Updated: - Current state: 3 render modes (terminal/ascii/graphics), per-cell color, adaptive viewport, slope stepping, GpuRenderer trait - Numbers: ~5964 lines, 40+ commits - Architecture: Cell = material + temp + fg + bg + variant, 3 render modes - Locked decisions: 3 render modes, per-cell color, square cells, slope stepping, GpuRenderer trait - Cross-platform: removed softbuffer from deps table, updated fallback (→ terminal instead of → softbuffer) - File structure: vulkan.rs (ASCII), graphics.rs (cells), no legacy files - Phase 4: marked DONE, all checkboxes updated - Milestones: 0.2 done (Vulkan renderers), renumbered phases - Binary size: ~8MB with Vulkan
25 KiB
Verbatim — Development Plan
ASCII physics RPG. Noita's cellular automaton + Caves of Qud's RPG depth. Every symbol is a material with physics. Every entity is a body with mass.
Current State (June 2026)
What Works
| System | Status | Details |
|---|---|---|
| Cellular automaton | Working | 14 materials: sand, water, stone, lava, wood, flesh, bone, steam, fire, acid, smoke, grass, dirt, empty |
| Rigid entities | Working | AABB collider, slope stepping, 27 sub-bodies (5x5 + arm), player + goblins |
| Ragdoll corpses | Working | Verlet constraints, death = rigid→ragdoll transition with inherited velocity |
| Terminal renderer | Working | Full terminal size, ANSI truecolor, diff-based rendering |
| ASCII renderer (Vulkan) | Working | ash + winit, instanced rendering, glyph atlas, 16x16 square cells, adaptive viewport |
| Graphics renderer (Vulkan) | Working | ash + winit, colored cells (no glyphs), each material = unique base color, adaptive viewport |
| AI pipe protocol | Working | JSON stdin/stdout, 16 commands, full state export |
| Test framework | Working | 109 Rust tests + 14 JSON scenarios, all passing |
| Replay system | Working | Seeded determinism, record/playback, play_until_tick |
| World generation | Basic | Sinusoidal terrain, water/lava/acid pools, wood structure, sand dune, stone wall |
| Cross-platform | Working | Windows/Linux/macOS via winit + ash_window, no platform-specific code |
| Adaptive viewport | Working | Window resize → more/fewer cells visible, cells stay 16x16 pixels |
| Per-cell color (reality layer) | Working | Each cell stores fg/bg color inline, no registry lookup in render path |
Architecture
Source of truth: text grid (250x250, Cell = material + temp + fg + bg + variant)
Three entity types:
1. Cellular — materials in grid, per-cell CA rules
2. Rigid — alive entities, AABB collider, slope stepping, single velocity
3. Ragdoll — corpses, loose Verlet bodies, independent physics
Game loop: fixed 60Hz timestep
Physics tick: CA step → rigid update (slope step) → ragdoll update → damage
Render: terminal (ANSI) / ascii (Vulkan glyphs) / graphics (Vulkan cells) / pipe (JSON) / headless (file)
Three render modes:
--mode terminal → pure ANSI ASCII in terminal
--mode ascii → Vulkan window with ASCII characters (glyph atlas)
--mode graphics → Vulkan window with colored cells (no glyphs, material base colors)
Numbers
- ~5964 lines Rust
- 109 integration tests, 14 JSON scenarios
- 40+ git commits
- 0 compiler warnings (excluding winit deprecation notices)
- Cross-platform: Windows/Linux/macOS
Roadmap
Phase 1: Combat & Interaction (next)
Goal: entities can fight and affect each other
- Melee combat: rigid entity AABB overlap → damage exchange
- Health bars in terminal render (colored indicator above entity)
- Death → ragdoll → corpse decomposition (flesh cells drop into grid over time)
- Projectile system: thrown objects (arrows, fireballs) as lightweight rigid bodies
- Material interaction with entities: entity walks through fire → ignites, acid → dissolves
- Knockback: damage applies velocity impulse to rigid body center
- Goblin AI: move toward player, attack when adjacent, flee when low HP
Tests needed:
- Melee damage between two entities
- Knockback direction correctness
- Corpse decomposition produces flesh cells in grid
- Projectile travels and deals damage on hit
- Goblin AI moves toward player
Phase 1.5: UI Layer (Non-Destructive Overlay)
Goal: visual UI elements that overlay the world without modifying game state
Architecture: a UiLayer is a separate render surface that composites on top of the world grid.
