Instructions to use ahpah/YokoCoder-4B with libraries, inference providers, notebooks, and local apps. Follow these links to get started.
- Notebooks
- Google Colab
- Kaggle
- Local Apps Settings
- llama.cpp
How to use ahpah/YokoCoder-4B with llama.cpp:
Install (macOS, Linux)
curl -LsSf https://llama.app/install.sh | sh # Start a local OpenAI-compatible server with a web UI: llama serve -hf ahpah/YokoCoder-4B:Q4_K_M # Run inference directly in the terminal: llama cli -hf ahpah/YokoCoder-4B:Q4_K_M
Install from WinGet (Windows)
winget install llama.cpp # Start a local OpenAI-compatible server with a web UI: llama serve -hf ahpah/YokoCoder-4B:Q4_K_M # Run inference directly in the terminal: llama cli -hf ahpah/YokoCoder-4B:Q4_K_M
Build from source code
git clone https://github.com/ggml-org/llama.cpp.git cd llama.cpp cmake -B build cmake --build build -j --target llama-app # Start a local OpenAI-compatible server with a web UI: ./build/bin/llama serve -hf ahpah/YokoCoder-4B:Q4_K_M # Run inference directly in the terminal: ./build/bin/llama cli -hf ahpah/YokoCoder-4B:Q4_K_M
Use Docker
docker model run hf.co/ahpah/YokoCoder-4B:Q4_K_M
- Llama new
- LM Studio
- Jan
- vLLM
How to use ahpah/YokoCoder-4B with vLLM:
Install from pip and serve model
# Install vLLM from pip: pip install vllm # Start the vLLM server: vllm serve "ahpah/YokoCoder-4B" # Call the server using curl (OpenAI-compatible API): curl -X POST "http://localhost:8000/v1/chat/completions" \ -H "Content-Type: application/json" \ --data '{ "model": "ahpah/YokoCoder-4B", "messages": [ { "role": "user", "content": "What is the capital of France?" } ] }'Use Docker
docker model run hf.co/ahpah/YokoCoder-4B:Q4_K_M
- Ollama
How to use ahpah/YokoCoder-4B with Ollama:
ollama run hf.co/ahpah/YokoCoder-4B:Q4_K_M
- Unsloth Desktop
- Pi
How to use ahpah/YokoCoder-4B with Pi:
Start the llama.cpp server
# Install llama.cpp: brew install llama.cpp # Start a local OpenAI-compatible server: llama serve -hf ahpah/YokoCoder-4B:Q4_K_M
Configure the model in Pi
# Install Pi: npm install -g @earendil-works/pi-coding-agent # Add to ~/.pi/agent/models.json: { "providers": { "llama-cpp": { "baseUrl": "http://localhost:8080/v1", "api": "openai-completions", "apiKey": "none", "models": [ { "id": "ahpah/YokoCoder-4B:Q4_K_M" } ] } } }Run Pi
# Start Pi in your project directory: pi
- Docker Model Runner
How to use ahpah/YokoCoder-4B with Docker Model Runner:
docker model run hf.co/ahpah/YokoCoder-4B:Q4_K_M
- Lemonade
How to use ahpah/YokoCoder-4B with Lemonade:
Pull the model
# Download Lemonade from https://lemonade-server.ai/ lemonade pull ahpah/YokoCoder-4B:Q4_K_M
Run and chat with the model
lemonade run user.YokoCoder-4B-Q4_K_M
List all available models
lemonade list
- Hermes Agent
How to use ahpah/YokoCoder-4B with Hermes Agent:
Start the llama.cpp server
# Install llama.cpp: brew install llama.cpp # Start a local OpenAI-compatible server: llama serve -hf ahpah/YokoCoder-4B:Q4_K_M
Configure Hermes
# Install Hermes: curl -fsSL https://hermes-agent.nousresearch.com/install.sh | bash hermes setup # Point Hermes at the local server: hermes config set model.provider custom hermes config set model.base_url http://127.0.0.1:8080/v1 hermes config set model.default ahpah/YokoCoder-4B:Q4_K_M
Run Hermes
hermes
- Atomic Chat
- OpenClaw
How to use ahpah/YokoCoder-4B with OpenClaw:
Start the llama.cpp server
# Install llama.cpp: brew install llama.cpp # Start a local OpenAI-compatible server: llama serve -hf ahpah/YokoCoder-4B:Q4_K_M
Configure OpenClaw
