feat: trees

This commit is contained in:
Dan Finch 2026-08-04 13:53:59 +02:00
parent 61389f091c
commit 9aa0ec6a3f
10 changed files with 311 additions and 10 deletions

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@ -56,7 +56,9 @@ rules live in `.agents/rules/*.md`.
`Mesh` (indexed tris), `Sprite` (Y-axis billboard), `Terrain` (procedural
heightfield around the room: flat clearing in the center, rolling hills, tall
edge peaks. `Terrain.ground` builds the outdoor mesh with a hole for the room;
`Terrain.height` is the shared ground-height sampler for the player).
`Terrain.height` is the shared ground-height sampler for the player), `Tree`
(procedural low-poly oak/spruce geometry, sapling..full via a `growth` knob;
`Tree.build` appends into shared trunk + foliage meshes).
- `app/` — browser glue.
- `main.ts` — game loop, input, preset switching, canvas blit, FPS meter.
- `assets.ts` — load `/assets/*.png``Texture` (zero-copy; ImageData bytes
@ -64,8 +66,10 @@ rules live in `.agents/rules/*.md`.
- `level.ts` — builds the playground: a flat stone-floored room (three thick
walls via `slab`, north side open) in the center of a big grassy `Terrain`
world (~20x across).
Per-texture meshes incl. the outdoor grass `ground`, `Aabb` colliders, NPC
position, `Terrain` config + `GROUND_DIVISIONS`/`GROUND_UV`, sky/cloud config.
Per-texture meshes incl. the outdoor grass `ground` and a scattered forest
(`scatterTrees``trunks`/`oakFoliage`/`spruceFoliage`, `TREE_COUNT`/`_SEED`/
`_REACH`), `Aabb` colliders (incl. grown-tree trunks), NPC position, `Terrain`
config + `GROUND_DIVISIONS`/`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; ground
@ -79,8 +83,9 @@ 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/wall/crate/npc` PNGs (`floor` = room stone,
`grass` = outdoor ground). Swap for real art anytime;
- `assets/` — generated `floor/grass/bark/leaf/needle/wall/crate/npc` PNGs
(`floor` = room stone, `grass` = outdoor ground, `bark`/`leaf`/`needle` = tree
trunk/oak/spruce). Swap for real art anytime;
filenames are the contract.
- `server/` — Bun server stub. `shared/` — isomorphic slot.
@ -88,7 +93,8 @@ rules live in `.agents/rules/*.md`.
`Player.update` → build `Camera``Camera.viewProjection`
`Sky.render` (fills color + resets depth, replaces a clear) →
`Rasterizer.draw` ground, floor, walls, crate (one call per texture) →
`Rasterizer.draw` ground, floor, walls, crate, tree trunks, oak foliage, spruce
foliage (one call per texture) →
`Sprite.billboard(npc)` drawn via `Rasterizer.draw`
`Framebuffer.quantize``present` (integer-scale, letterboxed blit;
`imageSmoothingEnabled` follows `upscaleFilter`).
@ -131,6 +137,21 @@ Both are exported presets in `app/level.ts`; the active one is set in
branching in the cloud shader. Cost scales with sky resolution — fine at
`standard`, heavy at `clean` (mitigate: fewer fbm octaves or half-res sky).
## Trees (`engine/scene/Tree.ts`)
Procedural low-poly geometry, faceted flat-shaded like everything else. Two
`kind`s carry the species read purely by silhouette:
- **`oak`** — short tapered trunk, a couple of branches, a broad cluster of
lumpy canopy `blob`s (wider than tall, bushy).
- **`spruce`** — tall thin trunk under stacked narrowing `cone` tiers pointing
to a tip (taller than wide, conical).
`growth` (0..1) runs **sapling → full grown**: it scales height/girth and adds
canopy blobs (oak) / tiers (spruce); `seed` gives each tree its own wobble.
`Tree.build` appends into caller meshes so a forest batches into 3 draw calls
(one bark trunk mesh, oak-leaf and spruce-needle foliage meshes). `app/level.ts`
`scatterTrees` seeds the forest; add a species by extending the union + a builder.
## Controls
WASD move · **Shift** run (speed ×`RUN_MULTIPLIER` in `app/player.ts`) · mouse