The world grid, entities, and all game state remain untouched — UI is purely visual.
Both terminal and Vulkan renderers composite the UI layer after drawing the world.
Render pipeline per frame:
1. Draw world grid (materials, entities) ← source of truth, untouched
2. Composite UI layer on top ← visual only, read-only access to state
3. Present to screen
UiLayerstruct: sparse map of (screen_x, screen_y) → (char, fg_color, bg_color)- UI elements write to this map, not to the grid
- Renderer composites: if UiLayer has a cell at (x,y), it overrides the world cell visually
- World state is never modified by UI
- Health bar: colored bar above player entity, shows current/max HP
- ████░░░░ style, colored green→yellow→red by HP ratio
- Positioned relative to player's screen position, scrolls with camera
- Entity labels: small text above/below entities (name, level for RPG)
- Status effect icons: burning 🔥, poisoned, frozen — shown next to entity
- HUD bar (bottom of screen, non-destructive):
- HP: ████████░░ 80/100
- Material brush: [Sand] (current selected)
- Tick: 1234 Depth: 1
- FPS counter (debug mode)
- Tooltip on hover: when cursor is over a cell, show material name + temperature
- Message log (top of screen, scrolling): "Goblin hits you for 10 damage"
- Last N messages, older ones fade (dimmer color)
- Inventory overlay (toggle with 'i'): semi-transparent panel, doesn't modify world
- List of items, selected highlight, weight/value display
- Opens/closes without affecting simulation
- Menu system (pause, settings, save/load): full-screen overlay with border
- Game loop pauses (or continues in background), UI captures input
- Minimap (corner of screen): compressed world view, explored areas only
- Each minimap cell = 5x5 world cells, averaged material color
- Player position marker, entity dots
- Crosshair/targeting: when aiming projectiles, shows trajectory preview
- Damage numbers: floating text above entities when hit, rises and fades
- Screen-edge indicators: arrows pointing to off-screen entities of interest
Key principle: UI layer NEVER writes to grid, entities, or any game state. It reads state and renders visuals on top. This keeps the source of truth clean and AI-observable (pipe protocol exports world state, not UI state).
Terminal implementation: UiLayer is a HashMap<(u16, u16), (char, Color, Color)>.
Terminal renderer draws world cells first, then overwrites positions where UiLayer has entries.
Vulkan implementation: Separate render pass after world pass. UI elements as instanced quads with UI texture coordinates. Transparent background, drawn on top.
Tests needed:
- UiLayer does not modify any grid cell
- Health bar appears at correct screen position relative to player
- HUD bar shows correct HP and brush name
- Message log appends and fades old messages
- Inventory overlay toggles without affecting world state
- Minimap renders explored areas correctly
- Pipe protocol state does not include UI elements (world only)
Phase 2: World & Exploration
Goal: explorable world with depth and variety
- Chunk system: world divided into chunks (64x64), only active chunks simulated
- Chunk persistence: save/load chunks to disk
- Vertical descent: stairs/holes between depth levels
- Biomes: grassland, cave, lava cavern, ice, fungus forest — each with material palette
- Procedural dungeon generation: rooms, corridors, traps
- Camera zoom: +/- keys to change viewport scale (more or fewer cells visible)
- Minimap: ASCII overview of explored area
- Day/night cycle: ambient light affects rendering (dimmer at night)
Tests needed:
- Chunk save/load roundtrip preserves state
- Entity crossing chunk boundary continues correctly
- Dungeon generation produces connected rooms
- Biome materials match expected palette
Phase 3: RPG Layer
Goal: character progression, inventory, abilities
- Stats: strength, agility, toughness, willpower — affect damage, speed, HP, etc.
