feat: game/engine split refactor + skybox

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Dan Finch 2026-08-08 14:15:32 +02:00
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# Levels & the in-game editor — direction note
Status: **direction agreed, not yet built.** Captures a brainstorm so the next
session starts from the conclusion, not a cold read. Nothing here is committed
code; it's the shape we want and *why*.
## The pivot
The game is heading toward a **multiplayer twitch shooter**. Each match loads a
**fresh, isolated level**. Consequences that shape everything below:
- **Maps are hand-made, not procedural.** Procedural scatter is demoted to a
*tool* (a starting-block generator), never the runtime map path. This is the
whole reason the editor matters — the editor *is* the map pipeline.
- **Real authoritative server.** The server bakes the same map the clients do and
runs the authoritative sim.
- **No in-world level switching.** You don't walk through a portal to another
world; the match lifecycle loads a level at start. → **portals / transition
triggers are explicitly not needed.**
- **Persistence and player carry-over are YAGNI** for now — but must not be walled
off (see hedges).
## Naming: `Level` (data) vs `Scene` (runtime)
Agreed vocabulary — reads as **"bake a `Level` into a `Scene`."** Fits the
type + namespace convention.
- **`Level`** = the authored, serializable **data document** (what an earlier draft
called `LevelSpec`). Pure plain data. The editor's output; the network's payload;
the server's and client's input.
- **`Scene`** = the baked **runtime instance** — the assembled world you render and
simulate.
**Repurposing note (so nobody trips):** today the names mean something narrower —
`Level` (`game/level.ts:69`) is a *bake output* and `Scene` (`renderScene.ts:19`)
is a *render-only, worker-cloneable subset*. Under the new vocabulary:
- The name **`Level` is freed** for the authored data document.
- **`Scene` grows** to be the whole runtime instance — it **absorbs** the colliders
+ live mob array + terrain sampler that currently hang off `Level`. The thing
**cloned to workers stays a render-subset projection** of the Scene (no colliders,
no live mobs — those are main-thread only), exactly as the current `Scene` already
is. This collapses today's incidental `Level`/`Scene` split (main.ts copies
fields across) into two clear things.
So the pipeline is:
```
generator(params) → Level (data) → bake(level, textures) → Scene (runtime)
(a TOOL: script / editor / never runtime) (the runtime path)
```
(`bake` is today's `buildLevel`, renamed and re-typed to take a `Level` document.
Namespace home — `Scene.from(level)` vs `Level.bake()` — is an open detail.)
## The spine: the `Level` document
One serializable, explicit map document is the center of gravity. Four consumers,
one artifact:
- **Editor** *writes* it.
- **Server** *reads* it — bakes headless, runs authoritative collision/sim.
- **Client** *reads* it — bakes the identical `Scene` to render + predict.
- **Network** ships it (or its id) at match start.
Because the bake is deterministic, server and every client bake **byte-identical
geometry and collision** from the same `Level` — so only the document (or its id)
crosses the wire, never geometry.
### The one real refactor
Today the map *definition* is module-level constants welded **inside**
`buildLevel()`. Split generation from baking: the generator *produces* an explicit
`Level`; `bake` consumes it. `bake` should treat the **explicit** document (a list
of placements) as canonical — the generator emits that form. This one cut serves
three futures at once: multiplayer sync, the editor, and (later) persistence.
## Build order
1. **`Level` document + `bake(level)` + the gen/bake split.** Pure `game/`,
headless, unit-testable, **no UI, no netcode**. The whole foundation — do it
first, on its own.
2. **Then, in parallel — both ride the document, neither blocks the other:**
- **Editor** — in-engine, browser, `app/`. Emits a `Level` file.
- **Server** — real authoritative, imports `game/`, bakes the `Level` headless.
## The editor shape
- **In-game, single-player, edit↔play toggle.** Same running client: an edit mode
to author the `Level` live, and a button that flips to **play mode** and drops you
into the environment you're building. "Everything works except multiplayer" —
full local sim (player, mobs, collision, later weapons) runs in play mode; no
server, no netcode in the editor.
- The play toggle is a **re-bake + mode switch** — a loading beat, not a hot path.
So it may freely re-bake and even reuse the existing worker respawn/`reconfigure`
path; there is **no match, so no live-worker-resync problem** (the one genuinely
hard sub-problem, thereby dodged).
- The engine already provides the hard parts: live first-person view, deterministic
bake, and `camera` + `Terrain.height` for "where's the ground under the cursor"
(raycast/picking). The remaining weight is **UI/interaction**. AGENTS.md notes
"no DOM-built UI yet (deliberate)" — the editor is where that ends.
## Editor features (the brainstorm)
Three feature buckets. For each: what's already there, the real new work, the catch.
### 1. Sidebar tree — level config + contents
A **property inspector over the `Level` document.** If the document is clean data,
the tree is literally a view of it: each node = a field or an instance; edit a
field = mutate the document + re-bake.
- **World config already exists as data**, just scattered: `SkyConfig`, the
`CloudLayer` union (basicCumulus/fancyCumulus + params), `TERRAIN`
(amplitude/frequency/peaks/inner/blend), `GROUND_UV`, room dims. Parameterizing =
moving these constants into the `Level`.
- **The tree forces one categorization: world property vs client look-preset.**
`RenderConfig` (internalWidth, colorDepth, dither, lodDistance, filters) is a
*per-viewer PS1 dial* — stays client-side. Sky/clouds/terrain = per-map, in the
document. But **fog + lighting live in `RenderConfig` today**, and in a shooter
fog density = sightlines = a *gameplay/map* property → fog probably moves into the
`Level`. Decide the world-vs-viewer line once, up front.
- **Re-bake blast radius varies wildly:** sky color = re-run sky, no chunk touch;
one tree = re-bake 12 chunks; terrain amplitude = re-bake *every* chunk. For a
tool, full re-bake per edit is fine to start; scope to dirty cells only if it janks.
- **Anti-overengineering line:** "everything parameterized" = *document completeness*
(every knob is data — yes). It is **not** a mandate for a generic reflection-UI
framework. Hand-wire panels for the handful of config sections; generalize to
type-driven widgets only if it hurts.
### 2. Object tools — add / select / move / rotate
- **Add** — palette pick + raycast ground (`camera` + `Terrain.height`) → drop an
instance record → re-bake. Easy.
- **Select / pick****no GPU picking needed.** Props bake to anonymous triangles,
but the document retains the instance list with positions → **ray-vs-instance-bounds
test in JS**, nearest hit wins. (Another reason instances must live on the document.)
- **Move** — drag → raycast ground → update `position` → re-bake touched cell(s).
Crossing a chunk boundary re-bakes 2 (cell membership is by base position).