# Install OpenClaw: npm install -g openclaw@latest # Register the local server and set it as the default model: openclaw onboard --non-interactive --mode local \ --auth-choice custom-api-key \ --custom-base-url http://127.0.0.1:8080/v1 \ --custom-model-id "ahpah/YokoCoder-4B:Q4_K_M" \ --custom-provider-id llama-cpp \ --custom-compatibility openai \ --custom-text-input \ --accept-risk \ --skip-health
Run OpenClaw
openclaw agent --local --agent main --message "Hello from Hugging Face"
File size: 15,718 Bytes
839dd8c | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 | # The YokoCoder:4B Master Guide to HTML/CSS/JS (2D Canvas) & Three.js (3D WebGL) Video Game Engineering
This guide serves both as a **reference manual for game developers** and as a **core architectural specification distilled into the `YokoCoder:4B` dataset**. Every pattern below is engineered to eliminate the most common failure modes in browser-based 2D and 3D gamesβsuch as `ReferenceError: dt is not defined`, stacked `requestAnimationFrame` loops, variable-framerate physics drift, hitbox mismatches, and Three.js memory leaks.
---
## 1. Single-File HTML/CSS/JS Game Architecture
A production-quality single-file HTML game must be 100% self-contained (zero external image or audio file dependencies that could fail to load via CORS) and strictly ordered into five deterministic layers inside `<script>`:
```text
ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β 1. CONFIGURATION & CONSTANTS (Immutable tuning parameters, colors) β
ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ€
β 2. RUNTIME STATE & INPUT REGISTRY (Single source of truth, lexical) β
ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ€
β 3. PROCEDURAL ASSETS & WEB AUDIO SYNTH (Lazy AudioContext, sprites) β
ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ€
β 4. PURE UPDATE(dt) & COLLISION SOLVERS (Deterministic math, no DOM) β
ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ€
β 5. RENDER(dt, alpha) & RAF SCHEDULER (Canvas/WebGL draw, single loop)β
ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
```
### 1.1 The Responsive Canvas Shell (Smooth Vector vs. Crisp Pixel Art)
Always prevent mobile pinch-zoom, double-tap selection, and Space/Arrow page scrolling:
```html
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no" />
<title>YokoCoder Arcade Engine</title>
<style>
*, *::before, *::after {
box-sizing: border-box;
margin: 0;
padding: 0;
user-select: none;
-webkit-user-select: none;
}
html, body {
width: 100%;
height: 100%;
overflow: hidden;
background: #0b0f19;
display: flex;
align-items: center;
justify-content: center;
font-family: system-ui, -apple-system, sans-serif;
touch-action: none;
}
canvas {
display: block;
touch-action: none;
box-shadow: 0 20px 50px rgba(0, 0, 0, 0.7);
/* Enable for low-res 8-bit pixel art games: */
/* image-rendering: pixelated; image-rendering: crisp-edges; */
}
</style>
</head>
<body>
<canvas id="game"></canvas>
<script>
// Game engine code goes here
</script>
</body>
</html>
```
### 1.2 HiDPI Scaling for Vector Games vs. Integer Scaling for Pixel Art
- **Smooth Vector Games (`400x600` logical space)**:
Scale the physical canvas backing store by `dpr = Math.min(window.devicePixelRatio || 1, 2)` and call `ctx.setTransform(dpr, 0, 0, dpr, 0, 0)` so all game logic uses fixed logical coordinates (`W = 400`, `H = 600`) regardless of screen resolution.
- **Native Pixel-Art Games (`144x256` or `160x288` logical buffer)**:
Keep `canvas.width = 144` and `canvas.height = 256`, set `ctx.imageSmoothingEnabled = false`, and scale the CSS width/height by an integer multiplier `scale = Math.max(1, Math.floor(Math.min(window.innerWidth / 144, window.innerHeight / 256)))`.
