# 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 leans on rasterizer traits (vertex snap, low-res + dither/banding, no mipmaps). Raytracing was considered and cut (it removes the very artifacts we want). Note: **affine texture "swim" was dropped** — texturing is always perspective-correct now (it warped badly on the big outdoor terrain); the other era knobs stay. - **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. - **Culling beats batching here.** A "draw call" is just a JS loop (no GPU state), so merging the world into big meshes only defeats visibility skipping. Instead the outdoor world is stored as spatial **chunks** that are frustum-culled per 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/`. ## 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` (optional backface cull per draw), `Frustum` (6 planes from the viewProj + AABB test, for chunk culling), `Texture` (nearest/bilinear, wrapping, no mipmaps), `Sky` (gradient + sun + procedural clouds; renders at 1/`step` res). - `scene/` — `Camera` (fps yaw/pitch; far plane reaches the outdoor peaks), `Mesh` (indexed tris), `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), `Tree` (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). - `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: 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 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). - `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/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; 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` 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) → `Framebuffer.quantize` → `present` (integer-scale, letterboxed blit; `imageSmoothingEnabled` follows `upscaleFilter`). Rasterizer specifics: near-plane clip (Sutherland-Hodgman), **1/w z-buffer**, perspective-correct UVs, screen-space vertex snap, flat directional lighting, distance fog, **alpha cutout** (discard texel alpha < 128, for sprites). **Backface culling is opt-in** (`draw(..., cull)`, default off = double-sided): on for solid world chunks, off for sprites and the room. It relies on winding, so generators feeding culled draws (terrain patch, tree/boulder builders) must wind front-out — a culled mesh that renders inside-out has its index order flipped (see `Terrain.patch`). The cull sign: back-facing == positive screen area here. ## 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`, `textureFilter`, `lighting`, `fog`. (Texturing is always perspective-correct — the affine-swim dial was removed.) - **`app/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 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. ## Performance / where the frame goes The world is dense (hundreds of trees + boulders, ~50k tris) but most of it is off-screen or fogged each frame, so three things keep it cheap: - **Frustum culling** (`Frustum` + per-`Chunk` AABB test in `main`) — skips whole chunks that fall outside the view. Behind you + off to the sides = free. - **Backface culling** (`draw(..., true)`) — ~halves fill on solid geometry (terrain, foliage, rock). See the Rasterizer note re winding. - **Half-res sky** (`SKY_STEP` in `main`, default 2) — the cloud fbm runs per pixel and dominated the frame; sampling once per 2×2 block quarters it. Together ~1.5–2x over drawing everything full-res every frame, and the win grows with content since culled chunks cost ~nothing. Next levers if needed: LOD / impostors for far trees, flat typed-array geometry (kill per-tri allocation), Web-Worker banded rasterization. `TREE_COUNT`/`BOULDER_COUNT` are the blunt content dials. ## 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). ## 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. **Boulders** (`engine/scene/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 big ones. ## Controls WASD move · **Shift** run (speed ×`RUN_MULTIPLIER` in `app/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. ## 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 tuned the clouds, framed the terrain peaks, and confirmed the ground textures flat (no swim). 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).