- **Rotate — the one real engine gap.** Props have **no orientation today** (Tree/
Boulder/Bush/Flower carry position + seed + size, no yaw; only *mobs* have
`heading`, applied live via `Mat4.compose`). Fix by **separating the per-instance
transform from geometry-gen**: `build` emits the instance's **unique local-space**
geometry (keep seed/growth = shape), and the **baker applies position + rotation +
scale** when appending to the chunk mesh. This mirrors what mobs already do (TRS
via `Mat4.compose`) — props become "unique local mesh × transform," baked-in
(static) where mobs are live (dynamic). This is the non-trivial refactor the object
tools demand; do it early since it touches every prop builder.
- **Gizmos** — the rasterizer draws textured tris only, **no line primitive.** A
move/rotate gizmo (and selection highlight / wireframe AABB) needs either thin-box
tris or a new line-draw path. **Start gizmo-less** (drag on ground = XZ move,
scroll/key = yaw; tinted re-draw for selection) and add handles later.
### 3. Terrain brushes — elevation + texture (the biggest new capability)
- **Elevation needs a stored, editable heightfield** — the thing that doesn't exist
yet. `Terrain.height` is a **pure analytic function** of noise params; a brush has
nowhere to write. So: **the `Level` owns a height grid**; procedural gen
*initializes* it; brushes edit it directly; `Terrain.height` bilinear-samples the
grid. ("Seeding is a tool," made concrete — noise seeds the grid, then you sculpt.)
- **Collision comes free** — player + mobs already sample `Terrain.height`, so once
it samples the grid, gameplay collision follows. No separate collision bake.
- **Welds still hold** — patches weld by sampling shared height at shared world
positions; grid-as-source keeps that. Re-bake only the brushed cells.
- Side effect: the room "hole" + flat-inner-clearing special cases **dissolve into
authored terrain**. An arena may drop the room concept entirely — the map *is* the
sculpted terrain.
- **Texture brush fits the engine shockingly well** — the chunk baker **already
accumulates one mesh per material key** and the renderer draws by DrawGroup list.
Ground is one `grass` material today; painting = ground goes to **N materials, each
painted tri routed to its material's mesh by a per-vertex/per-cell material id** —
the *exact* routing the baker already does for props. **No rasterizer change.** Hard
edges between materials (no blend) suit the PS1 look; soft splat-blending would need
per-pixel multi-texture rasterizer work — skip it, add later only if missed.
### Threads that cut across
1. **The `Level` document gains three responsibilities:** retain instance lists
(pick/move), own an editable **height grid** (elevation), own a **ground-material
map** (texture paint). All still pure data — the document grew, the architecture
didn't strain.
2. **One engine refactor unlocks the object tools:** pull per-instance transform
(pos/rot/scale) out of prop `build` into the baker — props become "unique local
mesh × transform," matching mobs.
3. **Terrain flips from function to data** — analytic → stored grid. Biggest single
change, but it's what "hand-made maps" *means*, and collision + welds fall out free.
4. **Almost none of this needs new *rendering*** — picking is JS, texture paint
reuses per-material DrawGroups, terrain is more patch bake. The only genuinely new
render bit is small + optional: **line-draw for gizmos/selection**.
## Why the architecture already fits (the two bets that pre-paid for this)
- **Deterministic bake** — the world is byte-identical from a `Level` every run →
multiplayer world-sync is nearly free (ship the document, everyone bakes the same).
- **DOM-free `engine`/`game`, layering test-enforced** — the authoritative server
runs `bake(level)` + sim with no renderer; `app/` is client-only glue. The layering
seam already enforced (`tests/layering.test.ts`) *is* the client/server seam. Keep
the `Level` document + `bake` in `game/`; editor UI in `app/`; server imports `game/`.
## Cheap hedges (do now, save pain later)
- The `Level` document is **pure serializable data** — no closures, no behavior baked
in (behavior stays code, imported per-side, as `Entity` already does it).
- A `Level` has an **id/name** — "load level X" is a reference; later persistence keys
off it for free.
- **Player state stays out of the `Level`/`Scene`** (already true) — carry-over later
touches the player, never the map.
- `bake` eats the **explicit** document as canonical — keeps the recipe-vs-explicit
network choice open.
- **No hardcoded buffer sizes** tied to today's world — mob/framebuffer sizing already
re-runs on `setup`; keep it so odd-shaped match maps just work.
## Current-state facts the next session will need
- `buildLevel(textures): Level` (`game/level.ts:175`) is the single entry, called once
in `app/main.ts`. Today's `Level` (`game/level.ts:69-81`) is a **bake result**
(chunks/meshes/colliders/mobs) — under the new naming it becomes part of **`Scene`**;
the authored **`Level` document** is the missing *input* half. `buildLevel` becomes
`bake(level, textures) → Scene`.
- Placement (`placeTrees/placeBoulders/placeBushes/placeFlowers/placeMobs`,
`game/level.ts:359+`) is procedural from fixed seeds + counts, fully deterministic.
These become the **generator** (emit a `Level`) rather than running inside the bake.
- **Prop instances are discarded after bake** — only anonymous triangles survive in
per-chunk per-material meshes (`buildChunks`, `game/level.ts:251`). No `level.trees`
to iterate. The editor edits the **document**, then re-bakes — never mutates baked
meshes in place.
- **Mobs are the exception** — retained live, simulated each frame, crossing to workers
as packed floats. Add/move/delete is cheap, no worker resync (caveat: mob shared
buffer sized once to `scene.mobCount` in `app/renderer.ts` — growing past it needs a
re-`setup`).
- Instance shapes are already small plain records (position + seed + kind/size/color/
growth) — editor-friendly, directly serializable. See
`game/actors/{Tree,Boulder,Bush,Flower,Mob}.ts`.
- Prop geometry currently bakes **position into world-space verts inside `build`**, with
seed/growth driving unique shape — hence the "separate transform from geometry-gen"
refactor needed for rotate/scale (see Object tools).
- `Terrain.height` (`game/Terrain.ts`) is a **pure analytic function**, no stored
heightfield — hence the elevation-brush needs a stored grid (see Terrain brushes).
- The render `Scene` (`renderScene.ts:19`) is the **render-only subset** already; the
chunk baker already routes geometry to **one mesh per material key** — the mechanism
the texture brush reuses.
- Workers hold a **one-time structured clone** of the render subset from init
(`app/renderer.ts` `setup`); per-frame only camera/matrix/visible/mob buffers cross.
Chunk-geometry edits reach workers only via a re-send (`reconfigure``setup`, respawns
them — the same path keys 1/2/3 use). Fine for a mode-switch re-bake; would be the wall
for live in-match editing, which we are **not** doing.
## Explicitly out of scope / dropped
Portals & in-world transitions · persistence · player carry-over · procedural as the
primary map path · any live-edit-during-a-multiplayer-match capability · GPU picking ·
soft terrain-texture blending (hard-edged materials first).

