15 KiB
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 calledLevelSpec). 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
Levelis freed for the authored data document. Scenegrows 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 currentScenealready is. This collapses today's incidentalLevel/Scenesplit (main.ts copies fields across) into two clear things.
- live mob array + terrain sampler that currently hang off
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
Sceneto 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
Leveldocument +bake(level)+ the gen/bake split. Puregame/, headless, unit-testable, no UI, no netcode. The whole foundation — do it first, on its own.- Then, in parallel — both ride the document, neither blocks the other:
- Editor — in-engine, browser,
app/. Emits aLevelfile. - Server — real authoritative, imports
game/, bakes theLevelheadless.
- Editor — in-engine, browser,
The editor shape
- In-game, single-player, edit↔play toggle. Same running client: an edit mode
to author the
Levellive, 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/
reconfigurepath; 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.heightfor "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, theCloudLayerunion (basicCumulus/fancyCumulus + params),TERRAIN(amplitude/frequency/peaks/inner/blend),GROUND_UV, room dims. Parameterizing = moving these constants into theLevel. - 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 inRenderConfigtoday, and in a shooter fog density = sightlines = a gameplay/map property → fog probably moves into theLevel. 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 1–2 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 viaMat4.compose). Fix by separating the per-instance transform from geometry-gen:buildemits 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 viaMat4.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.heightis a pure analytic function of noise params; a brush has nowhere to write. So: theLevelowns a height grid; procedural gen initializes it; brushes edit it directly;Terrain.heightbilinear-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.
- Collision comes free — player + mobs already sample
- 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
grassmaterial 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
- The
Leveldocument 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. - One engine refactor unlocks the object tools: pull per-instance transform
(pos/rot/scale) out of prop
buildinto the baker — props become "unique local mesh × transform," matching mobs. - 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.
- 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
Levelevery run → multiplayer world-sync is nearly free (ship the document, everyone bakes the same). - DOM-free
engine/game, layering test-enforced — the authoritative server runsbake(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 theLeveldocument +bakeingame/; editor UI inapp/; server importsgame/.
Cheap hedges (do now, save pain later)
- The
Leveldocument is pure serializable data — no closures, no behavior baked in (behavior stays code, imported per-side, asEntityalready does it). - A
Levelhas 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. bakeeats 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 inapp/main.ts. Today'sLevel(game/level.ts:69-81) is a bake result (chunks/meshes/colliders/mobs) — under the new naming it becomes part ofScene; the authoredLeveldocument is the missing input half.buildLevelbecomesbake(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 aLevel) 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). Nolevel.treesto 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.mobCountinapp/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.tssetup); 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).