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AGENTS.md

Build & Run

cargo build                          # debug build
cargo run -- --mode ascii            # Vulkan window, ASCII glyphs (default)
cargo run -- --mode graphics         # Vulkan window, colored cells
cargo run -- --mode terminal         # ANSI terminal mode
cargo run -- --mode pipe             # JSON stdin/stdout for AI agents
cargo run -- --mode test             # run all JSON scenarios
cargo run -- --mode headless --headless-ticks 60  # dump to headless_dump.txt

Rust edition 2024, requires rustc ≥ 1.96. Vulkan 1.2+ required for ascii/graphics modes (falls back to terminal).

Tests

cargo test                           # all 109 integration tests
cargo test --test physics_sand       # single test file
cargo run -- --mode test --scenario-dir scenarios  # 14 JSON scenarios

Tests are in tests/*.rs, use verbatim::ai::GameSession API (not the render loop). Scenarios are in scenarios/*.json.

Shaders

GLSL shaders in assets/shaders/. Pre-compiled to SPIR-V via glslangValidator -V. Recompile after editing:

glslangValidator -V assets/shaders/cell.vert -o assets/shaders/cell_vert.spv
glslangValidator -V assets/shaders/cell.frag -o assets/shaders/cell_frag.spv
glslangValidator -V assets/shaders/graphics.vert -o assets/shaders/graphics_vert.spv
glslangValidator -V assets/shaders/graphics.frag -o assets/shaders/graphics_frag.spv

SPV files are committed. include_bytes! embeds them at compile time.

Architecture

Source of truth: Grid (250×250) of Cell structs. Each Cell stores material, temp, fg/bg color, variant inline. No double buffer — Grid::next was removed.

Three entity types: cellular (CA materials in grid), rigid (alive entities, AABB + slope stepping), ragdoll (corpses, Verlet constraints).

Three render modes: terminal (crossterm ANSI), ascii (Vulkan glyph atlas + instanced), graphics (Vulkan colored quads). All three read the same Grid + EntityManager.

GpuRenderer trait (main.rs): unifies VulkanRenderer and GraphicsRenderer behind run_gpu_mode<R>(). Both have identical event loops; only shader/instance format differs.

Game loop: Game::fixed_update() = CA step → rigid update → ragdoll update → damage. Called from event loop with fixed 16ms accumulator. Game::run() is terminal-only (uses InputHandler with crossterm). GPU modes use run_gpu_mode with WindowInput (winit PhysicalKey, layout-agnostic).

Key Conventions

  • No comments in code unless explicitly requested.
  • Cell colors are inline — renderers read cell.fg/cell.bg directly, never lookup MaterialRegistry in render path. Registry is for physics properties only (density, solid, flammable, etc.).
  • Vector movementPlayer::move_left/right sets velocity directly (set_horizontal_vel), no accumulation. stop_horizontal zeroes it. Jump is edge-triggered (press only, not held).
  • Slope steppingupdate_rigid_entity tries stepping up 1 cell before resolving X collision, enabling walking up slopes without jumping.
  • Adaptive viewportcheck_resize() in both Vulkan renderers recreates swapchain on window resize. grid_w/grid_h recalculated from extent / 16. Wayland uses window.inner_size() (surface extent is undefined).
  • Cell::new() copies colors from MaterialRegistry at creation time. Per-cell color variation is possible by modifying cell.fg/cell.bg after creation.

Module Layout

src/
  main.rs        # CLI, GpuRenderer trait, run_gpu_mode<R>(), event loops
  lib.rs         # pub mod declarations
  game.rs        # Game struct, world gen, fixed_update, collision (AABB + slope)
  input.rs       # Terminal input (crossterm, InputHandler) — terminal mode only
  world/         # Cell, MaterialId, MaterialRegistry, Grid, CellularAutomaton
  physics/       # VerletSolver, SubBody, Constraint, resolve_grid_collision
  entity/        # Entity (rigid/ragdoll), EntityManager, Player
  render/        # terminal.rs, vulkan.rs (ASCII), graphics.rs (cells), window_input.rs
  ai/            # GameSession, AiAction, pipe protocol, replay, scenarios

PLAN.md

Detailed roadmap with 8 phases, architecture decisions, milestones, and cross-platform support table. Read it for design context before making architectural changes.