155
AGENTS.md
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@ -26,8 +26,14 @@ rules live in `.agents/rules/*.md`.
frame; on-screen solids also **backface-cull**. This is what keeps a dense world
(thousands of trees/rocks) affordable — off-screen content costs ~nothing.
- **2D assets only.** Sprites/billboards (PS1-style), **no 3D model loading**.
- **Engine is headless.** `engine/` has no DOM types and could run server-side;
all browser glue (canvas, input, image decode) lives in `app/`.
- **Three layers, one-way deps: `engine` ← `game` ← `app`.** `engine/` is the
reusable, content-agnostic **mechanism** (rasterizer, framebuffer, culling, the
`Actor`/`Material` interfaces) — no DOM, no game content, could run server-side.
`game/` is **this game's content** (the creatures/props, terrain, level, scene
assembly + render orchestration) built on the engine interfaces. `app/` is
**browser glue** (canvas, input, image decode, the worker render driver + loop).
Enforced: `engine/` imports nothing from `game`/`app`, `game/` nothing from `app`
(`tests/layering.test.ts`). Both `engine` and `game` are DOM-free (tsconfig).
## Stack & tooling
@ -48,15 +54,16 @@ rules live in `.agents/rules/*.md`.
- `bun run bench:browser` — Playwright: drive headless Chromium through the
`?bench=st`/`?bench=mt` flythrough, print single-thread vs worker frame timings
(median/p95/max). The real-browser profiler; run it on the target machine.
- `bunx tsc --build tsconfig.app.json` — **typecheck the app+engine graph. Use
- `bunx tsc --build tsconfig.app.json` — **typecheck the engine+game+app graph. Use
this**, not `bun run check` (see Caveats).
- `bunx oxlint engine app` — lint.
- `bun test` — tests (none yet).
- `bunx oxlint engine game app` — lint.
- `bun test` — tests (registry id-order + engine↛game layering guards).
- `bun run serve` — Bun server (`server/server.ts`, a stub for now).
## Layout
- `engine/` — headless engine, consumed by `app/` via tsconfig project ref.
- `engine/` — content-agnostic mechanism (no DOM, no game content); consumed by
`game/` then `app/` via tsconfig project refs.
- `math/``Vec2`, `Vec3`, `Mat4` (column-major, OpenGL-style; verified).
- `render/``Color` (packed RGBA, little-endian = canvas ImageData order),
`Framebuffer` (Uint32 color + Float32 1/w depth; `quantize` = color-depth +
@ -69,74 +76,70 @@ rules live in `.agents/rules/*.md`.
- `scene/``Camera` (fps yaw/pitch; far plane reaches the outdoor peaks),
`Mesh` (indexed tris; verts stored flat: `STRIDE` floats x,y,z,u,v per vertex,
no per-vertex objects — cache-friendly + alloc-free to draw), `Sprite`
(Y-axis billboard), `Terrain` (procedural
heightfield around the room: flat clearing in the center, rolling hills, tall
edge peaks. `Terrain.patch` builds one ground patch over a rectangle -- called
per chunk, aligned so patches weld crack-free, with a hole for the room;
`Terrain.height` is the shared ground-height sampler for the player), `Actor`
(the `Entity` interface — geometry + behavior + bounds — that each mob kind
implements), `Tree` (procedural low-poly oak/spruce/birch, sapling..full via a
`growth` knob; each species a `TreeSpecies` in `trees/<Kind>.ts`, assembled by a
registry — see the Trees section), `Boulder`
(procedural low-poly rock: a squashed, jittered, part-buried sphere;
`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), `Mob` (a **roaming**
creature — `frog` hops the ground, `bee` hovers/darts, `robin` mostly hops but
now and then takes a short powered flight — the engine's only moving geometry.
Unlike the baked props, a mob's low-poly mesh is built once per kind in **local
space**; `Mob.build` bakes the canonical meshes, `Mob.update` steps the wander
AI (leashed to a home anchor, deterministic via an evolving per-mob seed) each
frame, and the live `position`/`heading`/`scale` become a per-frame model matrix
at draw time. New kinds extend the `MobKind` union + `MOB_KINDS` order).
- `app/` — browser glue.
- `main.ts` — game loop: input, sim, preset switching, per-frame culling, then
the non-blocking pump (`renderer.dispatch`/`done`) + `present` (GPU/CSS
upscale) + a multi-line frame HUD (`work + present` critical-path ms, vsync
interval, visible chunks / LOD-aware tri count — the real profiler in play).
Also owns the **mob sim**: each frame it steps `Mob.update` for every mob,
rebuilds the near-player mob colliders into `level.colliders`, and culls the
mobs (`visibleMobs`) so only the visible transforms get dispatched.
- `renderer.ts` — the render driver. When the page is cross-origin-isolated it
runs a pool of `render-worker.ts` threads (`MAX_WORKERS`) over a
`SharedArrayBuffer` framebuffer, each owning a disjoint row band, synced by a
lock-free `Atomics` barrier; otherwise it renders inline. `dispatch`/`done`
are non-blocking so the caller paces on rAF. Per-frame inputs ride shared
arrays: camera/matrix/visible-chunk list, plus the visible **mob transforms**
(`mobState`, count in the `MOBVIS` control slot). `?bench=st|mt` A/Bs the paths.
- `renderScene.ts``renderBand(fb, scene, …, mobDraws, …, y0, y1)`: the single
source of render truth (sky + room + culled chunks + sprite + roaming mobs +
quantize for a row band). Used full-height by the inline path, per-band by each
worker. `Scene` bundles the static meshes/textures (incl. the two canonical mob
meshes) so it clones to a worker whole; each mob is drawn double-sided through
its own `viewProj × Mat4.compose(...)` model matrix, and `visibleMobs`
frustum-culls the moving mobs per frame.
- `assets.ts` — load `/assets/*.png``Texture` (zero-copy; ImageData bytes
are already the `Color` layout).
(Y-axis billboard), `Actor` (the generic `Entity<State, World>` interface —
build + update + bounds — that a content kind implements; the engine dispatches
through it, never a `kind` switch).
- `game/` — this game's content + world assembly, on the engine interfaces
(headless: no DOM, imports nothing from `app`).
- `actors/` — the placeable things. `Mob` (a **roaming** creature — `frog` hops
the ground, `bee` hovers/darts, `robin` mostly hops but now and then takes a
short powered flight — the only moving geometry; each kind an `Entity` in
`mobs/<Kind>.ts` + shared `mobs/mobkit.ts`, assembled by the thin `Mob` registry.
Its local-space mesh is built once per kind; `Mob.update` steps the wander AI
(leashed to a home anchor, deterministic per evolving `seed`) each frame and the
live `position`/`heading`/`scale` become a per-frame model matrix at draw.
`MOB_KINDS` is the SAB id order). `Tree` (oak/spruce/birch, each a `TreeSpecies`
in `trees/<Kind>.ts` + `trees/treekit.ts` — see the Trees section), `Boulder`
(squashed jittered part-buried sphere), `Bush` (leaf-blob cluster, shares the
leaf mesh), `Flower` (stem + colored bloom, 2x2 atlas, double-sided). Baked props
append into shared per-material meshes; mobs draw live.
- `Terrain.ts` — procedural heightfield around the room (flat clearing, rolling
hills, tall edge peaks). `Terrain.patch` builds one ground patch over a rectangle
(per chunk, welds crack-free, hole for the room); `Terrain.height` is the shared
ground sampler for the player + mobs.
- `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` / `placeBushes` / `placeFlowers` → instance lists + colliders;
`TREE_/BOULDER_/BUSH_/FLOWER_COUNT`/`_SEED`/`_REACH`) and the roaming mobs
