                                          │
│  ┌──────────────────────────────────────────────┐       │
│  │              GPU Layer                        │       │
│  │  • GL/ANGLE (real-time viewport)              │       │
│  │  • Path tracer (CPU/GPU ray tracing)          │       │
│  │  • CUDA/PyTorch (AI generation)               │       │
│  └──────────────────────────────────────────────┘       │
│                                                          │
└─────────────────────────────────────────────────────────┘

Design Principles

Principle Implementation
Determinism Same input → same output, guaranteed by canonical serialization + versioned hashing
Event Sourcing All state derived from immutable event stream; current state = replay of events
Content Addressing Every entity identified by SHA-256 hash of its canonical bytes
Tamper Evidence Blockchain-style prev_hash + current_hash chaining in event ledger
Non-Destructive Edits are layers, not mutations; full undo history preserved
Phase Isolation 12 independent systems with clear boundaries and contracts

Event-Sourcing Core

The foundation of VybePixie. Every state change in the application is driven by an immutable event.

How It Works

User Action (e.g., "generate mesh from prompt")
    │
    ▼
┌──────────────────────────────────────┐
│  1. Validate Input                    │
│     • Schema validation (Pydantic)    │
│     • Business rule checks            │
└──────────────┬───────────────────────┘
               │
               ▼
┌──────────────────────────────────────┐
│  2. Create Event                      │
│     • Deterministic ID (SHA-256)      │
│     • Canonical JSON serialization    │
│     • Compute event hash              │
│     • Chain to previous event hash    │
└──────────────┬───────────────────────┘
               │
               ▼
┌──────────────────────────────────────┐
│  3. Store in Event Ledger (SQLite)    │
│     • Append-only (no updates)        │
│     • Hash chain maintained           │
│     • Snapshot checkpoints for speed  │
└──────────────┬───────────────────────┘
               │
               ▼
┌──────────────────────────────────────┐
│  4. Replay to Derive State            │
│     • Sequential event replay         │
│     • Deterministic state rebuilding  │
│     • Snapshot-accelerated for perf   │
└──────────────────────────────────────┘

Hash Chain Integrity

Event 1              Event 2              Event 3
┌──────────────┐    ┌──────────────┐    ┌──────────────┐
│ prev: null   │    │ prev: hash_1 │    │ prev: hash_2 │
│ data: {...}  │    │ data: {...}  │    │ data: {...}  │
│ hash: hash_1 │───→│ hash: hash_2 │───→│ hash: hash_3 │
└──────────────┘    └──────────────┘    └──────────────┘

If any event is tampered with, all subsequent hashes break — making unauthorized changes immediately detectable.


12-Phase Engine

The Python backend is organized into 12 independent phases, each handling a distinct domain:

graph LR
    P0[Phase 0<br>Core] --> P1[Phase 1<br>World]
    P1 --> P2[Phase 2<br>Assets]
    P2 --> P3[Phase 3<br>Edits]
    P3 --> P4[Phase 4<br>Planning]
    P4 --> P5[Phase 5<br>Generation]
    P5 --> P6[Phase 6<br>Assembly]
    P6 --> P7[Phase 7<br>Validation]
    P7 --> P8[Phase 8<br>Fixes]
    P8 --> P9[Phase 9<br>Procedural]
    P9 --> P10[Phase 10<br>Director]
    P10 --> P11[Phase 11<br>Ingestion]
    P11 --> P12[Phase 12<br>Bridges]
Loading

Phase Details

Phase Module Responsibility
0 core/ Determinism foundation — hashing, content-addressed IDs, event types, ledger, replay engine, logical time
1 world/ Scene graph — hierarchical nodes, transforms, spatial queries, world model
2 assets/ Content-addressable asset registry — versioning, provenance tracking, metadata
3 edits/ Non-destructive edit system — operations, layers, undo/redo history
4 planning/ Agent planning — budgets, task decomposition, approval workflows
5 generation/ AI generation pipelines — model invocation, cost tracking, quality validation
6 assembly/ Scene assembly — LOD management, asset linking, deterministic composition
7 validation/ 50+ validation rules — geometry checks, material validation, budget enforcement
8 fixes/ Auto-fix engine — intelligent corrections, governance gates, retry policies
9 procedural/ 50+ algorithms — noise, SDFs, L-systems, scatter, heightmaps, erosion simulation
10 director/ Multi-agent orchestration — Director, Producer, TD agents, intent parsing, multi-LLM routing
11 ingestion/ Data import — attribution tracking, gap detection, format conversion
12 bridges/ DCC integration — Blender, Maya, Houdini, 3DS Max bi-directional sync

