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Game View Platform

Unified monorepo for all Game View products. Transform 2D video into playable 4D motion experiences.

Film your venue. Describe your vision. Publish your experience.


What Makes Game View Different

Game View is the inverse of traditional game engines:

Traditional Engines Game View
Build synthetic 3D worlds Capture real-world 2D video
Bolt on real imagery Reconstruct video into 4D motion
Animated/simulated motion Real, captured, preserved motion
Virtual worlds mimicking reality Real worlds made interactive

The Core Technology: 4D Motion Reconstruction

We reconstruct standard 2D video (HD/4K/8K from any camera) into 4D motion environments — user-controllable 3D worlds where time and motion are preserved. Players don't explore a frozen snapshot; they're inside living footage, controlling their viewpoint while the world moves around them.

Motion is the entire value proposition. Without motion, we're "just another 3D viewer." With motion, we're creating an entirely new category of content.


Architecture

gameview-platform/
├── apps/
│   ├── studio/      # Game View Studio (Next.js) - Creator platform
│   │   ├── src/
│   │   │   ├── app/           # Next.js App Router pages
│   │   │   ├── components/    # React components (viewers, editor, timeline)
│   │   │   ├── lib/           # API clients, frame playback, utilities
│   │   │   ├── hooks/         # Custom React hooks
│   │   │   └── stores/        # Zustand state stores
│   │   └── docs/              # Studio documentation
│   ├── hub/         # Game View Hub (Next.js) - coming soon
│   └── player/      # Game View Player (Next.js) - "YouTube for 3D"
├── packages/
│   ├── ui/          # Shared React components (@gameview/ui)
│   ├── types/       # TypeScript types (@gameview/types)
│   ├── config/      # Shared configs (@gameview/config)
│   ├── api/         # API client (@gameview/api)
│   └── processing/  # GPU processing workers (Modal)
├── docs/            # Platform documentation
│   ├── SPRINT_4D_MOTION.md        # Active sprint plan
│   ├── 4D_MOTION_ARCHITECTURE.md  # Technical research
│   ├── 4D_HANDOFF.md              # Session handoff notes
│   └── PRODUCT_BRIEF.md           # Product vision
└── CLAUDE.md        # AI assistant instructions (read first!)

Spark: The Persistent AI Companion

Spark is not a feature — Spark is always present.

Powered by Anthropic's Claude, Spark is the AI companion that understands what creators want to build and codes their game in the background. Creators never write code. They describe, arrange, and publish.

┌─────────────────────────────────────────────────────────────────────────────┐
│                              SPARK                                          │
│            Persistent AI companion across the entire journey                │
└─────────────────────────────────────────────────────────────────────────────┘
        │                    │                    │                    │
        ▼                    ▼                    ▼                    ▼
   ┌─────────┐          ┌─────────┐          ┌─────────┐          ┌─────────┐
   │ CAPTURE │          │  BRIEF  │          │ STUDIO  │          │ PUBLISH │
   └─────────┘          └─────────┘          └─────────┘          └─────────┘

"How should I         "I want a treasure   "Add a timer and     "How do players
 record my venue?"     hunt for my class"   scoring system"      access this?"
Feature Description
Capture Guidance Spark advises on camera angles, lighting, coverage
Brief Creation AI conversation to discover and refine project vision
Auto-Implementation Spark generates game mechanics, scoring, interactions from the brief
In-Editor Assistance "Add a 10-minute timer" → Spark builds it
Publishing Support Guidance on distribution, access links, launch

The Pipeline: 2D Video → 4D Motion → Game

2D VIDEO              RECONSTRUCT              STUDIO                 PLAYER
   │                      │                       │                      │
   ▼                      ▼                       ▼                      ▼
┌──────────────┐    ┌──────────────┐    ┌──────────────────┐    ┌──────────────┐
│ HD/4K/8K     │    │ 4DGaussians  │    │ 4D motion        │    │ Game View    │
│ Multi-camera │───▶│ COLMAP       │───▶│ + Objects        │───▶│ Player       │
│ Any camera   │    │ FFmpeg       │    │ + Spark logic    │    │              │
│              │    │              │    │ + Interactions   │    │ "YouTube     │
│              │    │ (Modal GPU)  │    │                  │    │  for 3D"     │
└──────────────┘    └──────────────┘    └──────────────────┘    └──────────────┘

Processing Pipeline:

  1. Frame extraction (FFmpeg) — Extract frames with timestamps
  2. Structure from Motion (COLMAP) — Compute camera poses
  3. 4D Gaussian Splatting (4DGaussians) — Train temporal model
  4. Per-frame export — Standard PLY files per timestamp
  5. Upload — Frame sequence to Supabase Storage

Quick Start

# Install dependencies
pnpm install

# Run Studio in development
pnpm --filter studio dev

# Open http://localhost:3000

Prerequisites

  • Node.js 20+
  • pnpm 9+

Development Commands

pnpm build        # Build all packages
pnpm lint         # Run linting
pnpm typecheck    # Type check
pnpm format       # Format code

Technology Stack

Layer Technology
Frontend React 18, TypeScript 5, Tailwind CSS 3
Framework Next.js 14 (App Router)
Auth Clerk
Database Supabase (PostgreSQL), Prisma ORM
AI Claude API (Anthropic) — powers Spark
State Zustand
4D Rendering Three.js, React Three Fiber, @mkkellogg/gaussian-splats-3d
4D Processing 4DGaussians, COLMAP, FFmpeg
GPU Modal (A10G instances)
Build Turborepo, pnpm workspaces
Deploy Vercel

Current Development Focus

Active Sprint: 4D Motion Implementation

The platform currently supports static 3D rendering. We're implementing true 4D motion where objects and people move in 3D space — matching the desktop app capability.

Status Component
✅ Complete Spark brief creation
✅ Complete Static splat rendering
✅ Complete First-person controls (WASD, mouse look)
✅ Complete Timeline UI
🔄 In Progress 4D motion playback
🔄 In Progress Timeline ↔ Viewer connection
⏳ Next Object placement in 4D scenes
⏳ Next Spark game logic integration

See: docs/SPRINT_4D_MOTION.md for detailed task list


Documentation

Document Description
CLAUDE.md Read first — AI assistant instructions
Sprint Plan Active sprint tasks and progress
4D Architecture Technical research and decisions
Handoff Notes Session context for continuity
Product Brief Product vision and requirements

For AI Assistants (Claude Code)

Before writing any code, read CLAUDE.md in the repo root.

Key points:

  1. 4D motion is the foundation — not static 3D Gaussian Splatting
  2. Spark is persistent — not just a Phase 1 feature
  3. Production ID connects everything — Spark, Studio, Player
  4. Check the sprint plandocs/SPRINT_4D_MOTION.md has current tasks

If your implementation produces a frozen/static scene, it's wrong.


License

Proprietary - Game View Technology

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