scattered (`placeMobs`; `FROG_/BEE_COUNT`, `MOB_SEED`, `MOB_REACH` — mobs move,
so they carry no baked colliders), then `buildChunks` bakes
terrain + props into a `CHUNK_GRID` x `CHUNK_GRID` grid of `Chunk`s (each = a
tight AABB + two `DrawGroup[]` lists, `near`/`far`, where a `DrawGroup` is a baked
mesh + its `Material` = texture + cull; the renderer just loops them and knows no
content by name) that `main` frustum-culls; bushes fold into the leaf mesh,
flowers get their own (double-sided) group. Trees + boulders are baked **twice**
full geometry into `near` and a low-poly impostor into `far` (via the builders'
`lod` arg) — so a far chunk swaps to the cheap group set with no per-frame work
(see `chunkFar` / `RenderConfig.lodDistance`). `buildLevel(textures)` binds the
ground/prop materials once and shares them across chunks. `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.
- `player.ts` — feet-cylinder player: gravity/jump + Shift-run
(`RUN_MULTIPLIER`) + circle-vs-AABB/-circle collision, substepped so fast
running can't tunnel walls; ground height from `Terrain.height` (plus
standable AABBs).
scattered (`placeMobs`; `FROG_/BEE_/ROBIN_COUNT`, `MOB_SEED`, `MOB_REACH` — mobs
move, so no baked colliders), then `buildChunks` bakes terrain + props into a
`CHUNK_GRID` x `CHUNK_GRID` grid of `Chunk`s (each = a tight AABB + two
`DrawGroup[]` lists `near`/`far`; the baker accumulates one mesh per **material
key** (`MAT_ORDER`) and routes each prop by its declared material, so it names no
texture) that `main` frustum-culls. Trees + boulders bake **twice** — full into
`near`, a low-poly impostor into `far` — so a far chunk swaps to the cheap set
with no per-frame work (`chunkFar` / `RenderConfig.lodDistance`).
`buildLevel(textures)` binds the ground/prop `Material`s once + shares them.
Also: `Aabb` colliders, NPC position, `TERRAIN`/`TERRAIN_SUBDIV`/`GROUND_UV`,
sky/cloud config, `FLOOR_LIFT` (a z-bias lifting the stone floor over the terrain
skirt). Room surfaces are single flat quads (texturing is perspective-correct).
- `renderScene.ts``renderBand(fb, scene, …, mobDraws, …, y0, y1)`: the single
source of render truth (sky + room + culled chunk draw-groups + sprite + roaming
mobs + quantize for a row band). Used full-height by the inline path, per-band by
each worker. `Scene` bundles the static meshes/textures (incl. the canonical mob
meshes) so it clones to a worker whole; each mob draws double-sided through its
own `viewProj × Mat4.compose(...)` model matrix, and `visibleChunks`/`visibleMobs`
frustum-cull per frame. `textures.ts` holds the `Textures` palette type.
- `player.ts` — feet-cylinder player: gravity/jump + Shift-run (`RUN_MULTIPLIER`)
+ circle-vs-AABB/-circle collision, substepped so fast running can't tunnel
walls; ground height from `Terrain.height` (plus standable AABBs).
- `app/` — browser glue only (top layer; depends on `game` + `engine`).
- `main.ts` — game loop: input, sim, preset switching, per-frame culling, then
the non-blocking pump (`renderer.dispatch`/`done`) + `present` (GPU/CSS upscale)
+ a multi-line frame HUD (`work + present` critical-path ms, vsync, visible
chunks / LOD-aware tris). Owns the **mob sim**: steps `Mob.update` for every mob,
rebuilds near-player mob colliders into `level.colliders`, culls mobs
(`visibleMobs`) so only visible transforms dispatch.
- `renderer.ts` — the render driver. When the page is cross-origin-isolated it runs
a pool of `render-worker.ts` threads (`MAX_WORKERS`) over a `SharedArrayBuffer`
framebuffer, each owning a disjoint row band, synced by a lock-free `Atomics`
barrier; otherwise inline. `dispatch`/`done` are non-blocking so the caller paces
on rAF. Per-frame inputs ride shared arrays: camera/matrix/visible-chunk list +
visible **mob transforms** (`mobState`, count in `MOBVIS`). `?bench=st|mt` A/Bs
the paths.
- `assets.ts` — load `/assets/*.png``Texture` (zero-copy; ImageData bytes are
already the `Color` layout); returns the `game` `Textures` palette.
- `index.html` — Vite entry at repo root; holds the `#screen` canvas and the
`#fps` meter div (styled inline).
- `scripts/gen-assets.ts` — procedurally draws the placeholder textures and
@ -206,10 +209,10 @@ front-out — a culled mesh that renders inside-out has its index order flipped
(well inside `fog.far`, so far detail is already fog-dimmed at the switch),
`Infinity` on `clean` to disable LOD. Lower it for more headroom (more pop),
raise it for more far detail (more tris).
- **`app/level.ts` `GROUND_UV`** (0.25) — outdoor ground texture tiles per world
- **`game/level.ts` `GROUND_UV`** (0.25) — outdoor ground texture tiles per world
unit. Lower = the stone tiles bigger and less busy = less far-distance moire
(there are no mipmaps); higher = finer but shimmerier.
- **`app/level.ts` `CHUNK_GRID`** (12) / `TERRAIN_SUBDIV` (5) — spatial-cull
- **`game/level.ts` `CHUNK_GRID`** (12) / `TERRAIN_SUBDIV` (5) — spatial-cull
granularity and terrain resolution. World terrain divisions = `CHUNK_GRID *
TERRAIN_SUBDIV`. Smaller cells cull tighter (draw less off-screen) but cost more
per-cell tests/bounds. This is the lever if a dense world still lags.
@ -272,12 +275,12 @@ by a `CloudLayer` discriminated union `kind`:
- **`fancyCumulus`** — domain-warped + heightfield-shaded fake volume,
~5 lookups/pixel (pricier; watch the FPS meter).
Both are exported presets in `app/level.ts`; the active one is set in
Both are exported presets in `game/level.ts`; the active one is set in
`buildLevel`'s `sky.clouds`. Add new cloud types by extending the union and
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` + `engine/scene/trees/`)
## Trees (`game/actors/Tree.ts` + `game/actors/trees/`)
Procedural low-poly geometry, faceted flat-shaded like everything else. Each species
is a `TreeSpecies` definition in its own `trees/<Kind>.ts` module (geometry +
@ -298,13 +301,13 @@ canopy blobs (oak/birch) / tiers (spruce); `seed` gives each tree its own wobble
A species declares its `trunk`/`foliage` **material keys** (e.g. birch → white
`birch` trunk, oak `leaf` foliage); the chunk baker (`level.ts`) accumulates one
mesh per material key and routes each tree via `Tree.species(kind)` — so a forest
still batches into a few draw calls and the baker names no texture. `app/level.ts`
still batches into a few draw calls and the baker names no texture. `game/level.ts`
`placeTrees` seeds the forest and rolls the species. **Add a species** = add a
`trees/<Kind>.ts` module (its geometry + material keys) + one entry in the `Tree`
registry; only a genuinely new material also needs a `Material` in `buildLevel` +
its key in `MAT_ORDER`.
**Boulders** (`engine/scene/Boulder.ts`) work the same way: `Boulder.build`
**Boulders** (`game/actors/Boulder.ts`) work the same way: `Boulder.build`
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
@ -314,7 +317,7 @@ colliders; add a new prop type by cloning the pattern (generator + scatter).
## Controls
WASD move · **Shift** run (speed ×`RUN_MULTIPLIER` in `app/player.ts`) · mouse
WASD move · **Shift** run (speed ×`RUN_MULTIPLIER` in `game/player.ts`) · mouse
look (click canvas to pointer-lock) · **Space** jump · **1/2/3** switch look
presets. FPS shown bottom-right. The room's north wall is open — walk out onto
the terrain and toward the peaks.