- Inventory system: items as data structs, pick up by walking over, drop with key
- Equipment: weapon affects melee damage/range, armor affects damage reduction
- Items in world: weapons, potions, scrolls, food — rendered as distinct ASCII chars
- Mutations (Caves of Qud style): modify entity properties
- "Silicon skin" → entity material becomes Stone, immune to acid
- "Flame body" → entity emits fire cells, immune to fire
- "Liquid form" → entity can squeeze through 1-cell gaps
- "Multiple arms" → extra attack, can hold more items
- XP and leveling: kill entities → gain XP → level up → choose mutation
- Skills: active abilities on cooldown (dash, stomp, material blast)
- Status effects: burning, poisoned, frozen, bleeding — each with tick effect
- Dialogue: talk to NPCs, simple text tree
Tests needed:
- Stat modifiers affect combat correctly
- Item pickup/drop maintains inventory integrity
- Mutation changes entity material/properties
- XP accumulation triggers level up
- Status effect ticks deal correct damage
Phase 4: Render Modes — ASCII (Vulkan) + Graphics Mode (DONE)
Goal: two render modes, same source of truth, cross-platform
Two distinct render modes, both GPU-accelerated via Vulkan:
Mode 1: --mode ascii (ASCII mode, DONE)
- Vulkan instanced rendering of ASCII characters
- Glyph atlas (DejaVu Sans Mono) → R8_UNORM texture
- Each cell = one instance: grid position + atlas UV + fg/bg color
- One
vkCmdDrawIndexedfor all cells - Pure ASCII aesthetic — characters with flat colors
- Cross-platform: Windows/Linux/macOS via ash_window
Mode 2: --mode graphics (Graphics mode, DONE)
- Same Vulkan pipeline, but instead of ASCII characters, each material gets a unique base color filling the entire cell (no glyph)
- Each unique symbol/material → distinct base color (not considering lighting yet)
- Water = blue rectangle, Lava = orange rectangle, Stone = gray rectangle, etc.
- Entities rendered as colored shapes (player = yellow, goblin = green)
- No font rendering — pure colored quads
- Simpler fragment shader: just output instance color, no atlas sampling
- Foundation for Phase 4b (lighting, particles, textures will be added on top)
- Lighting will modulate base colors later (Phase 4b)
Current status:
- ash (Vulkan) bootstrap: instance, device, swapchain, render pass
- Glyph atlas: DejaVu Sans Mono rasterized at startup via fontdue
- Instanced rendering: one draw call for all visible cells
- Persistent mapped buffer for instance data
- Camera: follows player center, adaptive viewport on resize
- Single binary: font embedded via include_bytes!
- Cross-platform: ash_window::enumerate_required_extensions
- Per-cell color: fg/bg stored in Cell, no registry lookup in render path
- Square cells: 16x16 pixels, uniform grid
- GpuRenderer trait: generic run_gpu_mode for both renderers
- Dirty cell tracking: only update changed cells in instance buffer
- Camera zoom: +/- keys to change viewport scale
Graphics layers over both modes (Phase 4b):
- Lighting pass: compute shader calculates light grid from sources (lava, fire, torches)
- Materials emit light with color/intensity
- Walls cast shadows (ray-march in compute)
- Light grid modulates cell brightness in render
- Particle system: GPU particles positioned relative to grid cells
- Fire sparks, water splashes, smoke trails, blood
- Particle lifetime + physics (gravity, wind)
- Procedural material textures: per-cell texture instead of flat color
- Stone: noise pattern, cracks
- Water: animated wave distortion
- Lava: flowing magma texture, glow
- Wood: grain pattern
- Post-processing: bloom (bright materials glow), vignette, optional CRT curvature
- Ambient effects: heat shimmer above lava, dust motles in air, screen shake on explosions
Terminal mode (--mode terminal) stays pure ANSI ASCII.
ASCII mode = characters with flat colors. Graphics mode = colored cells, no characters.
Phase 4b adds lighting/particles/textures on top of both modes.
Tests needed:
- Vulkan init doesn't crash on supported hardware
- Render output matches terminal render for same state (cell positions/colors)
- Frame time < 16ms with full viewport + lighting + particles
- Lighting grid updates when light sources change
- Particle count scales with active fire/lava cells
Phase 5: Content & Polish
Goal: playable vertical slice
- Factions: goblins, skeletons, slimes, trolls — each with AI behavior
- Boss entity: large rigid body (10x10), multiple attack patterns
- Books/readable items: lore text displayed in terminal
- Crafting: combine materials to create new ones (water + dirt = mud)
- Sound: procedural audio via terminal bell or optional ALSA
- Save/load: full game state to file (grid + entities + player + inventory)
- Death screen: stats summary, cause of death
- Tutorial: first-time controls overlay
- Difficulty scaling: deeper levels = stronger enemies
Phase 6: Advanced Physics
Goal: deeper Noita-style material simulation
- Multi-layer world: separate grid layers for material, temperature, pressure, gas/air, light
- Air layer: gas flow, ventilation in caves, gas accumulates at ceiling, displaced by fire
- Pressure layer: liquids have pressure, flow through pipes and U-bends
- Temperature layer: proper heat diffusion, materials melt/freeze at thresholds
- Light layer: ray-cast from sources (lava, fire, torch), affects rendering
- Layers interact: fire heats temp layer → temp melts material → material releases gas
- Electricity: conductive materials carry current, shocks entities
- Explosions: rapid gas expansion, creates fire + destroys terrain
- Structural integrity: stone/wood can collapse under load
- GPU compute: cellular automaton on Vulkan compute shader for large worlds
- Fluid simulation: proper Navier-Stokes for water instead of CA approximation
Architecture: World { layers: Vec<GridLayer> } — each layer is a separate grid updated by its own rules, with cross-layer interactions.