Module Layout

src/vybepixie/
├── core/                    # Phase 0
│   ├── events/             # Event types, ledger, replay
│   ├── state/              # State reconstruction, snapshots
│   ├── hashing/            # Deterministic SHA-256
│   ├── ids/                # Content-addressed identifiers
│   ├── invariants/         # Determinism verification
│   └── time/               # Logical timestamps
├── world/                  # Phase 1 — Scene graph
├── assets/                 # Phase 2 — Asset registry
├── edits/                  # Phase 3 — Edit system
├── planning/               # Phase 4 — Planning
├── generation/             # Phase 5 — AI pipelines
├── assembly/               # Phase 6 — Scene composition
├── validation/             # Phase 7 — Quality control
├── fixes/                  # Phase 8 — Auto-fix
├── procedural/             # Phase 9 — Procedural generation
├── director/               # Phase 10 — Multi-agent orchestration
├── ingestion/              # Phase 11 — Data import
├── bridges/                # Phase 12 — DCC bridges
│   ├── blender/           # Blender 3.0–4.5 (real-time sync)
│   ├── maya/              # Maya 2018–2025
│   ├── houdini/           # Houdini
│   └── max/               # 3DS Max
├── game_pipeline/          # Prompt-to-game pipeline
│   ├── agent_game/        # Agentic game creation workflow
│   ├── scene_composer/    # Level building and layout
│   ├── game_logic/        # State machines, behavior trees, input
│   ├── multiplayer/       # Networking framework
│   ├── physics/           # Rigid body, ragdoll, world-scale
│   └── exporters/         # Godot, Unity, UE5 project export
├── animation_engine/       # Full animation studio
│   ├── library/           # Locomotion, combat, idle, emote, interaction
│   ├── blend_trees/       # Blend trees & state machine transitions
│   ├── ik_solver/         # Inverse kinematics (limb, foot, look-at)
│   ├── mocap/             # Motion capture import & retargeting
│   ├── secondary/         # Spring bones, cloth, tails, wings, hair
│   ├── facial/            # Blendshapes, facial rigging, lip sync
│   ├── ragdoll/           # Physics-driven character animation
│   └── events/            # Frame-triggered gameplay actions
├── audio/                  # Audio generation system
│   ├── voice/             # Multi-speaker TTS (ElevenLabs, PlayHT)
│   ├── music/             # AI music composition (Suno, Udio)
│   ├── ambient/           # Procedural environment soundscapes
│   └── effects/           # Granular synthesis, modulation, mixing
├── rendering/              # Dual rendering pipeline
│   ├── realtime/          # GL/ANGLE real-time viewport
│   ├── pathtracer/        # CPU/GPU ray tracing
│   ├── postprocess/       # Bloom, DoF, motion blur, color grading
│   └── xr/               # WebXR, ARKit, ARCore, Meta Quest
├── characters/            # Character & creature creation
│   ├── archetypes/        # Fantasy, Sci-Fi, Modern, Historical
│   ├── creatures/         # Non-human: robots, aliens, monsters
│   ├── factions/          # Faction-based grouping
│   └── crowds/            # NPC population at scale
├── ai_generation/          # Self-hosted AI model runners
├── rigging/               # Character rigging & skinning
├── material_system/       # PBR materials (50+ presets)
├── physics_foundation/    # Physics simulation (cloth, rigid body)
├── security/              # RBAC, audit, secrets
└── api_services/          # FastAPI REST, Strawberry GraphQL, WebSocket