View file

@ -7,5 +7,15 @@
Start to make cohesive game:
- Split apart the "engine" and "game"
- [x] Split apart the "engine" and "game"
- `Level`
- Configurable everything
- Terrain
- Level editor?
- Start thinking about MP
- Fixes
- 1, 2, 3 stopped working
- "main.ts" is huge - separate it out. most of whats in here should be captured under the domain term "Client". ideally, architecturally aiming for the client consumes the game which consumes the engine.
- Take HMR seriously, start building it in to the big changes

View file

@ -1,4 +1,5 @@
import type { Texture } from "../engine/render/Texture"
import type { Textures } from "../game/textures"
import barkUrl from "../assets/bark.png"
import beeUrl from "../assets/bee.png"
import birchUrl from "../assets/birch.png"
@ -12,28 +13,12 @@ import needleUrl from "../assets/needle.png"
import npcUrl from "../assets/npc.png"
import robinUrl from "../assets/robin.png"
import rockUrl from "../assets/rock.png"
import skyboxUrl from "../assets/rockies.skybox.png"
import wallUrl from "../assets/wall.png"
export type Textures = {
floor: Texture
grass: Texture
bark: Texture
birch: Texture
leaf: Texture
needle: Texture
rock: Texture
flower: Texture
wall: Texture
crate: Texture
npc: Texture
frog: Texture
bee: Texture
robin: Texture
}
/** Load every game texture up front. Call once before starting the loop. */
export async function loadTextures(): Promise<Textures> {
const [floor, grass, bark, birch, leaf, needle, rock, flower, wall, crate, npc, frog, bee, robin] = await Promise.all([
const [floor, grass, bark, birch, leaf, needle, rock, flower, wall, crate, npc, frog, bee, robin, skybox] = await Promise.all([
loadTexture(floorUrl),
loadTexture(grassUrl),
loadTexture(barkUrl),
@ -48,8 +33,9 @@ export async function loadTextures(): Promise<Textures> {
loadTexture(frogUrl),
loadTexture(beeUrl),
loadTexture(robinUrl),
loadTexture(skyboxUrl),
])
return { floor, grass, bark, birch, leaf, needle, rock, flower, wall, crate, npc, frog, bee, robin }
return { floor, grass, bark, birch, leaf, needle, rock, flower, wall, crate, npc, frog, bee, robin, skybox }
}
function loadTexture(url: string): Promise<Texture> {

View file

@ -1,13 +1,13 @@
import { RenderConfig } from "../engine/render/RenderConfig"
import { Camera } from "../engine/scene/Camera"
import type { Mesh } from "../engine/scene/Mesh"
import { Mob, MOB_KINDS, type MobKind } from "../engine/scene/Mob"
import { Mob, MOB_KINDS, type MobKind } from "../game/actors/Mob"
import type { Vec3 } from "../engine/math/Vec3"
import { loadTextures } from "./assets"
import { buildLevel, type Level } from "./level"
import { EYE_HEIGHT, Player } from "./player"
import { buildLevel, type Level } from "../game/level"
import { EYE_HEIGHT, Player } from "../game/player"
import { createRenderer } from "./renderer"
import { chunkFar, visibleChunks, visibleMobs, type Scene } from "./renderScene"
import { chunkFar, visibleChunks, visibleMobs, type Scene } from "../game/renderScene"
const FOV_DEGREES = 75
const FOV = (FOV_DEGREES * Math.PI) / 180

View file

@ -1,7 +1,7 @@
import type { Framebuffer } from "../engine/render/Framebuffer"
import type { RenderConfig } from "../engine/render/RenderConfig"
import { MOB_KINDS } from "../engine/scene/Mob"
import { renderBand, MOB_FLOATS, type MobDraw, type Scene } from "./renderScene"
import { MOB_KINDS } from "../game/actors/Mob"
import { renderBand, MOB_FLOATS, type MobDraw, type Scene } from "../game/renderScene"
/** One-time setup: shared framebuffer + control/param buffers, the (cloned)
* scene, this worker's row band, and its index into the per-worker times array. */

View file

@ -2,10 +2,11 @@ import { Framebuffer } from "../engine/render/Framebuffer"
import type { RenderConfig } from "../engine/render/RenderConfig"
import type { Mat4 } from "../engine/math/Mat4"
import type { Camera } from "../engine/scene/Camera"
import { MOB_KINDS } from "../engine/scene/Mob"
import { renderBand, MOB_FLOATS, type MobDraw, type Scene } from "./renderScene"
import { MOB_KINDS } from "../game/actors/Mob"
import { renderBand, MOB_FLOATS, type MobDraw, type Scene } from "../game/renderScene"
/** Sky is drawn at 1/SKY_STEP resolution; band splits align to it. */
/** Clouds are drawn at 1/SKY_STEP resolution (the sky base + sun stay per-pixel);
* band splits align to it so the cloud block grid stays seamless across workers. */
const SKY_STEP = 2
/** Use worker threads when the page can share memory (else single-thread). */
const ENABLE_WORKERS = true

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@ -57,8 +57,8 @@ export type RenderConfig = {
* color depth, dither, vertex snap, and filtering from crunchy PS1 to clean. */
export namespace RenderConfig {
export const standard: RenderConfig = {
internalWidth: 640,
internalHeight: 360,
internalWidth: 384,
internalHeight: 216,
upscaleFilter: "nearest",
colorDepth: 5,
dither: 1,