---
## 2. The Golden Game Loop & Why `ReferenceError: dt is not defined` Happens
### 2.1 Root Cause of `Uncaught ReferenceError: dt is not defined`
One of the most frequent bugs generated by small coding models is computing `const dt = ...` as a block-scoped local variable inside `loop(now)`, and then referencing `dt` inside `draw()` or `update()` **without passing `dt` as a function parameter**:
```javascript
// β BROKEN: dt is block-scoped inside loop(), so draw() throws ReferenceError!
function draw() {
wingPhase += dt * 10; // π₯ Uncaught ReferenceError: dt is not defined
}
function loop(now) {
const dt = Math.min(0.1, (now - lastTime) / 1000);
lastTime = now;
update(dt);
draw(); // β Forgot to pass dt!
requestAnimationFrame(loop);
}
```
### 2.2 The Invariant Fix: Explicit `update(dt)` and `draw(dt)` Signatures + Fixed-Step Accumulator
To guarantee that `dt` is **never** undefined and physics is **100% identical on 60Hz, 120Hz, 144Hz, and 240Hz monitors**:
1. Declare timing variables (`lastTime`, `accumulator`, `rafId`) in the module scope before `loop`.
2. Guard the first frame (`if (!lastTime) lastTime = now;`) so `now - lastTime` is never `NaN` or huge on startup.
3. Clamp `frameDt = Math.min(0.1, Math.max(0, (now - lastTime) / 1000))` so switching browser tabs never causes physics tunneling.
4. Step physics in fixed `FIXED_DT = 1 / 120` increments and pass `FIXED_DT` explicitly into `update(dt)` and `frameDt` explicitly into `draw(dt)`.
```javascript
const FIXED_DT = 1 / 120;
let lastTime = 0;
let accumulator = 0;
let rafId = null;
function update(dt = FIXED_DT) {
// Pure physics & collision using explicit parameter `dt`
}
function draw(dt = FIXED_DT, alpha = 1) {
// Visual animation timers (wing flap, particles, shaders) use explicit `dt`
}
function loop(now = performance.now()) {
rafId = requestAnimationFrame(loop);
if (lastTime === 0) lastTime = now;
const frameDt = Math.min(0.1, Math.max(0, (now - lastTime) / 1000));
lastTime = now;
accumulator += frameDt;
while (accumulator >= FIXED_DT) {
update(FIXED_DT);
accumulator -= FIXED_DT;
}
draw(frameDt, accumulator / FIXED_DT);
}
// Start the single persistent RAF loop once:
rafId = requestAnimationFrame(loop);
```
---
## 3. State Machine & Input Discipline
### 3.1 Never Spawn Duplicate `requestAnimationFrame` Loops on Restart
A classic bug occurs when `startGame()` or `resetGame()` calls `loop()` while a previous `requestAnimationFrame(loop)` is still runningβdoubling or tripling game speed after every death!
**Rule**: Either keep **one persistent `requestAnimationFrame` loop** running across all states (`READY`, `PLAYING`, `GAMEOVER`) and branch on `state` inside `update(dt)`, OR always call `if (rafId !== null) cancelAnimationFrame(rafId);` before scheduling a new frame.
