feat: robins
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12 changed files with 159 additions and 54 deletions
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@ -10,6 +10,7 @@ import grassUrl from "../assets/grass.png"
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import leafUrl from "../assets/leaf.png"
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import needleUrl from "../assets/needle.png"
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import npcUrl from "../assets/npc.png"
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import robinUrl from "../assets/robin.png"
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import rockUrl from "../assets/rock.png"
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import wallUrl from "../assets/wall.png"
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@ -27,11 +28,12 @@ export type Textures = {
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npc: Texture
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frog: Texture
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bee: Texture
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robin: Texture
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}
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/** Load every game texture up front. Call once before starting the loop. */
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export async function loadTextures(): Promise<Textures> {
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const [floor, grass, bark, birch, leaf, needle, rock, flower, wall, crate, npc, frog, bee] = await Promise.all([
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const [floor, grass, bark, birch, leaf, needle, rock, flower, wall, crate, npc, frog, bee, robin] = await Promise.all([
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loadTexture(floorUrl),
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loadTexture(grassUrl),
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loadTexture(barkUrl),
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@ -45,8 +47,9 @@ export async function loadTextures(): Promise<Textures> {
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loadTexture(npcUrl),
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loadTexture(frogUrl),
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loadTexture(beeUrl),
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loadTexture(robinUrl),
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])
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return { floor, grass, bark, birch, leaf, needle, rock, flower, wall, crate, npc, frog, bee }
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return { floor, grass, bark, birch, leaf, needle, rock, flower, wall, crate, npc, frog, bee, robin }
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}
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function loadTexture(url: string): Promise<Texture> {
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20
app/level.ts
20
app/level.ts
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@ -125,6 +125,7 @@ const FLOWER_COLORS: FlowerColor[] = ["white", "red", "yellow"]
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* frame (frustum-culled), not baked into the static chunks. */
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const FROG_COUNT = 40
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const BEE_COUNT = 30
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const ROBIN_COUNT = 30
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const MOB_SEED = 0x30B
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const MOB_REACH = 0.5
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@ -407,14 +408,14 @@ function placeFlowers(): Flower[] {
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return flowers
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}
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/** Scatter frogs + bees across the grass (like the boulders), each at its home
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* anchor with a random heading and size. No colliders here -- mobs move, so their
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* block/stand-on AABBs are rebuilt per frame in `main`. */
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/** Scatter frogs, bees + robins across the grass (like the boulders), each at its
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* home anchor with a random heading and size. No colliders here -- mobs move, so
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* their block/stand-on AABBs are rebuilt per frame in `main`. */
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function placeMobs(): Mob[] {
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const rand = mulberry(MOB_SEED)
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const maxDist = TERRAIN.outer * MOB_REACH
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const mobs: Mob[] = []
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const total = FROG_COUNT + BEE_COUNT
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const total = FROG_COUNT + BEE_COUNT + ROBIN_COUNT
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for (let guard = 0; mobs.length < total && guard < total * 20; guard++) {
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const angle = rand() * Math.PI * 2
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const dist = ARENA + 3 + rand() * (maxDist - ARENA - 3)
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@ -423,9 +424,10 @@ function placeMobs(): Mob[] {
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if (Math.max(Math.abs(x), Math.abs(z)) < TERRAIN.inner + 2) {
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continue
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}
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const kind: MobKind = mobs.length < FROG_COUNT ? "frog" : "bee"
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const n = mobs.length
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const kind: MobKind = n < FROG_COUNT ? "frog" : n < FROG_COUNT + BEE_COUNT ? "bee" : "robin"
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const y = Terrain.height(TERRAIN, x, z)
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const scale = kind === "frog" ? 0.5 + rand() * 0.35 : 0.5 + rand() * 0.3
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const scale = kind === "frog" ? 0.5 + rand() * 0.35 : kind === "robin" ? 0.4 + rand() * 0.25 : 0.5 + rand() * 0.3
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mobs.push({
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kind,
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home: { x, y, z },
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@ -437,8 +439,10 @@ function placeMobs(): Mob[] {
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vz: 0,
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vy: 0,
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timer: rand() * 1.5,
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phase: rand() * 10,
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grounded: true,
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// Bees hover (never grounded) and use phase for the bob; frogs/robins start
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// resting on the ground.