View file

@ -2,6 +2,7 @@ import { Color } from "./Color"
import type { Framebuffer } from "./Framebuffer"
import { Camera } from "../scene/Camera"
import { Vec3 } from "../math/Vec3"
import { Texture } from "./Texture"
/** Fields shared by every cumulus style. */
export type CumulusBase = {
@ -35,7 +36,18 @@ export type FancyCumulus = CumulusBase & {
* branching on `kind` in the cloud shader. */
export type CloudLayer = BasicCumulus | FancyCumulus
/** Procedural sky: a vertical gradient, a sun disc, and optional moving clouds. */
/** An equirectangular panorama used as the sky's base color in place of the
* vertical gradient. The sun glow and clouds still layer over it. Set it on
* `SkyConfig.skybox` to switch a level over. */
export type Skybox = {
texture: Texture
/** Azimuth offset in turns (0..1) to spin the panorama to taste. Default 0. */
yaw?: number
}
/** Procedural sky: a vertical gradient, a sun disc, and optional moving clouds.
* If `skybox` is set, the panorama replaces the gradient base while the sun and
* clouds still draw over it. */
export type SkyConfig = {
zenith: Color
horizon: Color
@ -45,9 +57,17 @@ export type SkyConfig = {
/** Angular radius of the sun's core, in radians. */
sunSize: number
clouds: CloudLayer | null
/** Optional equirectangular panorama; when present, replaces the gradient
* base color (sun + clouds still layer over it). */
skybox?: Skybox
}
const UP: Vec3 = { x: 0, y: 1, z: 0 }
const INV_TAU = 1 / (2 * Math.PI)
const INV_PI = 1 / Math.PI
/** Keep equirect V a hair off the exact poles: Texture wraps V, so a ray pointing
* straight up/down would otherwise blend the panorama's top row into its bottom. */
const POLE_EPS = 1e-3
export namespace Sky {
/**
@ -55,14 +75,16 @@ export namespace Sky {
* frame in place of Framebuffer.clear; opaque geometry then overwrites the sky
* wherever it is nearer. `time` (seconds) drives cloud motion.
*
* Per pixel it reconstructs the view ray from the camera basis, shades a
* horizon->zenith gradient by the ray's elevation, brightens toward `sun` near
* `sunDir`, then lays crisp-edged cumulus over the top.
* Per pixel it reconstructs the view ray from the camera basis, shades the
* base (the equirect panorama if `sky.skybox` is set, else a horizon->zenith
* gradient), brightens toward `sun` near `sunDir`, then composites cumulus
* over the top.
*
* `step` (>= 1) renders the sky at 1/step resolution: the expensive shading
* (the per-pixel cloud fbm dominates the frame) runs once per step x step
* block and is copied across it. The sky is low-frequency, so 2 is nearly free
* visually and quarters the cloud cost; 1 is full resolution.
* The base + sun are shaded per pixel so they stay crisp. `step` (>= 1) only
* lowers the *cloud* resolution: the cloud fbm dominates the frame, so it is
* sampled once per step x step block and composited across it. Clouds are
* low-frequency, so 2 is nearly free visually and quarters the cloud cost; 1
* is full cloud resolution.
*/
export function render(fb: Framebuffer, camera: Camera, sky: SkyConfig, time: number, step = 1, y0 = 0, y1 = -1): void {
const { width, height, color, depth } = fb
@ -75,19 +97,50 @@ export namespace Sky {
const sun = Vec3.normalize(sky.sunDir)
const cosSun = Math.cos(sky.sunSize)
const clouds = sky.clouds
const skybox = sky.skybox ?? null
const skyboxYaw = skybox?.yaw ?? 0
const cloud: CloudSample = { cover: 0, shade: 1 }
const s = Math.max(1, step | 0)
// Band `y0`..`bottom` must be step-aligned (callers ensure it) so the block
// grid stays global and neighboring bands don't seam.
// The cheap base (skybox/gradient + sun) is shaded per pixel so it stays
// crisp; only the pricey cloud fbm is amortized -- sampled once per `s`x`s`
// block and composited over every pixel in it. So `step` lowers cloud
// resolution, not the whole sky. Bands must be step-aligned (callers ensure
// it) so the cloud block grid stays global and neighboring bands don't seam.
for (let by = y0; by < bottom; by += s) {
// Shade at the block center, then flood the whole block with that color.
const sampleY = Math.min(height - 1, by + (s >> 1))
const ndcY = 1 - ((sampleY + 0.5) / height) * 2
const yEnd = Math.min(bottom, by + s)
// Block-center elevation, used only for the shared cloud sample.
const sampleY = Math.min(height - 1, by + (s >> 1))
const ndcYc = 1 - ((sampleY + 0.5) / height) * 2
for (let bx = 0; bx < width; bx += s) {
const xEnd = Math.min(width, bx + s)
// Sample the clouds once for the block, from the block-center ray.
const sampleX = Math.min(width - 1, bx + (s >> 1))
const ndcX = ((sampleX + 0.5) / width) * 2 - 1
// View ray = forward + right*ndcX*tanX + up*ndcY*tanY, then normalized.
const ndcXc = ((sampleX + 0.5) / width) * 2 - 1
let cdx = forward.x + right.x * ndcXc * tanX + up.x * ndcYc * tanY
let cdy = forward.y + right.y * ndcXc * tanX + up.y * ndcYc * tanY
let cdz = forward.z + right.z * ndcXc * tanX + up.z * ndcYc * tanY
const cinv = 1 / Math.hypot(cdx, cdy, cdz)
cdx *= cinv
cdy *= cinv
cdz *= cinv
cloud.cover = 0
cloud.shade = 1
if (clouds !== null && cdy > 0.02) {
if (clouds.kind === "fancy") {
fancyCumulus(cdx, cdy, cdz, clouds, time, sun, cloud)
} else {
basicCumulus(cdx, cdy, cdz, clouds, time, cloud)
}
}
const cover = cloud.cover
const cloudColor = clouds !== null ? Color.scale(clouds.color, cloud.shade) : 0
// Per-pixel base: reconstruct this pixel's ray, shade the panorama (or
// gradient) + sun, then composite the block's shared cloud on top.
for (let y = by; y < yEnd; y++) {
const ndcY = 1 - ((y + 0.5) / height) * 2
const o = y * width
for (let x = bx; x < xEnd; x++) {
const ndcX = ((x + 0.5) / width) * 2 - 1
let dx = forward.x + right.x * ndcX * tanX + up.x * ndcY * tanY
let dy = forward.y + right.y * ndcX * tanX + up.y * ndcY * tanY
let dz = forward.z + right.z * ndcX * tanX + up.z * ndcY * tanY
@ -95,28 +148,27 @@ export namespace Sky {
dx *= inv
dy *= inv
dz *= inv
let c: Color
if (skybox !== null) {
// Equirectangular lookup: azimuth -> u (wraps at the seam, which
// Texture.sample handles), elevation -> v, clamped off the poles
// (Texture also wraps V, which would smear top into bottom).
const u = Math.atan2(dx, -dz) * INV_TAU + 0.5 + skyboxYaw
const lat = Math.acos(Math.max(-1, Math.min(1, dy))) * INV_PI
const v = Math.min(1 - POLE_EPS, Math.max(POLE_EPS, lat))
c = Texture.sample(skybox.texture, u, v, "linear")
} else {
// dy is the ray elevation: 0 at the horizon, 1 straight up.
const t = Math.max(0, Math.min(1, dy))
let c = Color.lerp(sky.horizon, sky.zenith, t)
c = Color.lerp(sky.horizon, sky.zenith, Math.max(0, Math.min(1, dy)))
}
const facing = dx * sun.x + dy * sun.y + dz * sun.z
if (facing > cosSun) {
const glow = Math.min(1, ((facing - cosSun) / (1 - cosSun)) * 1.5)
c = Color.lerp(c, sky.sun, glow)
}
if (clouds !== null && dy > 0.02) {
if (clouds.kind === "fancy") {
fancyCumulus(dx, dy, dz, clouds, time, sun, cloud)
} else {
basicCumulus(dx, dy, dz, clouds, time, cloud)
if (cover > 0) {
c = Color.lerp(c, cloudColor, cover)
}
if (cloud.cover > 0) {
c = Color.lerp(c, Color.scale(clouds.color, cloud.shade), cloud.cover)
}
}
const xEnd = Math.min(width, bx + s)
for (let y = by; y < yEnd; y++) {
const o = y * width
for (let x = bx; x < xEnd; x++) {
color[o + x] = c
depth[o + x] = 0
}

View file

@ -1,4 +1,4 @@
import { STRIDE, type Mesh } from "./Mesh"
import { STRIDE, type Mesh } from "../engine/scene/Mesh"
/** A procedural heightfield surrounding the room. It is the single source of
* ground height: the outdoor mesh is built from it and the player stands on the

View file

@ -1,5 +1,5 @@
import type { Vec3 } from "../math/Vec3"
import { STRIDE, type Mesh } from "./Mesh"
import type { Vec3 } from "../../engine/math/Vec3"
import { STRIDE, type Mesh } from "../../engine/scene/Mesh"
const TAU = Math.PI * 2

View file

@ -1,5 +1,5 @@
import type { Vec3 } from "../math/Vec3"
import { STRIDE, type Mesh } from "./Mesh"
import type { Vec3 } from "../../engine/math/Vec3"
import { STRIDE, type Mesh } from "../../engine/scene/Mesh"
const TAU = Math.PI * 2

View file

@ -1,5 +1,5 @@
import type { Vec3 } from "../math/Vec3"
import { Mesh } from "./Mesh"
import type { Vec3 } from "../../engine/math/Vec3"
import { Mesh } from "../../engine/scene/Mesh"
const TAU = Math.PI * 2

View file

@ -1,7 +1,7 @@
import type { Terrain } from "./Terrain"
import type { Vec3 } from "../math/Vec3"
import type { Mesh } from "./Mesh"
import type { Entity } from "./Actor"
import type { Terrain } from "../Terrain"
import type { Vec3 } from "../../engine/math/Vec3"
import type { Mesh } from "../../engine/scene/Mesh"
import type { Entity } from "../../engine/scene/Actor"
import { frog } from "./mobs/Frog"
import { bee } from "./mobs/Bee"
import { robin } from "./mobs/Robin"

View file

@ -1,5 +1,5 @@
import type { Vec3 } from "../math/Vec3"
import type { Mesh } from "./Mesh"
import type { Vec3 } from "../../engine/math/Vec3"
import type { Mesh } from "../../engine/scene/Mesh"
import { oak } from "./trees/Oak"
import { spruce } from "./trees/Spruce"
import { birch } from "./trees/Birch"

View file

@ -1,10 +1,16 @@
import { Terrain } from "../Terrain"
import type { Mesh } from "../Mesh"
import { Terrain } from "../../Terrain"
import type { Mesh } from "../../../engine/scene/Mesh"
import type { Mob } from "../Mob"
import type { Entity } from "../Actor"
import type { Entity } from "../../../engine/scene/Actor"
import { ellipsoid, nextRand, ovoidZ, wanderHeading, wing } from "./mobkit"
// Everything about the bee: small, hovers and darts through the air, wings out.
export const bee: Entity<Mob, Terrain> = {
name: "bee",
build,
update,
boundingRadius: 0.5,
bodyHeight: 0.5,
}
const LEASH = 6
const SPEED = 1.7
@ -36,5 +42,3 @@ function update(mob: Mob, dt: number, terrain: Terrain): void {
const ground = Terrain.height(terrain, mob.position.x, mob.position.z)
mob.position.y = ground + HOVER + Math.sin(mob.phase * BOB_FREQ) * BOB_AMP
}
export const bee: Entity<Mob, Terrain> = { name: "bee", build, update, boundingRadius: 0.5, bodyHeight: 0.5 }