Tests needed:
- Pressure equalizes in connected containers
- Heat propagates through conductive materials
- Gas flows upward, accumulates at ceiling
- Electricity follows conductive path
- Explosion destroys terrain in radius
- Collapse triggers when support removed
- Layer interaction: fire → temp rise → material melt
Phase 7: AI Agent Integration
Goal: local neural network plays Verbatim as an agent
- LLM agent: local model (Ollama/Llama/Qwen) connects via pipe protocol
- Reads JSON state (ASCII view + structured data)
- Reasons in text, sends JSON actions
- Good for testing mechanics, exploration, debug
- RL agent: trained policy network (PyTorch)
- State as tensor (material grid + entity positions + HP)
- Action as discrete output (move, attack, use ability)
- Fast inference, real-time play
- Requires training data (see Phase 8)
- Agent observation format: compact binary state tensor for RL (not JSON)
- Agent action batch mode: multiple actions per pipe message for throughput
- Agent recording: save (state, action, reward) tuples for offline training
- Agent vs agent: two pipe connections, competitive play
Tests needed:
- LLM agent can init, observe, act, quit via pipe
- RL state tensor matches grid state
- Recording produces valid training data format
- Agent vs agent game completes with winner
Phase 8: Web Arena & Training Pipeline
Goal: browser-based multiplayer arena for human + AI training data
- Headless game server: Rust + tokio, authoritative simulation, WebSocket API
- WASM render port: game renders in browser via Canvas/WebGL, reads JSON state
- WebSocket bridge: server ↔ browser, state diffs + input commands
- Arena mode: single room, enemies, fast respawn, score timer
- Multiplayer: multiple clients connect to same server, shared world
- Recording pipeline: all player sessions recorded as (state, action, outcome) tuples
- Dataset export: recorded sessions → training data for RL agent (Phase 7)
- Leaderboard: human vs AI scores, competitive training incentive
- Spectator mode: watch AI agents fight, replay system in browser
Architecture:
Browser (WASM + Canvas) ←WebSocket→ Rust Server (tokio + game engine)
↑ ↑
Player input Pipe protocol
(AI agents connect locally)
Tests needed:
- Server accepts WebSocket connections
- State sync: all clients see same world state
- WASM render matches terminal render for same state
- Recording captures all state changes
- Dataset export produces valid tensor format
- Multiple clients don't desync
Architecture Decisions
Locked
| Decision | Rationale |
|---|---|
| Text grid as source of truth | AI-observable, dual renderer, single state |
| Rust + crossterm + ash + winit | Zero-cost, memory safety, explicit GPU control |
| Fixed 60Hz timestep | Deterministic replay, consistent physics |
| AABB for rigid, Verlet for ragdoll | Simple, no tunneling for rigid; expressive for ragdoll |
| Seeded RNG for determinism | Replay system, reproducible tests |
| JSON pipe protocol | Any AI agent can connect, no vision needed |
| Single binary with embedded font | Portable, no external assets |
| UI layer is non-destructive overlay | Visual only, never modifies game state, keeps source of truth clean |
| Three render modes: terminal + ascii + graphics | terminal=ANSI, ascii=Vulkan glyphs, graphics=Vulkan colored cells |
| Per-cell color in reality layer | Each Cell stores fg/bg inline, no registry lookup in render path |
| Square cells (16x16 pixels) | Uniform grid, adaptive viewport on window resize |
| Slope stepping collision | Entities walk up 1-cell steps without jumping |
| Layout-agnostic input via winit PhysicalKey | Works on any keyboard layout (Russian, Arabic, etc.) |
| GpuRenderer trait | Unifies ascii + graphics renderers behind generic run_gpu_mode() |
Cross-Platform Support
All dependencies are cross-platform. No platform-specific code in the codebase.
