- WORLD_SCALE=5 constant in worldgen.rs, adjustable via single constant - Trees: trunk 30 cells tall, canopy radius 10 (was 6/2) - Pools: radius 10-30 (was 3-6) - Walls: height 10-35, width 5 (was 3-7/2) - Sand dunes: width 20-80 (was 6-16) - BSP rooms: min 20×20, corridors width 5 (was 9×9/2) - Surface terrain: amplitude ×5 (±20 vs ±4) - Dirt layer depth: 40 cells (was 8) - Spawn offsets ×5 for goblins/slimes - Dirty rects cleared after world generation to avoid CA processing static terrain - Chunk activation by dirty rects only (not modified flag) - Dirty rect size limit 4096 cells to prevent CA spikes - CA fill_prob for caves reduced 0.45→0.38 for larger open spaces - All 185 tests + 14 scenarios pass - Benchmark: ~18 FPS (regression from 85 FPS due to larger world features) - Performance optimization deferred to separate pass
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AGENTS.md
Build & Run
cargo build # debug build
cargo run --release -- --mode graphics # Vulkan colored cells (PRIMARY, recommended)
cargo run --release -- --mode ascii # Vulkan ASCII glyphs (debug backend)
cargo run -- --mode terminal # ANSI terminal mode (legacy)
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
cargo run -- --mode capture --headless-ticks 60 # render graphics-like PNG to capture.png
cargo run --release -- --mode benchmark --benchmark-ticks 600 --benchmark-renderer graphics --benchmark-biome surface # FPS benchmark (surface)
cargo run --release -- --mode benchmark --benchmark-ticks 600 --benchmark-renderer graphics --benchmark-biome caves # FPS benchmark (caves)
cargo run --release -- --mode benchmark --benchmark-ticks 600 --benchmark-renderer graphics --benchmark-biome dungeon # FPS benchmark (dungeon)
cargo run --release -- --mode tape --headless-ticks 300 --tape-interval 10 --tape-output tape.txt --tape-json tape.json # multi-spectrum recording
Rust edition 2024, requires rustc >= 1.96. Vulkan 1.2+ required for ascii/graphics modes (falls back to terminal). Use --release for playable frame rates; GPU modes are CPU-bound in debug builds due to the cellular-automaton simulation. The GPU event loop is capped at 60 FPS.
Architecture Priorities
- Graphics mode (
--mode graphics) is the PRIMARY renderer — colored cells, 8x8 px, 16:9 window - ASCII mode (
--mode ascii) is a DEBUG backend — same Vulkan pipeline with glyph atlas - Terminal mode (
--mode terminal) is LEGACY — kept for headless/test compatibility - AI observation uses multi-spectrum ASCII layers via pipe protocol:
materials— material type per celltemperature— heat levels encoded as characterslight— light intensity per cellentities— entity positions and types onlydensity— material density visualizationvelocity— entity movement speed and CA activity
Tape System
# Record all spectrums every 10 ticks for 300 ticks
cargo run --release -- --mode tape --headless-ticks 300 --tape-interval 10 \
--tape-output tape.txt --tape-json tape.json
Each tape frame contains:
- Tick number, depth, kills, score
- Camera position
- Player HP, position, entity count
- All 6 spectrum layers as ASCII text
Pipe protocol spectrum commands:
{"cmd":"get_spectrum","spectrum":"materials","w":80,"h":25}— single spectrum{"cmd":"get_all_spectrums","w":80,"h":25}— all spectrums at once
Tests
cargo test # all 185 integration tests (171 original + 14 multilayer)
cargo test --test physics_sand # single test file
cargo test --test multilayer # multi-layer world tests
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. Run python3 tools/render_dump.py to convert a headless_dump.txt frame to PNG for visual inspection. Use --mode capture to generate a graphics-like PNG directly without a window.
Controls
Terminal (--mode terminal):
a/dor←/→— movew/↑/space— jump (press only)h/j/k/l— shoot left / down / up / rightf— toggle fireball mode>— descend when standing on stairse— use/equip first inventory itemr— drop first inventory item1–0/x— paint material brushq/ctrl-c— quit
GPU (--mode ascii / --mode graphics):
a/dor←/→— movew/↑/space— jumph/j/k/l— shoot left / down / up / right (keyboard fallback)- Left-click — shoot toward mouse cursor (Noita-style aiming)
- Mouse position — player faces mouse direction (left/right)
f— toggle fireball mode>/.— descend when standing on stairse— use/equip first inventory itemr— drop first inventory item1–0/x— paint material brushy/u/i/o— move camera offsetm— toggle audioq/esc— quit
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: ChunkedGrid of Cell structs with parallel per-chunk layer arrays. Replaces the old fixed-size Grid with dual storage:
- Bounded mode:
Vec<Chunk>for deterministic 250x250 test/AI grids. - Infinite mode:
HashMap<(i64, i64), Chunk>for continuous 12500x12500 cell (100000x100000 px) Noita-scale worlds.