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phase: kind === "bee" ? rand() * 10 : 0,
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grounded: kind !== "bee",
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})
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}
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return mobs
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16
app/main.ts
16
app/main.ts
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@ -9,7 +9,8 @@ import { EYE_HEIGHT, Player } from "./player"
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import { createRenderer } from "./renderer"
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import { chunkFar, visibleChunks, visibleMobs, type Scene } from "./renderScene"
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const FOV = Math.PI / 3
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const FOV_DEGREES = 75
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const FOV = (FOV_DEGREES * Math.PI) / 180
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/** How close (world units) a mob must be to the player to get a live collider.
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* Mobs farther than this can't be touched this frame, so skip them -- keeps the
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* per-frame collider list (and the player's collision loop) short. */
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@ -51,15 +52,17 @@ async function main(): Promise<void> {
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// supplies each mob's per-frame transform).
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const frogMesh: Mesh = { verts: [], indices: [] }
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const beeMesh: Mesh = { verts: [], indices: [] }
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const robinMesh: Mesh = { verts: [], indices: [] }
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Mob.build("frog", frogMesh)
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Mob.build("bee", beeMesh)
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Mob.build("robin", robinMesh)
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const scene: Scene = {
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chunks: level.chunks,
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floor: level.floor,
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walls: level.walls,
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crate: level.crate,
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npc: { position: level.npcPosition, size: { x: 1.1, y: 1.5 } },
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mobMesh: { frog: frogMesh, bee: beeMesh },
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mobMesh: { frog: frogMesh, bee: beeMesh, robin: robinMesh },
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mobCount: level.mobs.length,
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sky: level.sky,
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textures,
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@ -321,9 +324,10 @@ function runBench(
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/** Rebuild the dynamic tail of `level.colliders`: keep the static prefix, then add
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* a block/stand-on AABB for each mob near the player. Mobs move, so these can't be
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* baked; frogs are `standable` (hop onto them), bees only block (no mid-air
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* platform). Only mobs within `MOB_COLLIDE_RANGE` are added -- the rest can't be
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* reached this frame anyway. */
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* baked. Only mobs on the ground are `standable` (hop onto a resting frog/perched
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* robin); bees and airborne birds still block but never make a mid-air platform.
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* Only mobs within `MOB_COLLIDE_RANGE` are added -- the rest can't be reached this
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* frame anyway. */
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function rebuildMobColliders(level: Level, playerPos: Vec3, staticCount: number): void {
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level.colliders.length = staticCount
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for (const m of level.mobs) {
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@ -339,7 +343,7 @@ function rebuildMobColliders(level: Level, playerPos: Vec3, staticCount: number)
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minZ: m.position.z - half,
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maxZ: m.position.z + half,
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top: m.position.y + Mob.bodyHeight(m.kind) * m.scale,
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standable: m.kind === "frog",
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standable: m.kind !== "bee" && m.grounded,
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})
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}
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}
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@ -1,6 +1,6 @@
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import type { Framebuffer } from "../engine/render/Framebuffer"
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import type { RenderConfig } from "../engine/render/RenderConfig"
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import { renderBand, MOB_FLOATS, type MobDraw, type Scene } from "./renderScene"
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import { renderBand, MOB_FLOATS, MOB_KINDS, type MobDraw, type Scene } from "./renderScene"
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/** One-time setup: shared framebuffer + control/param buffers, the (cloned)
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* scene, this worker's row band, and its index into the per-worker times array. */
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@ -61,7 +61,7 @@ ctx.addEventListener("message", (e) => {