### 3.2 Time-Based Game-Over Grace Period (Never Use `frames % 10 === 0`!)
Checking `if (frames % 10 === 0)` inside a click/keydown handler to "debounce" restarts drops **90% of user clicks** because input events fire asynchronously relative to frame ticks! Instead, track a time-based cooldown `gameOverLockTimer`:
```javascript
const STATE = { READY: 'READY', PLAYING: 'PLAYING', GAMEOVER: 'GAMEOVER' };
let state = STATE.READY;
let gameOverLockTimer = 0; // Seconds remaining before restart input is accepted
function enterGameOver() {
if (state === STATE.GAMEOVER) return;
state = STATE.GAMEOVER;
gameOverLockTimer = 0.35; // 350ms grace period prevents accidental instant skip
bestScore = Math.max(bestScore, score);
saveHighScore(bestScore);
}
function handleAction() {
if (state === STATE.READY) {
resetMatch();
state = STATE.PLAYING;
bird.flap();
} else if (state === STATE.PLAYING) {
bird.flap();
} else if (state === STATE.GAMEOVER && gameOverLockTimer <= 0) {
resetMatch();
state = STATE.PLAYING;
bird.flap();
}
}
```
---
## 4. 2D Collision Detection Mathematics
### 4.1 AABB vs. AABB (Axis-Aligned Bounding Box)
Two rectangles $A = (x_A, y_A, w_A, h_A)$ and $B = (x_B, y_B, w_B, h_B)$ intersect if and only if projections on both axes overlap:
```javascript
function aabbOverlap(ax, ay, aw, ah, bx, by, bw, bh) {
return ax < bx + bw && ax + aw > bx && ay < by + bh && ay + ah > by;
}
```
### 4.2 Forgiving Circle-vs-AABB Collision (Ideal for Rotating Sprites & Birds)
When a sprite rotates visually (like the Flappy Bird tilting between $-25^\circ$ and $+90^\circ$), an axis-aligned rectangle has sharp invisible corners that feel unfair to players. A **circle** of center $(c_x, c_y)$ and radius $r$ is invariant under rotation. Clamp $(c_x, c_y)$ to the rectangle $[x, x+w] \times [y, y+h]$ to find the closest point $(p_x, p_y)$:
```javascript
function circleIntersectsAABB(cx, cy, r, rx, ry, rw, rh) {
const closestX = Math.max(rx, Math.min(cx, rx + rw));
const closestY = Math.max(ry, Math.min(cy, ry + rh));
const dx = cx - closestX;
const dy = cy - closestY;
return (dx * dx + dy * dy) < (r * r);
}
```
### 4.3 Preventing the "Fly Over Top Pipe" Bypass Bug
In scrolling obstacle games, if the player flaps near $y = 0$ and the pipe collision check only tests `bird.y < pipe.top` while `bird.y` is allowed to go negative (or if top pipe caps start at $y = 0$), always:
1. Clamp the player ceiling: `if (bird.y - bird.r < 0) { bird.y = bird.r; bird.vy = 0; }`, **and**
2. Treat any horizontal overlap with a pipe while `bird.y - bird.r < pipe.gapTop` as a collision, even if `bird.y < 0`.
---
## 5. Three.js 3D Game Engineering Guide
### 5.1 Modern Import Map & Scene Setup
Use ES Module Import Maps or explicit CDN script tags with a locked Three.js version (`0.160.0`) so `THREE` is reliably available without a bundler:
```html
<script type="importmap">
{
"imports": {
"three": "https://unpkg.com/three@0.160.0/build/three.module.js",
"three/addons/": "https://unpkg.com/three@0.160.0/examples/jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
</script>
```
### 5.2 Preventing the Three.js "Black Screen" Bug
Four mistakes cause a blank or black Three.js canvas:
1. **Using `MeshStandardMaterial` or `MeshPhysicalMaterial` without lights**: PBR materials require at least an ambient/hemisphere light (`THREE.HemisphereLight`) and a directional/point light (`THREE.DirectionalLight`). Only `MeshBasicMaterial` renders without lights.
2. **Camera inside the geometry or looking the wrong way**: Always set `camera.position.set(x, y, z)` and `camera.lookAt(targetX, targetY, targetZ)` explicitly.
3. **Zero-height container**: Ensure `html, body { width: 100%; height: 100%; margin: 0; }` and size the renderer via `renderer.setSize(window.innerWidth, window.innerHeight)`.
4. **Missing `camera.updateProjectionMatrix()` on resize**:
```javascript
window.addEventListener('resize', () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
});
```
### 5.3 Hierarchical Joint Rigging (`THREE.Group` Pivot Pattern)
By default, Three.js primitives (`BoxGeometry`, `CylinderGeometry`) rotate around their geometric center $(0, 0, 0)$. To animate limbs, wings, or doors around a **joint hinge** (shoulder, hip, wing root):
1. Create a `const joint = new THREE.Group()` positioned at the hinge coordinates on the parent body.
2. Create the limb mesh and offset its local position by half its length (`limbMesh.position.y = -limbLength / 2`).
3. Rotate `joint.rotation.x`βnever the offset child mesh directly!
### 5.4 Preventing WebGL GPU Memory Leaks (`dispose()` Lifecycle)
Unlike JavaScript objects, Three.js `BufferGeometry`, `Material`, and `Texture` instances allocate GPU buffers in WebGL that are **not** freed by the browser's garbage collector when removed from a `Scene`.