Main game (--mode terminal, --mode ascii, --mode graphics) uses the infinite mode. Each Cell stores material, fg/bg color, variant inline (9 bytes, no temp). Temperature, gas, pressure, and light are stored in parallel arrays per chunk. Chunks are 64x64 cells with active, modified, was_modified, generated, and dirty flags.
Multi-layer world (Phase 6): Each Chunk has 5 parallel arrays alongside cells:
temps: Vec<f32>— temperature per cell (16 KB/chunk)pressure: Vec<u8>— pressure per cell, 128 = atmospheric (4 KB/chunk)gas_type: Vec<u8>— gas type: 0=air, 1=smoke, 2=poison, 3=CO2, 4=steam (4 KB/chunk)gas_density: Vec<u8>— gas concentration 0-255 (4 KB/chunk)light: Vec<[u8;3]>— world-space RGB light (12 KB/chunk)
Layer access via grid.get_temp()/set_temp(), grid.get_gas()/set_gas(), grid.get_pressure()/set_pressure(), grid.get_light()/set_light(). All set_* methods call mark_dirty() (shared dirty rect). cells_swap swaps all layers. set_material also sets default_temp().
Simulation steps per fixed_update(): apply_gas_damage() → ca.step() (material CA + heat_transfer + gas_step + pressure_step + light_step) → entity updates → combat → status effects. The ca.step() saves pre-clear dirty rects and passes them to layer steps so heat/gas/pressure can diffuse beyond CA-active cells.
Serialization: Multi-section chunk format with VWM1 magic header. Sections: cells (8 bytes × 4096), temps (4 × 4096), gas (2 × 4096), pressure (1 × 4096), light (3 × 4096). Old 12-byte format auto-detected and loaded for backward compat.
Four entity kinds: Player, Goblin, Slime, Corpse. Three physics 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 ChunkedGrid + EntityManager and an optional LightGrid overlay. GPU renderers upload a viewport-relative grid buffer and index it in shaders with cam_pos.
Lighting pass: render::lighting::LightGrid is computed each frame on the CPU. Light sources are emitted by Lava and Fire cells. Light attenuates with distance and is blocked by solid cells (ray-cast line-of-sight). The ambient light level is configurable per mode; the default ambient is [100, 100, 120]. The Renderer trait and all renderers accept Option<&LightGrid>; UiLayer elements are drawn unlit on top.
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() = activate chunks -> CA step -> rigid update -> ragdoll update -> slime AI -> goblin AI -> combat -> projectiles -> damage -> corpse decomposition -> status effects -> score -> item pickup. 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).
BodyTemplate (entity/body_template.rs): data-driven entity body definitions. JSON-serializable. build_humanoid() delegates to template_for_kind().apply_to(). To add a new creature shape, add a BodyTemplate constructor + match arm in template_for_kind. Each SubBody has a color: [u8; 4] field for per-part coloring.
Combat: player uses ranged projectiles (Arrow / Magic Bolt / Fireball). player_shoot() fires in the direction held. update_projectiles() moves projectiles, resolves entity hits (damage + knockback), and applies fireball ignition. Enemy contact damage still applies (Goblin 8 dmg, Slime 5 dmg per 20 ticks) reduced by equipped armor. Knockback applied to player.
Slime AI: update_slime_ai() makes slimes jump toward player every 60 ticks when within 40 cells. Jump power scales with proximity.
Goblin AI: update_goblin_ai() moves toward player when far, backs away when close, and flees when health < 10.
Corpse decomposition: decompose_corpses() turns dead Corpse bodies into Flesh cells in the grid over time.
RPG layer: Entity carries stats (strength, agility, toughness, willpower), level, XP, status effects (on_fire/poisoned/frozen/bleeding), and add_xp / xp_to_level / recalc_max_health. Status effects deal damage or expire in update_status_effects. EntityInfo exposes these for AI state.
Items & inventory: Item (weapon, armor, consumable), ItemManager, and inventory/equipment slots on Player. Items spawn in the world and are picked up on contact. Game::use_item(0) equips weapons/armor or consumes potions; Game::drop_item(0) returns an item to the world. Equipped weapon adds damage bonus to projectiles; equipped armor reduces enemy contact damage.
UI layer: ui::UiLayer overlays non-destructive UI on all renderers. Health bars above entities, bottom-line HUD, scrolling message log, floating damage numbers, screen-edge indicators, death screen, entity labels, status icons, minimap, and a character panel. UI is drawn unlit on top of the world. In GPU (ascii/graphics) and capture modes the UI is rendered as a separate 2x2 pixel-per-cell pass; terminal mode renders UI at full character size.
Chunk system: ChunkedGrid is divided into 64x64 Chunks. Each chunk tracks active, modified, was_modified, generated, and dirty (an optional bounding rect of cells that need processing). save_chunk(path, cx, cy) and load_chunk(path, cx, cy) serialize chunk cells via 12-byte binary format. Cell serialization is handled by Cell::to_bytes() / Cell::from_bytes(). Chunk::generated is set when a chunk is generated or loaded from cache, preventing accidental regeneration.