Frontend Architecture

UI Panel System — 15+ Workspace Panels

App (Tauri windowed container)
├── MenuBar (File, Edit, View, Generate, Game, Help)
├── Toolbar (Quick actions, view mode, render mode toggle)
├── Viewport (Three.js — Real-Time GL + Path Tracer)
├── Dockable Panels:
│   ├── DirectorPanel       — Scene hierarchy and composition
│   ├── AssetsPanel         — Content library browser
│   ├── PreviewPanel        — Live 3D viewport (dual render)
│   ├── ValidationPanel     — QA checks with auto-fix
│   ├── ExportPanel         — Engine export (Godot/Unity/UE5)
│   ├── AgentGamePanel      — Full game creation workflow
│   ├── AIChatPanel         — Natural language assistant
│   ├── AI3DGenerationPanel — Mesh generation interface
│   ├── TimelinePanel       — Animation editor with blend trees
│   ├── StoryboardPanel     — Narrative and scene planning
│   ├── GameSystemsPanel    — Mechanics, physics, input config
│   ├── MultiplayerPanel    — Networking setup
│   ├── PropertiesPanel     — Node/asset property editor
│   ├── APIKeyPanel         — Per-provider credential management
│   └── CostSettingsPanel   — Budget tracking and limits
└── Workspaces (preset configurations):
    ├── Director    — Cinematic/animation focus
    ├── Assets      — 3D asset creation focus
    ├── AgentGame   — Full game creation workflow
    ├── Validation  — QA review focus
    └── Export      — Final output focus

State Management

Store Library Scope
Global UI Redux Toolkit Panel layout, viewport state, selection
Persistence Redux Persist Survive app restarts
Local state Zustand Component-scoped lightweight stores
Immutable updates Immer Safe nested state mutations

Rendering Pipeline (Viewport)

Mode Technology Use Case
Real-Time GL/ANGLE via Three.js Live editing, animation preview, game testing
Path Trace CPU/GPU ray tracing Photorealistic final renders
Post-Processing Bloom, DoF, motion blur, color grading, tone mapping Visual polish
HDR sRGB, linear, ACEScg Professional color management
XR WebXR, ARKit, ARCore, Meta Quest VR/AR preview and export

Multi-Agent AI System

VybePixie uses a three-agent architecture — not a single LLM call:

User Prompt (natural language)
    │
    ▼
┌────────────────────────────────┐
│  Director Agent                │
│  • Interprets creative intent  │
│  • Sets quality standards      │
│  • Composes overall vision     │
│  • Runs critique/refine loops  │
└───────────┬────────────────────┘
            │
            ▼
┌────────────────────────────────┐
│  Producer Agent                │
│  • Budget tracking ($/gen)     │
│  • Resource allocation         │
│  • Cost optimization           │
│  • Timeline management         │
└───────────┬────────────────────┘
            │
            ▼
┌────────────────────────────────┐
│  Technical Director Agent      │
│  • Pipeline strategy selection │
│  • Format and quality tuning   │
│  • Performance optimization    │
│  • Engine-specific adaptation  │
└───────────┬────────────────────┘
            │
            ▼
┌────────────────────────────────┐
│  Execution Layer               │
│  • 3D generation               │
│  • Animation generation        │
│  • Audio generation            │
│  • Game logic generation       │
│  • Scene composition           │
│  • Export and packaging        │
└────────────────────────────────┘

LLM Provider Routing

Provider Models Primary Use
Anthropic Claude 4.x series Complex planning, creative direction
OpenAI GPT-5 series Game logic, code generation
Google Gemini 3.x Multi-modal understanding
xAI Grok 4.x Alternative reasoning
DeepSeek Chat, Coder, Reasoner Cost-effective generation
ZhipuAI GLM 4.x series Additional capacity

All providers support automatic fallback chains — if one fails, the next in line takes over.


Game Pipeline

The headline capability. Full prompt-to-game workflow:

"Make a 2D pixel-art farming game with a day/night cycle"
    │
    ▼
┌────────────────────────────────┐
│  1. Game Spec Generation       │
│     • Director writes GDD      │
│     • Mechanics, scope, goals  │
│     • Asset inventory          │
└───────────┬────────────────────┘
            ▼
┌────────────────────────────────┐
│  2. Asset Generation           │
│     • Characters (archetypes)  │
│     • Environment (terrain,    │
│       architecture, foliage)   │
│     • Props, items, UI         │
└───────────┬────────────────────┘
            ▼
┌────────────────────────────────┐
│  3. Animation Generation       │
│     • Character animations     │
│     • Style variants           │
│     • Blend trees & FSMs       │
└───────────┬────────────────────┘
            ▼
┌────────────────────────────────┐
│  4. Audio Generation           │
│     • Music (Suno/Udio)        │
│     • Voice lines (ElevenLabs) │
│     • Ambient soundscapes      │
└───────────┬────────────────────┘
            ▼
┌────────────────────────────────┐
│  5. Scene Composition          │
│     • Level layout             │
│     • Spatial optimization     │
│     • LOD + occlusion          │
└───────────┬────────────────────┘
            ▼
┌────────────────────────────────┐
│  6. Cinematic Generation       │
│     • Multi-shot camera seqs   │
│     • Sequencer track data     │
│     • Animated cinematics      │
└───────────┬────────────────────┘
            ▼
┌────────────────────────────────┐
│  7. Game Logic                 │
│     • State machines           │
│     • Behavior trees           │
│     • Input mapping            │
│     • HUD/UI generation        │
│     • Physics config           │
└───────────┬────────────────────┘
            ▼
┌────────────────────────────────┐
│  8. Export                     │
│     • Godot 4.x project       │
│     • Unity project            │
│     • Unreal Engine 5 project  │
│     • Full project structure   │
│     • Ready to run             │
└───────────┬────────────────────┘
            ▼
┌────────────────────────────────┐
│  9. Native Preview             │
│     • Three.js viewport        │
│     • No target engine needed  │
│     • Instant scene playback   │
└────────────────────────────────┘

Game Logic Systems

System Implementation
State Machines Hierarchical FSMs for game states, menus, gameplay modes
Behavior Trees AI NPC decision-making and patrol patterns
Input Systems Keyboard, gamepad, touch — platform-adaptive
HUD/UI Health bars, inventories, dialog boxes, minimaps
Physics Rigid body, character controller, world-scale, ragdoll
Multiplayer Client-server networking framework

Export Targets

Engine What You Get
Godot 4.x Complete project: .tscn scenes, GDScript, assets, project.godot
Unity Complete project: scenes, C# scripts, prefabs, URP/HDRP materials
Unreal Engine 5 Complete project: Maps, Cinematics (Sequencer), Blueprints, C++ stubs, Config — Lumen GI enabled, glTFRuntime
Blender .blend files with full scene hierarchy

Animation Engine

Not a simple keyframe tool — a full animation production system:

┌─────────────────────────────────────────────┐
│             Animation Library               │
├─────────────────────────────────────────────┤
│                                              │
│  Locomotion    Idle       Combat    Emote    │
│  ├── Walk      ├── Breath ├── Attack├── Wave │
│  ├── Run       ├── Fidget ├── Block ├── Dance│
│  ├── Sprint    ├── Look   ├── Dodge ├── Cheer│
│  ├── Sneak     ├── Sit    ├── Hit   ├── Bow  │
│  ├── Climb     └── Sleep  ├── Death └── Taunt│
│  ├── Swim                 └── Combo          │
│  └── Fly                                     │
│                                              │
│  Interaction   Facial     Procedural         │
│  ├── Grab      ├── Blend  ├── IK-driven      │
│  ├── Carry     │  shapes  ├── Physics-based   │
│  ├── Throw     ├── Lip    └── Env-reactive    │
│  ├── Push      │  sync                        │
│  └── Use-item  └── Eye                        │
│                   track                       │
├─────────────────────────────────────────────┤
│  Style Variants per Animation:               │
│  Neutral · Aggressive · Relaxed · Energetic  │
│  Sneaky · Nervous · Confident                │
└─────────────────────────────────────────────┘

Animation Systems Architecture

Animation Clip
    │
    ▼
┌──────────────────┐
│  Blend Tree      │ ← Weighted blending between clips
│  (walk ↔ run)    │
└────────┬─────────┘
         ▼
┌──────────────────┐
│  State Machine   │ ← Transition rules, entry/exit conditions
│  (idle → move)   │
└────────┬─────────┘
         ▼
┌──────────────────┐
│  IK Solver       │ ← Foot placement, hand targeting, look-at
│  (limb IK)       │
└────────┬─────────┘
         ▼
┌──────────────────┐
│  Secondary Anim  │ ← Spring bones, cloth, tails, wings, hair
│  (physics-based) │
└────────┬─────────┘
         ▼
┌──────────────────┐
│  Facial Layer    │ ← Blendshapes, lip sync, eye tracking
└────────┬─────────┘
         ▼
┌──────────────────┐
│  Animation Events│ ← Frame-triggered gameplay actions
│  (e.g., footstep │
│   sound at frame │
│   12)            │
└──────────────────┘

