Commit Graph
6 Commits
Author SHA1 Message Date
Emil 020914ab99 refactor: --mode window is now Vulkan, remove softbuffer fallback
- --mode window = Vulkan renderer (was softbuffer CPU)
- --mode vulkan removed (merged into --mode window)
- softbuffer dependency removed
- log dependency removed (unused)
- Old window.rs (softbuffer CPU renderer) deleted
- Fallback: if Vulkan init fails, falls back to --mode terminal
- 109 tests, 0 failures
2026-06-21 00:53:20 +03:00
Emil 6e9e90fb34 feat: Vulkan renderer with instanced rendering (Phase 4)
VulkanRenderer using ash 0.38 + winit:
- Instance with KHR_surface + xlib + wayland extensions
- Physical device selection (first GPU with graphics+present)
- Swapchain (FIFO present mode, B8G8R8A8_UNORM)
- Render pass with color attachment
- Graphics pipeline with instanced rendering:
  - Vertex buffer: unit quad (4 verts, 6 indices)
  - Instance buffer: 8000 CellInstance structs (32 bytes each)
  - 2 vertex bindings: per-vertex (quad pos) + per-instance (grid pos,
    atlas UV, fg/bg colors)
  - Push constants: screen size + cell size
- Glyph atlas: R8_UNORM texture, uploaded via staging buffer
  - fontdue rasterizes DejaVu Sans Mono at startup
  - Linear filtering sampler
- Descriptor set: combined image sampler for atlas
- 2 frames in flight with semaphores + fences
- Persistent mapped instance buffer (zero-copy per frame)

Shaders (pre-compiled SPIR-V):
- cell.vert: positions quad from instance data, maps to clip space
- cell.frag: samples atlas alpha, blends fg/bg

--mode vulkan: tries Vulkan, falls back to softbuffer window mode
109 tests, 0 failures
2026-06-21 00:34:01 +03:00
Emil 390eca9cda fix: winit + softbuffer for layout-agnostic input and better FPS
Replaced minifb with winit + softbuffer:

Input (layout-agnostic):
- winit uses PhysicalKey<KeyCode> which maps to physical key positions
- KeyCode::KeyA = physical A key, regardless of keyboard layout
- Works on Russian, Arabic, any layout — no key mapping needed
- HashSet<KeyCode> tracks pressed/released state
- Proper Press/Release events from OS, no timeout hacks

FPS improvements:
- Glyph atlas pre-built at startup (alpha bitmap, zero per-frame alloc)
- render_to_buffer: skip empty cells entirely (no draw call)
- blend_fast: bitshift instead of division for alpha blending
- Buffer fill via .fill() instead of nested loop
- copy_from_slice for pixel transfer to softbuffer (memcpy speed)
- ControlFlow::Poll for maximum frame rate

109 tests, 0 failures
2026-06-21 00:11:12 +03:00
Emil 19bd883645 feat: window mode with minifb — direct keyboard polling, no terminal
New --mode window (now default):
- minifb creates a real OS window (no terminal needed)
- fontdue rasterizes DejaVu Sans Mono glyphs to pixel buffer
- ASCII characters rendered as colored pixels — same aesthetic
- Keyboard polled via get_pressed_keys() every frame:
  - Instant response, no terminal delay
  - Proper multi-key support (W+A strafing works)
  - No Release event hacks needed
  - No key repeat timeout hacks
  - Instant stop when key released

Controls: WASD/arrows, 1-9/0 paint, X erase, HJKL camera, Q/Esc quit
--mode terminal still available as fallback

109 tests, 0 warnings, 0 failures
2026-06-20 23:58:05 +03:00
Emil 7f4b1dde5e feat: AI integration - pipe protocol, test framework, replay system
AI Session API (src/ai/session.rs):
- GameSession wraps Game with seeded determinism
- init/init_empty, step(n), perform_action, get_state
- get_cell, get_region, get_entities, get_player, count_material

JSON Pipe Protocol (src/ai/protocol.rs):
- --mode pipe: stdin/stdout JSON line protocol
- Commands: init, step, action, get_state, get_view, get_cell,
  get_region, get_entities, get_player, count_material, find_material,
  record_start/stop, replay_save, run_scenario, quit

Test Framework:
- 27 Rust integration tests (tests/*.rs) covering sand, water, lava,
  acid, fire physics + entity movement, damage, ragdoll
- 8 JSON scenarios (scenarios/*.json) runnable via --mode test
- Scenario assertions: cell_is, cell_is_not, no_material_in_region,
  material_count_in_region, entity_alive/dead, player_on_ground, etc.

Replay System (src/ai/replay.rs):
- Record all actions + seed for deterministic playback
- ReplayPlayer::play() and play_until_tick() for debugging
- --mode replay --replay-file PATH

Other changes:
- src/lib.rs: library target for integration tests
- Collision: post-constraint collision pass to reduce tunneling
- serde + serde_json dependencies
- All enums use rename_all = snake_case for JSON compatibility
2026-06-20 18:53:21 +03:00
Emil 68f6292c4d feat: Verbatim MVP - terminal renderer, cellular automaton, Verlet physics
- World: 250x250 grid with 14 materials (sand, water, lava, stone, wood, etc.)
- Physics: cellular automaton for materials + Verlet solver for entities
- Entity: multi-cell humanoid (7 sub-bodies with distance constraints)
- Render: terminal renderer with ANSI colors and diff-based updates
- Game loop: fixed 60Hz timestep with accumulator pattern
- Input: WASD movement, number keys for material painting
2026-06-20 18:21:26 +03:00