View file

@ -1,11 +1,19 @@
import { Terrain } from "../Terrain"
import type { Mesh } from "../Mesh"
import { Terrain } from "../../Terrain"
import type { Mesh } from "../../../engine/scene/Mesh"
import type { Mob } from "../Mob"
import type { Entity } from "../Actor"
import type { Entity } from "../../../engine/scene/Actor"
import { ellipsoid, nextRand, wanderHeading } from "./mobkit"
// Everything about the frog: squat, ground-bound, sits then springs a ballistic hop.
export const frog: Entity<Mob, Terrain> = {
name: "frog",
build,
update,
boundingRadius: 0.7,
bodyHeight: 0.6,
}
const LEASH = 5
const REST_MIN = 0.7
const REST_SPAN = 1.8
@ -53,5 +61,3 @@ function update(mob: Mob, dt: number, terrain: Terrain): void {
mob.timer = REST_MIN + nextRand(mob) * REST_SPAN
}
}
export const frog: Entity<Mob, Terrain> = { name: "frog", build, update, boundingRadius: 0.7, bodyHeight: 0.6 }

View file

@ -1,12 +1,20 @@
import { Terrain } from "../Terrain"
import type { Mesh } from "../Mesh"
import { Terrain } from "../../Terrain"
import type { Mesh } from "../../../engine/scene/Mesh"
import type { Mob } from "../Mob"
import type { Entity } from "../Actor"
import type { Entity } from "../../../engine/scene/Actor"
import { ellipsoid, nextRand, wanderHeading } from "./mobkit"
// Everything about the robin: round red-breasted bird that mostly hops like a frog
// but now and then takes a short powered flight to a new perch.
export const robin: Entity<Mob, Terrain> = {
name: "robin",
build,
update,
boundingRadius: 0.45,
bodyHeight: 0.55,
}
const LEASH = 6
const REST_MIN = 0.5
const REST_SPAN = 1.3
@ -74,5 +82,3 @@ function update(mob: Mob, dt: number, terrain: Terrain): void {
mob.timer = REST_MIN + nextRand(mob) * REST_SPAN
}
}
export const robin: Entity<Mob, Terrain> = { name: "robin", build, update, boundingRadius: 0.45, bodyHeight: 0.55 }

View file

@ -1,5 +1,5 @@
import type { Mob } from "../Mob"
import { STRIDE, type Mesh } from "../Mesh"
import { STRIDE, type Mesh } from "../../../engine/scene/Mesh"
// Shared building blocks for the per-kind mob definitions (Frog/Bee/Robin): the
// faceted geometry primitives and the deterministic wander helpers. Kept in its own

View file

@ -1,5 +1,5 @@
import { Vec3 } from "../../math/Vec3"
import type { Mesh } from "../Mesh"
import { Vec3 } from "../../../engine/math/Vec3"
import type { Mesh } from "../../../engine/scene/Mesh"
import type { Tree, TreeSpecies } from "../Tree"
import { blob, lerp, limb, TAU, rng } from "./treekit"
@ -7,6 +7,8 @@ import { blob, lerp, limb, TAU, rng } from "./treekit"
// drooping canopy -- a lean silhouette between the broad oak and conical spruce.
// Trunk = white birch bark, foliage = oak leaf (the white trunk carries the read).
export const birch: TreeSpecies = { kind: "birch", trunk: "birch", foliage: "leaf", build }
function build(tree: Tree, trunk: Mesh, leaves: Mesh, lod: "full" | "impostor"): void {
const base = tree.position
const g = tree.growth
@ -48,5 +50,3 @@ function build(tree: Tree, trunk: Mesh, leaves: Mesh, lod: "full" | "impostor"):
}
}
}
export const birch: TreeSpecies = { kind: "birch", trunk: "birch", foliage: "leaf", build }

View file

@ -1,11 +1,13 @@
import { Vec3 } from "../../math/Vec3"
import type { Mesh } from "../Mesh"
import { Vec3 } from "../../../engine/math/Vec3"
import type { Mesh } from "../../../engine/scene/Mesh"
import type { Tree, TreeSpecies } from "../Tree"
import { blob, lerp, limb, TAU, rng } from "./treekit"
// Oak: short tapered trunk, a couple of branches, a broad cluster of rounded canopy
// blobs (bushy, wider than tall). Trunk = brown bark, foliage = oak leaf.
export const oak: TreeSpecies = { kind: "oak", trunk: "bark", foliage: "leaf", build }
function build(tree: Tree, trunk: Mesh, leaves: Mesh, lod: "full" | "impostor"): void {
const base = tree.position
const g = tree.growth
@ -49,5 +51,3 @@ function build(tree: Tree, trunk: Mesh, leaves: Mesh, lod: "full" | "impostor"):
}
}
}
export const oak: TreeSpecies = { kind: "oak", trunk: "bark", foliage: "leaf", build }

View file

@ -1,10 +1,12 @@
import type { Mesh } from "../Mesh"
import type { Mesh } from "../../../engine/scene/Mesh"
import type { Tree, TreeSpecies } from "../Tree"
import { cone, lerp, limb, rng } from "./treekit"
// Spruce: tall thin trunk under stacked cones that narrow to a point (tiered, taller
// than wide). Trunk = brown bark, foliage = spruce needle.
export const spruce: TreeSpecies = { kind: "spruce", trunk: "bark", foliage: "needle", build }
function build(tree: Tree, trunk: Mesh, needles: Mesh, lod: "full" | "impostor"): void {
const base = tree.position
const g = tree.growth
@ -28,5 +30,3 @@ function build(tree: Tree, trunk: Mesh, needles: Mesh, lod: "full" | "impostor")
cone(needles, { x: base.x, y, z: base.z }, coneH, radius, sides)
}
}
export const spruce: TreeSpecies = { kind: "spruce", trunk: "bark", foliage: "needle", build }

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@ -1,5 +1,5 @@
import { Vec3 } from "../../math/Vec3"
import { STRIDE, type Mesh } from "../Mesh"
import { Vec3 } from "../../../engine/math/Vec3"
import { STRIDE, type Mesh } from "../../../engine/scene/Mesh"
// Shared faceted-geometry primitives + the per-tree RNG, used by the species
// modules (Oak/Spruce/Birch). Kept separate so a species and the `Tree` registry