Motion Capture Integration

Feature Description
Import BVH, FBX mocap data
Processing Noise removal, gap filling, foot contact detection
Retargeting Map mocap data to any character skeleton
Blending Layer mocap with procedural animation

Audio Generation

Full audio production pipeline — not just sound effects:

┌──────────────────────────────────────────┐
│            Audio Generation              │
├──────────────────────────────────────────┤
│                                           │
│  Voice Synthesis (ElevenLabs / PlayHT)    │
│  ├── Multi-speaker TTS                    │
│  ├── Voice personality selection          │
│  ├── Character dialogue generation        │
│  └── Lip sync data output                 │
│                                           │
│  Music Generation (Suno / Udio)           │
│  ├── AI-composed background music         │
│  ├── Scene mood matching                  │
│  ├── Loop-friendly composition            │
│  └── Dynamic layering                     │
│                                           │
│  Ambient Soundscapes                      │
│  ├── Procedural environment audio         │
│  ├── Forest, city, dungeon, ocean, etc.   │
│  ├── Time-of-day variation                │
│  └── Weather-reactive layers              │
│                                           │
│  Audio Effects Engine                     │
│  ├── Granular synthesis                   │
│  ├── Modulation (chorus, flanger, reverb) │
│  ├── Spatial mixing (3D positioning)      │
│  └── Dynamic range compression            │
└──────────────────────────────────────────┘

3D Generation Pipeline

User Prompt / Input Image
    │
    ▼
┌────────────────────────────────┐
│  Director Agent (Phase 10)     │
│  • Parse creative intent       │
│  • Decompose into gen steps    │
│  • Estimate cost/budget        │
└───────────┬────────────────────┘
            │
            ▼
┌────────────────────────────────┐
│  Model Orchestrator            │
│  • Select appropriate model    │
│  • Manage GPU memory           │
│  • Queue generation jobs       │
│  • Cache intermediate results  │
└───────────┬────────────────────┘
            │
            ▼
┌────────────────────────────────┐
│  External 3D APIs              │
│  ├── Meshy v2 (text/img-to-3D)│
│  ├── Tripo3D (text-to-3D)     │
│  ├── Luma AI (image-to-3D)    │
│  Self-Hosted Models            │
│  ├── Shap-E (text-to-3D)      │
│  ├── Point-E (point clouds)   │
│  ├── TripoSR (single-image)   │
│  └── InstantMesh (multi-view) │
│  Texture Generation            │
│  ├── SDXL (PBR materials)     │
│  ├── ControlNet (guided gen)  │
│  ├── DALL-E (concepts)        │
│  └── Stability.ai (diffusion) │
└───────────┬────────────────────┘
            │
            ▼
┌────────────────────────────────┐
│  Post-Processing               │
│  • Mesh optimization           │
│  • LOD generation (4 levels)   │
│  • Billboard auto-generation   │
│  • UV unwrapping               │
│  • Material assignment         │
│  • Rigging (if character)      │
│  • Animation binding           │
└───────────┬────────────────────┘
            │
            ▼
┌────────────────────────────────┐
│  Validation (Phase 7)          │
│  • 50+ quality checks          │
│  • Budget verification         │
│  • Auto-fix if needed          │
│  • Event recorded to ledger    │
└────────────────────────────────┘

Character & Creature System

┌──────────────────────────────────────────┐
│         Character Creation               │
├──────────────────────────────────────────┤
│                                           │
│  Archetype Templates                      │
│  ├── Fantasy (warriors, mages, elves)     │
│  ├── Sci-Fi (cyborgs, pilots, aliens)     │
│  ├── Modern (civilians, soldiers, cops)   │
│  └── Historical (knights, samurai, monks) │
│                                           │
│  Non-Human Characters                     │
│  ├── Creatures (dragons, wolves, birds)   │
│  ├── Robots (humanoid, drones, mechs)     │
│  ├── Aliens (bipedal, tentacled, swarm)   │
│  └── Monsters (undead, demons, beasts)    │
│                                           │
│  Faction System                           │
│  ├── Visual identity per faction          │
│  ├── Color schemes, insignias             │
│  └── Faction-specific equipment           │
│                                           │
│  Crowd Generation                         │
│  ├── NPC population at scale              │
│  ├── Variation (body, clothing, color)    │
│  └── LOD-aware crowd rendering            │
└──────────────────────────────────────────┘

