feat: foilage

This commit is contained in:
Dan Finch 2026-08-04 23:03:55 +02:00
parent 67cd54fe33
commit 6fb46573da
9 changed files with 270 additions and 19 deletions

View file

@ -69,7 +69,9 @@ rules live in `.agents/rules/*.md`.
(procedural low-poly oak/spruce geometry, sapling..full via a `growth` knob;
`Tree.build` appends into shared trunk + foliage meshes), `Boulder`
(procedural low-poly rock: a squashed, jittered, part-buried sphere;
`Boulder.build` appends into a shared mesh).
`Boulder.build` appends into a shared mesh), `Bush` (cluster of small leaf
blobs, shares the oak leaf texture/mesh), `Flower` (thin stem + colored bloom;
samples a 2x2 color-atlas texture, drawn double-sided).
- `app/` — browser glue.
- `main.ts` — game loop, input, preset switching, canvas blit, FPS meter.
- `assets.ts` — load `/assets/*.png``Texture` (zero-copy; ImageData bytes
@ -77,12 +79,13 @@ rules live in `.agents/rules/*.md`.
- `level.ts` — builds the playground: a flat stone-floored room (three thick
walls via `slab`, north side open) always drawn, in the center of a big grassy
`Terrain` world (~20x across). Props are placed first (`placeTrees` /
`placeBoulders` → instance lists + colliders; `TREE_/BOULDER_COUNT`/`_SEED`/
`_REACH`), then `buildChunks` bakes terrain + props into a `CHUNK_GRID` x
`CHUNK_GRID` grid of `Chunk`s (each = per-texture meshes grass/bark/leaf/needle/
rock + a tight AABB) that `main` frustum-culls. `Aabb` colliders (walls, crate,
grown trunks, big boulders), NPC position, `TERRAIN`/`TERRAIN_SUBDIV`/`GROUND_UV`,
sky/cloud config. The stone floor is lifted by `FLOOR_LIFT` (a z-bias) so it
`placeBoulders` / `placeBushes` / `placeFlowers` → instance lists + colliders;
`TREE_/BOULDER_/BUSH_/FLOWER_COUNT`/`_SEED`/`_REACH`), then `buildChunks` bakes
terrain + props into a `CHUNK_GRID` x `CHUNK_GRID` grid of `Chunk`s (each =
per-texture meshes grass/bark/leaf/needle/rock/flowers + a tight AABB) that
`main` frustum-culls; bushes fold into the leaf mesh, flowers get their own
(drawn double-sided). `Aabb` colliders (walls, crate, grown trunks, big
boulders), NPC position, `TERRAIN`/`TERRAIN_SUBDIV`/`GROUND_UV`, sky/cloud config. The stone floor is lifted by `FLOOR_LIFT` (a z-bias) so it
stays clean over the terrain skirt that laps under the room edges. Room surfaces
are single flat quads -- no subdivision needed since texturing is
perspective-correct.
@ -94,9 +97,10 @@ rules live in `.agents/rules/*.md`.
`#fps` meter div (styled inline).
- `scripts/gen-assets.ts` — procedurally draws the placeholder textures and
writes PNGs (hand-rolled encoder via `node:zlib`). Run via `bun run assets`.
- `assets/` — generated `floor/grass/bark/leaf/needle/rock/wall/crate/npc` PNGs
(`floor` = room stone, `grass` = outdoor ground, `bark`/`leaf`/`needle` = tree
trunk/oak/spruce, `rock` = boulders). Swap for real art anytime;
- `assets/` — generated `floor/grass/bark/leaf/needle/rock/flower/wall/crate/npc`
PNGs (`floor` = room stone, `grass` = outdoor ground, `bark`/`leaf`/`needle` =
tree trunk/oak/spruce, `rock` = boulders, `flower` = 2x2 bloom-color atlas).
Swap for real art anytime;
filenames are the contract.
- `server/` — Bun server stub. `shared/` — isomorphic slot.
@ -106,7 +110,8 @@ rules live in `.agents/rules/*.md`.
`Sky.render` at 1/`SKY_STEP` res (fills color + resets depth, replaces a clear) →
`Rasterizer.draw` floor, walls, crate (room, always) → `Frustum.fromViewProj`,
then for each `Chunk` that `Frustum.intersectsAabb` passes: draw its grass, rock,
bark, leaf, needle (backface-culled) → `Sprite.billboard(npc)` (double-sided) →
bark, leaf, needle (backface-culled) + flowers (double-sided) →
`Sprite.billboard(npc)` (double-sided) →
`Framebuffer.quantize``present` (integer-scale, letterboxed blit;
`imageSmoothingEnabled` follows `upscaleFilter`).
@ -190,7 +195,9 @@ canopy blobs (oak) / tiers (spruce); `seed` gives each tree its own wobble.
appends a squashed, per-vertex-jittered low-poly sphere (seam/pole-safe so it
never cracks) into one shared rock mesh, sunk partway into the ground.
`scatterBoulders` sizes them small→big (biased small) and drops colliders on the
big ones.
big ones. `Bush` (leaf-blob clusters) and `Flower` (stem + colored bloom, atlas
UVs) are the same again — ground detail scattered near the play area, no
colliders; add a new prop type by cloning the pattern (generator + scatter).
## Controls