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@ -2,13 +2,13 @@ import { Color } from "../engine/render/Color"
import type { DrawGroup, Material } from "../engine/render/Material"
import type { CloudLayer, SkyConfig } from "../engine/render/Sky"
import { STRIDE, type Mesh } from "../engine/scene/Mesh"
import { Boulder } from "../engine/scene/Boulder"
import { Bush } from "../engine/scene/Bush"
import { Flower, type FlowerColor } from "../engine/scene/Flower"
import type { Mob, MobKind } from "../engine/scene/Mob"
import { Terrain } from "../engine/scene/Terrain"
import { Tree } from "../engine/scene/Tree"
import type { Textures } from "./assets"
import { Boulder } from "./actors/Boulder"
import { Bush } from "./actors/Bush"
import { Flower, type FlowerColor } from "./actors/Flower"
import type { Mob, MobKind } from "./actors/Mob"
import { Terrain } from "./Terrain"
import { Tree } from "./actors/Tree"
import type { Textures } from "./textures"
type Corner = [number, number, number]
@ -98,11 +98,11 @@ const FLOOR_LIFT = 0.02
* `outer` for a bigger world. */
const TERRAIN: Terrain = {
inner: ARENA,
outer: ARENA * 20,
outer: ARENA * 10,
blend: 12,
amplitude: 5,
frequency: 0.14,
peakHeight: 90,
peakHeight: 0,
peakFrequency: 0.05,
peakStart: 0.45,
}
@ -110,22 +110,22 @@ const TERRAIN: Terrain = {
/** Forest: how many trees to scatter on the grass, and the seed for their
* placement/kind/growth. Trees ring the room out to `TREE_REACH` of the world;
* each rolls oak-or-spruce and a growth 0..1 (sapling .. full grown). */
const TREE_COUNT = 500
const TREE_COUNT = 50
const TREE_SEED = 0x5EED
const TREE_REACH = 0.6
const TREE_REACH = 1
/** Boulders: how many to scatter, their seed, and how far out they reach
* (fraction of the world). Sizes range small pebble .. big boulder. */
const BOULDER_COUNT = 70
const BOULDER_COUNT = 50
const BOULDER_SEED = 0xB0142
const BOULDER_REACH = 0.7
const BOULDER_REACH = 1
/** Bushes + flowers: ground detail, kept to the nearer band since they're small
* and fog/size hides them far out. Flowers roll white/red/yellow. */
const BUSH_COUNT = 140
const BUSH_COUNT = 50
const BUSH_SEED = 0xB554
const BUSH_REACH = 0.35
const FLOWER_COUNT = 340
const BUSH_REACH = 1
const FLOWER_COUNT = 50
const FLOWER_SEED = 0xF10E
const FLOWER_REACH = 0.3
const FLOWER_COLORS: FlowerColor[] = ["white", "red", "yellow"]
@ -133,11 +133,11 @@ const FLOWER_COLORS: FlowerColor[] = ["white", "red", "yellow"]
/** Roaming mobs: how many frogs/bees to scatter, their seed, and how far out they
* reach (fraction of the world). Kept modest -- roaming meshes are drawn every
* frame (frustum-culled), not baked into the static chunks. */
const FROG_COUNT = 40
const BEE_COUNT = 30
const ROBIN_COUNT = 30
const FROG_COUNT = 20
const BEE_COUNT = 20
const ROBIN_COUNT = 20
const MOB_SEED = 0x30B
const MOB_REACH = 0.5
const MOB_REACH = 1
/** Spatial partition of the world for frustum culling: `CHUNK_GRID` x
* `CHUNK_GRID` square cells over [-outer, outer]. Smaller cells cull tighter
@ -214,7 +214,8 @@ export function buildLevel(textures: Textures): Level {
sun: Color.rgb(255, 246, 214),
sunDir: { x: 0.3, y: 0.5, z: -0.8 },
sunSize: 0.04,
clouds: basicCumulus,
clouds: fancyCumulus,
skybox: { texture: textures.skybox },
}
const npcPosition = { x: 2, y: 0, z: -1 }

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@ -1,4 +1,4 @@
import { Terrain } from "../engine/scene/Terrain"
import { Terrain } from "./Terrain"
import type { Vec3 } from "../engine/math/Vec3"
import type { Aabb, Level } from "./level"

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@ -6,11 +6,11 @@ import { Sky, type SkyConfig } from "../engine/render/Sky"
import type { Camera } from "../engine/scene/Camera"
import { Mat4 } from "../engine/math/Mat4"
import type { Mesh } from "../engine/scene/Mesh"
import { Mob, type MobKind } from "../engine/scene/Mob"
import { Mob, type MobKind } from "./actors/Mob"
import { Sprite } from "../engine/scene/Sprite"
import type { Vec2 } from "../engine/math/Vec2"
import type { Vec3 } from "../engine/math/Vec3"
import type { Textures } from "./assets"
import type { Textures } from "./textures"
import type { Chunk } from "./level"
/** Everything needed to render the world: the room, the cullable chunks, the NPC

23
game/textures.ts Normal file
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@ -0,0 +1,23 @@
import type { Texture } from "../engine/render/Texture"
/** The game's texture palette -- the named surfaces content refers to (materials,
* mobs, room). `app/assets.ts` loads the actual pixels via the DOM; this is the
* shape both sides agree on, kept in `game/` so content never imports the browser
* loader. Filenames in `/assets` are the contract. */
export type Textures = {
floor: Texture
grass: Texture
bark: Texture
birch: Texture
leaf: Texture
needle: Texture
rock: Texture
flower: Texture
wall: Texture
crate: Texture
npc: Texture
frog: Texture
bee: Texture
robin: Texture
skybox: Texture
}

32
tests/layering.test.ts Normal file
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@ -0,0 +1,32 @@
import { expect, test } from "bun:test"
import { readdirSync, readFileSync, statSync } from "node:fs"
import { join } from "node:path"
// The engine is the reusable, content-agnostic layer: it must import nothing from
// game (content) or app (browser glue). game -> engine and app -> game -> engine are
// fine; the reverse is the violation. This freezes the Stage-3 seam so a stray import
// can't quietly re-couple the layers.
function tsFiles(dir: string): string[] {
const out: string[] = []
for (const name of readdirSync(dir)) {
const p = join(dir, name)
if (statSync(p).isDirectory()) {
out.push(...tsFiles(p))
} else if (p.endsWith(".ts")) {
out.push(p)
}
}
return out
}
test("engine imports nothing from game or app", () => {
const engineDir = new URL("../engine", import.meta.url).pathname
const offenders = tsFiles(engineDir).filter((f) => /from\s+["'][^"']*\/(?:game|app)\//.test(readFileSync(f, "utf8")))
expect(offenders).toEqual([])
})
test("game imports nothing from app", () => {
const gameDir = new URL("../game", import.meta.url).pathname
const offenders = tsFiles(gameDir).filter((f) => /from\s+["'][^"']*\/app\//.test(readFileSync(f, "utf8")))
expect(offenders).toEqual([])
})

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@ -1,5 +1,5 @@
import { expect, test } from "bun:test"
import { MOB_KINDS, Mob } from "../engine/scene/Mob"
import { MOB_KINDS, Mob } from "../game/actors/Mob"
// The mob SAB packs a kind as its index in MOB_KINDS; the main thread and every
// render worker must agree on that order. Freeze it here: appending a kind is fine,

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@ -1,5 +1,5 @@
import { expect, test } from "bun:test"
import { Tree, TREE_KINDS } from "../engine/scene/Tree"
import { Tree, TREE_KINDS } from "../game/actors/Tree"
// The chunk baker (level.ts) accumulates geometry into a mesh per material key and
// only draws keys listed in MAT_ORDER. A tree species that declares a trunk/foliage

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@ -1,7 +1,8 @@
{
"extends": "./tsconfig.base.json",
"references": [
{ "path": "./tsconfig.engine.json" }
{ "path": "./tsconfig.engine.json" },
{ "path": "./tsconfig.game.json" }
],
"compilerOptions": {
"composite": true,

12
tsconfig.game.json Normal file
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@ -0,0 +1,12 @@
{
"extends": "./tsconfig.base.json",
"references": [
{ "path": "./tsconfig.engine.json" }
],
"compilerOptions": {
"composite": true
},
"include": [
"game"
]
}

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@ -10,6 +10,9 @@
{
"path": "./tsconfig.engine.json"
},
{
"path": "./tsconfig.game.json"
},
{
"path": "./tsconfig.app.json"
},