- **Rule 1**: Pre-allocate shared geometries and materials once at startup and reuse them across spawned obstacles, bullets, and particles (`const sharedPipeGeo = new THREE.CylinderGeometry(...)`).
- **Rule 2**: For high-count particles or voxel chunks, use `THREE.InstancedMesh` or merged face buffers.
- **Rule 3**: Whenever a unique mesh is permanently destroyed, dispose its GPU resources if not shared:
```javascript
function removeAndDispose(scene, mesh) {
scene.remove(mesh);
if (mesh.geometry && !mesh.userData.sharedGeo) mesh.geometry.dispose();
if (mesh.material && !mesh.userData.sharedMat) {
if (Array.isArray(mesh.material)) mesh.material.forEach(m => m.dispose());
else mesh.material.dispose();
}
}
```
---
## 6. Zero-Asset Procedural Web Audio Synthesizer
Browsers block audio until the first user gesture (`keydown` or `pointerdown`). Use a lazy-initialized `AudioContext` helper to synthesize crisp retro arcade sound effects in pure code:
```javascript
const SFX = (() => {
let ctx = null;
function unlock() {
if (!ctx) {
const AC = window.AudioContext || window.webkitAudioContext;
if (AC) ctx = new AC();
}
if (ctx && ctx.state === 'suspended') ctx.resume();
return ctx;
}
function tone(type, fStart, fEnd, duration, gainVal = 0.12) {
const c = unlock();
if (!c) return;
const now = c.currentTime;
const osc = c.createOscillator();
const gain = c.createGain();
osc.type = type;
osc.frequency.setValueAtTime(fStart, now);
osc.frequency.exponentialRampToValueAtTime(Math.max(20, fEnd), now + duration);
gain.gain.setValueAtTime(gainVal, now);
gain.gain.exponentialRampToValueAtTime(0.0001, now + duration);
osc.connect(gain).connect(c.destination);
osc.start(now);
osc.stop(now + duration);
}
return {
flap: () => tone('sine', 320, 640, 0.09, 0.12),
score: () => { tone('triangle', 587.33, 587.33, 0.07, 0.12); setTimeout(() => tone('triangle', 880, 880, 0.14, 0.12), 65); },
hit: () => tone('sawtooth', 160, 38, 0.26, 0.18),
};
})();
```
---
## 7. Pre-Flight Verification Checklist for Every Game
Before emitting the final `</html>` tag, verify all 8 invariants:
1. **Scope Audit**: Every parameter used in `update(dt)` and `draw(dt)` is either declared in its signature or in module-level state.
2. **First-Frame Timestamp Guard**: `if (!lastTime) lastTime = now;` prevents `NaN` or huge initial `dt`.
3. **Tab-Switch Clamp**: `frameDt = Math.min(0.1, (now - lastTime) / 1000)` prevents teleporting through walls.
4. **Single RAF Loop**: Restarting a match resets state variables without spawning a second concurrent `requestAnimationFrame(loop)`.
5. **Input Responsiveness**: Restart works reliably after a short time-based grace period (`0.35s`), never gated on `frames % N === 0`.
6. **Zero-Allocation Hot Loop**: Particle and projectile pools use swap-and-pop (`pool[i] = pool[pool.length - 1]; pool.pop()`) instead of `Array.shift()` or `Array.filter()` inside 60fps loops.
7. **Safe Storage**: All `localStorage.getItem` / `setItem` calls are wrapped in `try { ... } catch {}` so sandboxed iframes and `file://` origins never throw `SecurityError`.
8. **Three.js Resource Hygiene**: Geometries and materials are shared across obstacle instances, lights are present for PBR materials, and window resize updates both `camera.aspect` and `camera.updateProjectionMatrix()`.
|