World Building Pipeline

┌──────────────────────────────────────────┐
│           World Generation               │
├──────────────────────────────────────────┤
│                                           │
│  Procedural Terrain                       │
│  ├── Heightmap generation                 │
│  ├── Hydraulic erosion simulation         │
│  ├── Biome classification                 │
│  └── Terrain texturing                    │
│                                           │
│  Architecture Generation                  │
│  ├── AI-generated buildings               │
│  ├── Interior layouts                     │
│  └── Structural detailing                 │
│                                           │
│  Vegetation (L-Systems)                   │
│  ├── Procedural trees                     │
│  ├── Plants and bushes                    │
│  └── Biome-appropriate selection          │
│                                           │
│  Scatter Systems                          │
│  ├── Foliage distribution                 │
│  ├── Props and debris                     │
│  ├── Population density control           │
│  └── LOD-aware instancing                 │
│                                           │
│  Lighting & Camera                        │
│  ├── Dynamic lighting                     │
│  ├── Baked lightmaps                      │
│  ├── Cinematic shot composition           │
│  └── Camera framing                       │
│                                           │
│  SDF Sculpting                            │
│  ├── Signed Distance Fields               │
│  ├── Boolean operations                   │
│  └── Smooth blending                      │
└──────────────────────────────────────────┘

DCC Bridge System

Architecture

VybePixie Engine
    │
    ├──── Blender Bridge (Phase 12)
    │     • Python addon in Blender
    │     • Socket-based IPC
    │     • Supports Blender 3.0 – 4.5
    │     • Full real-time bi-directional sync
    │
    ├──── Maya Bridge
    │     • MEL/Python plugin
    │     • Supports Maya 2018 – 2025
    │     • Rigging, animation, and asset export
    │
    ├──── Houdini Bridge
    │     • Procedural workflow integration
    │     • HDA (Houdini Digital Asset) support
    │
    └──── 3DS Max Bridge
          • Legacy pipeline support
          • Import/export integration

Format Support

Format Type Direction
GLTF/GLB Mesh + Materials Import / Export
USDZ Universal Scene Import / Export
FBX Mesh + Animation Import / Export
OBJ Mesh Import / Export
VRM Character Export
USD Universal Scene Import / Export
EXR HDR Texture Import / Export
PNG/JPEG/WebP Texture Import / Export
Point Cloud Raw geometry Import

Licensing & Distribution

VybePixie uses a tiered commercial licensing model with offline-first verification:

┌──────────────────────────────────────────┐
│         Licensing Architecture            │
├──────────────────────────────────────────┤
│                                           │
│  Tier System                              │
│  ├── Trial (14-day, full features)        │
│  ├── Creator (individual use)             │
│  ├── Studio (team/commercial)             │
│  └── Enterprise (custom terms)            │
│                                           │
│  Verification                             │
│  ├── Offline-first — no phone-home needed │
│  ├── Cryptographic license validation     │
│  ├── Hardware-bound activation            │
│  └── Automatic expiry enforcement         │
│                                           │
│  Feature Gating                           │
│  ├── Tier-based feature access            │
│  ├── Graceful degradation on expiry       │
│  └── Settings auto-adjusted per tier      │
│                                           │
│  Distribution                             │
│  ├── Tauri native auto-updater            │
│  ├── Signed binary verification           │
│  └── Incremental OTA updates              │
│                                           │
│  CLI Management                           │
│  ├── vybepixie license activate            │
│  ├── vybepixie license status              │
│  └── vybepixie license hwid               │
└──────────────────────────────────────────┘

Tier Capabilities

Tier Target Key Capabilities
Trial Evaluation Full feature access for 14 days
Creator Indie developers Full generation pipeline, single-seat
Studio Teams Multi-seat, priority generation, extended export options
Enterprise Large studios Custom terms, dedicated support, on-premise deployment

Update Pipeline

Build → Sign → Publish → Tauri Updater → User Desktop
                                │
                                ├── Signature verification
                                ├── Incremental download
                                └── Atomic install (no partial states)

The auto-updater uses Tauri's native plugin with signed update manifests. Updates are verified before installation — unsigned or tampered binaries are rejected.


This document describes the architectural design of VybePixie. The source code is proprietary and not publicly available.

© 2024-2026 DevStudio AI Inc. All rights reserved.