# meat A from-scratch browser **first-person-shooter game engine** with a configurable **PS1 aesthetic**. Everything is hand-written: a **software rasterizer** draws textured triangles into a low-res CPU framebuffer, then Canvas2D blits it upscaled. No WebGL/WebGPU, no game-engine dependencies. This file is the durable project brief (checked in, auto-loaded). The per-topic rules live in `.agents/rules/*.md`. ## Guiding decisions (the "why", not derivable from code) - **PS1 look is a set of live knobs**, dial-able from full-PS1 to clean. See `RenderConfig`. Nothing about the era is hardcoded into the renderer. - **Software rasterizer on purpose** — the PS1 look *is* rasterizer artifacts (affine texture swim, vertex snap, no mipmaps). Raytracing was considered and cut (it removes the very artifacts we want). - **Minimal architecture.** Scene-graph-lite / plain data + functions. Deliberately **not** ECS or any "Big Game Architecture." Prefer the smallest clear structure; add knobs to experiment rather than abstractions. - **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/`. ## Stack & tooling - **Bun** runtime + `bun test`. **TypeScript 7** (native `tsc`), strict, `moduleResolution: bundler`. **Vite 8** serves/builds the client. - **oxc** toolchain: `oxlint` + `oxfmt` (no eslint/prettier). - commitlint + husky (Conventional Commits), OpenSpec change workflow, forge-sync (Forgejo). Templates generated by `regime` from a `sigitex:` source. ## Commands - `bun start` — Vite dev server; open the printed URL. Edits hot-reload. - `bun run build` — production build to `dist/`. - `bun run assets` — regenerate the placeholder PNGs in `/assets`. - `bunx tsc --build tsconfig.app.json` — **typecheck the app+engine graph. Use this**, not `bun run check` (see Caveats). - `bunx oxlint engine app` — lint. - `bun test` — tests (none yet). - `bun run serve` — Bun server (`server/server.ts`, a stub for now). ## Layout - `engine/` — headless engine, consumed by `app/` via tsconfig project ref. - `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 + Bayer dither), `RenderConfig` (the look dials + presets), `Rasterizer`, `Texture` (nearest/bilinear, wrapping, no mipmaps), `Sky` (gradient + sun + procedural clouds). - `scene/` — `Camera` (fps yaw/pitch), `Mesh` (indexed tris), `Sprite` (Y-axis billboard). - `app/` — browser glue. - `main.ts` — game loop, input, preset switching, canvas blit, FPS meter. - `assets.ts` — load `/assets/*.png` → `Texture` (zero-copy; ImageData bytes are already the `Color` layout). - `level.ts` — builds the playground: per-texture meshes, `Aabb` colliders, NPC position, sky/cloud config. Geometry density knob `DIVISIONS_PER_UNIT`. - `player.ts` — feet-cylinder player: gravity/jump + circle-vs-AABB/-circle collision. - `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 writes PNGs (hand-rolled encoder via `node:zlib`). Run via `bun run assets`. - `assets/` — generated `floor/wall/crate/npc` PNGs. Swap for real art anytime; filenames are the contract. - `server/` — Bun server stub. `shared/` — isomorphic slot. ## Frame pipeline (`app/main.ts` `frame`) `Player.update` → build `Camera` → `Camera.viewProjection` → `Sky.render` (fills color + resets depth, replaces a clear) → `Rasterizer.draw` floor, walls, crate (one call per texture) → `Sprite.billboard(npc)` drawn via `Rasterizer.draw` → `Framebuffer.quantize` → `present` (integer-scale, letterboxed blit; `imageSmoothingEnabled` follows `upscaleFilter`). Rasterizer specifics: near-plane clip (Sutherland-Hodgman), **1/w z-buffer**, affine↔perspective-correct UV blend (`perspectiveCorrect`), screen-space vertex snap, flat directional lighting, distance fog, **alpha cutout** (discard texel alpha < 128, for sprites), **double-sided** (no backface culling). ## The look — where to tune - **`engine/render/RenderConfig.ts`** — per-frame render dials + presets: `standard` (384×216, the startup default), `soft`, `clean`, plus an unbound `ps1` (320×240). In-app keys **1/2/3** switch standard/soft/clean live. Knobs: `internalWidth/Height`, `upscaleFilter`, `colorDepth`, `dither`, `vertexSnap`, `perspectiveCorrect` (0 = full affine swim, 1 = correct), `textureFilter`, `lighting`, `fog`. - **`app/level.ts` `DIVISIONS_PER_UNIT`** (1.3) — geometry triangle density per world unit. Higher = smaller triangles = less affine swim; **below ~0.5 the floor degenerates into a black wedge** (affine sampling collapses onto the texture's dark grout lines). Works with `perspectiveCorrect` — both fight the same affine error from different sides. ## Clouds Procedural, moving, in the sky pass (`engine/render/Sky.ts`). Two styles picked by a `CloudLayer` discriminated union `kind`: - **`basicCumulus`** — flat hard-thresholded white puffs, 1 noise lookup/pixel. - **`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 `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). ## Controls WASD move · mouse look (click canvas to pointer-lock) · **Space** jump · **1/2/3** switch look presets. FPS shown bottom-right. ## Code style (oxlint-enforced — match it) No semicolons, double quotes, 2-space indent, trailing commas. **`type`, never `interface`.** Function declarations (arrows allowed). Uppercase hex (`0xFF`). Curly braces required on all `if`. No `void` operator. `T[]` not `Array`. Prefer `globalThis` over `window`. Domain behavior lives in a `type` + matching `namespace` (see `Vec3`, `Color`, `Rasterizer`). ## Caveats - No mipmaps, so distant textures shimmer (period-correct); far cloud/geometry is hidden by fog. ## Debugging the renderer without a browser (key workflow) The engine is pure, so you can **render headless to a PNG and inspect it**. A throwaway `bun` script can: `buildLevel()`, decode `assets/*.png` (they're filter-0 RGBA — trivial to inflate), set a `Camera` pose, run `Sky.render` + `Rasterizer.draw` into a `Framebuffer`, encode the color buffer to PNG (same hand-rolled encoder as `scripts/gen-assets.ts`), write it, and read it back. Sampling individual pixels this way diagnosed the affine black-wedge (affine sampled grout, perspective-correct sampled stone) and tuned the clouds. Put temp scripts in the job tmp dir, not the repo. ## Roadmap / not yet built In-browser RenderConfig slider panel; mipmaps; `painter` depth mode; gouraud lighting; more cloud types; more props / a weapon / moving enemies. `shared/` is nearly empty. The FPS meter is static HTML + `textContent` writes only — no DOM-built UI yet (deliberate).