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const mobDraws: MobDraw[] = []
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for (let i = 0; i < mobCount; i++) {
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const o = i * MOB_FLOATS
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mobDraws.push({ kind: mob[o] === 1 ? "bee" : "frog", x: mob[o + 1], y: mob[o + 2], z: mob[o + 3], heading: mob[o + 4], scale: mob[o + 5] })
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mobDraws.push({ kind: MOB_KINDS[mob[o]] ?? "frog", x: mob[o + 1], y: mob[o + 2], z: mob[o + 3], heading: mob[o + 4], scale: mob[o + 5] })
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}
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renderBand(fb, scene, camera, vp, visible, mobDraws, config, skyStep, cam[6], band[0], band[1])
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times[index] = performance.now() - t0
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@ -24,7 +24,7 @@ export type Scene = {
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npc: { position: Vec3; size: Vec2 }
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/** Canonical local-space mob meshes, one per kind, built once + shared by every
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* instance (each instance differs only by its per-frame model matrix). */
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mobMesh: { frog: Mesh; bee: Mesh }
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mobMesh: Record<MobKind, Mesh>
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/** How many mobs the sim has -- sizes the worker's shared transform buffer. */
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mobCount: number
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sky: SkyConfig
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@ -36,7 +36,11 @@ export type Scene = {
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* `renderBand` (single-thread) or packed into the shared `mobState` buffer and
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* rebuilt in each worker. `MOB_FLOATS` is that packed layout's stride. */
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export type MobDraw = { kind: MobKind; x: number; y: number; z: number; heading: number; scale: number }
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export const MOB_FLOATS = 6 // kind(0/1), x, y, z, heading, scale
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export const MOB_FLOATS = 6 // kind index, x, y, z, heading, scale
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/** Canonical kind order -- the index packed into the shared `mobState` buffer
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* (main packs `indexOf`, each worker reads it back). Keep frog/bee first so the
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* existing indices don't shift. */
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export const MOB_KINDS: MobKind[] = ["frog", "bee", "robin"]
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/** Chunk indices whose bounding box is inside the view frustum. Computed once on
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* the main thread and shared with every worker (so they don't each re-cull). */
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@ -122,10 +126,8 @@ export function renderBand(
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// own model matrix (viewProj x model). Drawn double-sided (cull off) -- they're
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// small and few, so the winding-correct backface cull isn't worth the fuss.
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for (const m of mobDraws) {
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const mesh = m.kind === "bee" ? scene.mobMesh.bee : scene.mobMesh.frog
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const texture = m.kind === "bee" ? tx.bee : tx.frog
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const mvp = Mat4.multiply(viewProj, Mat4.compose(m.x, m.y, m.z, m.heading, m.scale))
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Rasterizer.draw(fb, mesh, texture, mvp, config, false, y0, y1)
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Rasterizer.draw(fb, scene.mobMesh[m.kind], tx[m.kind], mvp, config, false, y0, y1)
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}
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Framebuffer.quantize(fb, config, y0, y1)
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}
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@ -2,7 +2,7 @@ import { Framebuffer } from "../engine/render/Framebuffer"
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import type { RenderConfig } from "../engine/render/RenderConfig"
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import type { Mat4 } from "../engine/math/Mat4"
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import type { Camera } from "../engine/scene/Camera"
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import { renderBand, MOB_FLOATS, type MobDraw, type Scene } from "./renderScene"
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import { renderBand, MOB_FLOATS, MOB_KINDS, type MobDraw, type Scene } from "./renderScene"
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/** Sky is drawn at 1/SKY_STEP resolution; band splits align to it. */
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const SKY_STEP = 2
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@ -150,7 +150,7 @@ export function createRenderer(scene: Scene, initial: RenderConfig, forceWorkers
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for (let i = 0; i < mobCount; i++) {
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const d = mobDraws[i]
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const o = i * MOB_FLOATS
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mob[o] = d.kind === "bee" ? 1 : 0
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mob[o] = MOB_KINDS.indexOf(d.kind)
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mob[o + 1] = d.x
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mob[o + 2] = d.y
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mob[o + 3] = d.z
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