Dirty rect optimization (Noita-style): Each chunk maintains a dirty: Option<(i32, i32, i32, i32)> bounding rect of cells that need CA processing. When a cell changes via set, set_material, cells_swap, or set_cell_index, the chunk's dirty rect is expanded to include that cell ±1 (for neighbor influence). The CA step only iterates cells within dirty rects, skipping chunks with no dirty rect entirely. Liquids and gases (water, lava, acid, steam, fire, smoke) re-mark themselves dirty after processing so they continue to flow and react. Sand and other solids can sleep when at rest. heat_transfer only processes cells within dirty rects and reuses its temperature buffer across frames. update_active_chunks activates chunks with dirty rects in addition to chunks near entities. This reduces CA step time from ~500μs to ~25μs on a 250x250 grid.
World cache: main game seeds are saved in Game::seed and written to cache/worlds/<seed>/. Each cached world stores per-chunk binary files plus a meta.json with player spawn and item placement. Game::init_world() loads the cache if it exists; otherwise it generates the spawn region and saves it. This makes Noita-scale worlds load instantly after the first visit.
Vertical biome progression: World Y (cy) selects biome per chunk:
cy < 2— surface (grass, dirt, stone, trees, pools, dunes)2 <= cy < 6— caves (stone, CA-carved empty space, lava/water/acid pools)cy >= 6— dungeon (BSP rooms, corridors, stone walls)
Chunk streaming: Game::stream_chunks() is called every fixed_update. It loads cached chunks (or generates new ones) in a 3-chunk radius around the player, saves modified chunks beyond that radius, and unloads distant chunks. Streaming is active for infinite grids and for bounded grids larger than 2048×2048; test/AI 250×250 grids skip streaming.
Vertical descent: MaterialId::Stairs is a solid feature material. Player stands on stairs and presses > to descend. Game::descend() increments depth, resets the world, and respawns the player at the top. HUD shows current depth.
Key Conventions
- No comments in code unless explicitly requested.
- Cell colors are inline — renderers read
cell.fg/cell.bgdirectly, never lookupMaterialRegistryin render path. Registry is for physics properties only (density, solid, flammable, etc.). - Vector movement —
Player::move_left/rightsets velocity directly (set_horizontal_vel), no accumulation.stop_horizontalzeroes it. Jump is edge-triggered (press only, not held). - Slope stepping —
update_rigid_entitytries stepping up 1 cell before resolving X collision, enabling walking up slopes without jumping. - Adaptive viewport —
check_resize()in both Vulkan renderers recreates swapchain on window resize.grid_w/grid_hrecalculated from extent / 16 (cell size = 16x16 px). Wayland useswindow.inner_size()(surface extent is undefined). Cell::new()copies colors fromMaterialRegistryat creation time. Per-cell color variation is possible by modifyingcell.fg/cell.bgafter creation.- Auto-constraints —
BodyTemplate::auto_constraints(n)connects all parts to all others (n^2). Works for any template shape. Simpler than manual constraint lists. - Item pickup —
Game::update_item_pickup()scans items within 1.5 cells of the player and adds them toplayer.inventory. - Stat-based health — Entity max health derived from
base + toughness * 5 + level * 10.recalc_max_health()called onadd_xplevel-up. - Status effects —
update_status_effects()applies damage for poison/bleeding/fire and cancels movement for frozen; effects expire when their timer reaches zero. - Random seeding —
Game::new()uses a fixed seed for tests/AI sessions;Game::new_random()seeds from system time and is used by terminal/ascii/graphics modes. Cached worlds are keyed by seed. - Dirty rects —
ChunkedGrid::mark_dirty(x, y)expands the chunk's dirty rect to include (x,y) ±1 and propagates to neighbor chunks at boundaries.cells_swapandset_cell_indexcallmark_dirtyautomatically.setandset_materialalso callmark_dirty. The CA step clears each chunk's dirty rect at the start of processing and rebuilds it from cell modifications during processing. - World scale:
WORLD_SCALE = 5inworldgen.rs— all world features (trees, pools, walls, dunes, rooms, corridors, terrain amplitude) are multiplied by this factor. Change this constant to adjust entity-to-world size ratio.
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, combat, slime AI
input.rs # Terminal input (crossterm, InputHandler) — terminal mode only
world/ # Cell, MaterialId, MaterialRegistry, ChunkedGrid, Grid (legacy), Chunk, CellularAutomaton, WorldGenerator, WorldCache
physics/ # VerletSolver, SubBody (with color field), Constraint, resolve_grid_collision
entity/ # Entity (rigid/ragdoll), EntityManager, Player, BodyTemplate, Item, ItemManager
render/ # terminal.rs, vulkan.rs (ASCII), graphics.rs (cells), lighting.rs, window_input.rs
ai/ # GameSession, AiAction, pipe protocol, replay, scenarios
ui/ # UiLayer, HUD, messages, damage numbers, edge indicators
PLAN.md
Detailed roadmap with 8 phases, architecture decisions, milestones, and cross-platform support table. Read it for design context before making architectural changes. Player combat is ranged (projectiles), not melee — this is a design decision recorded in Phase 1.