| Dependency | Windows | Linux | macOS | Notes |
|---|---|---|---|---|
| winit | ✅ | ✅ | ✅ | Window creation, input (PhysicalKey = layout-agnostic) |
| ash | ✅ | ✅ | ✅ | Vulkan bindings (macOS via MoltenVK) |
| ash-window | ✅ | ✅ | ✅ | Auto-selects surface extension per platform |
| fontdue | ✅ | ✅ | ✅ | Pure Rust font rasterization |
| crossterm | ✅ | ✅ | ✅ | Terminal I/O (for --mode terminal) |
| serde/serde_json | ✅ | ✅ | ✅ | JSON for pipe protocol, scenarios, replay |
| clap | ✅ | ✅ | ✅ | CLI parsing |
Render mode availability:
| Mode | Windows | Linux | macOS | Fallback |
|---|---|---|---|---|
--mode ascii (Vulkan glyphs) |
✅ | ✅ | ✅ (MoltenVK) | → terminal if Vulkan unavailable |
--mode graphics (Vulkan cells) |
✅ | ✅ | ✅ (MoltenVK) | → terminal if Vulkan unavailable |
--mode terminal (ANSI) |
✅ | ✅ | ✅ | Always available |
--mode pipe (JSON) |
✅ | ✅ | ✅ | Always available |
--mode headless (file dump) |
✅ | ✅ | ✅ | Always available |
--mode test (scenarios) |
✅ | ✅ | ✅ | Always available |
--mode replay |
✅ | ✅ | ✅ | Always available |
Vulkan surface extensions (auto-selected by ash_window):
- Linux X11 →
VK_KHR_xlib_surface - Linux Wayland →
VK_KHR_wayland_surface - Windows →
VK_KHR_win32_surface - macOS →
VK_EXT_metal_surface(via MoltenVK)
Open Questions
| Question | Options | When to decide |
|---|---|---|
| Turn-based vs real-time | Currently real-time 60Hz. Qud is turn-based. Hybrid? | Phase 3 |
| World topology | Single deep shaft vs branching dungeon vs open world | Phase 2 |
| Save format | Binary (compact) vs JSON (debuggable) vs RON | Phase 5 |
| Multiplayer | Phase 8: web arena for AI training. Core game stays single-player | Phase 8 |
| Modding | Data-driven materials from JSON/TOML? | Phase 3 |
| Multi-layer architecture | Separate grids per layer vs interleaved in one Cell? | Phase 6 |
| RL model architecture | CNN over grid? Transformer? Hybrid? | Phase 7 |
| WASM render target | Canvas 2D vs WebGL vs WebGPU | Phase 8 |
File Structure (current + planned)
src/
main.rs # CLI entry point
lib.rs # Library root
game.rs # Game loop, world gen, entity management
input.rs # Keyboard input → Action enum
ui/
mod.rs # UiLayer trait, compositing
hud.rs # Health bar, brush indicator, tick/fps
messages.rs # Scrolling message log
inventory_ui.rs # Inventory overlay panel
menu.rs # Pause/settings/save-load menu
minimap.rs # Compressed world minimap
tooltips.rs # Cell hover tooltips, damage numbers
world/
cell.rs # Cell struct, MaterialId enum
material.rs # Material properties registry
grid.rs # Grid (250x250), cell access
cellular.rs # Cellular automaton rules
chunk.rs # [Phase 2] chunk system
worldgen.rs # [Phase 2] procedural generation
layers.rs # [Phase 6] multi-layer world (temp, pressure, gas, light)
physics/
verlet.rs # Verlet integrator, constraints
collision.rs # AABB-vs-grid collision (used by ragdoll)
projectile.rs # [Phase 1] lightweight projectiles
entity/
entity.rs # Entity struct, rigid/ragdoll, build_humanoid
player.rs # Player controller
ai.rs # [Phase 1] goblin AI
inventory.rs # [Phase 3] items and equipment
stats.rs # [Phase 3] character stats
mutations.rs # [Phase 3] mutation system
render/
mod.rs # Renderer trait
terminal.rs # Terminal renderer (ANSI)
vulkan.rs # ASCII Vulkan renderer (glyph atlas + instanced)
graphics.rs # Graphics Vulkan renderer (colored cells, no glyphs)
window_input.rs # winit PhysicalKey input (layout-agnostic)
lighting.rs # [Phase 4b] compute shader lighting
particles.rs # [Phase 4b] GPU particle system
textures.rs # [Phase 4b] procedural material textures
ai/
session.rs # GameSession wrapper for AI/testing
state.rs # JSON state export
action.rs # AiAction enum
protocol.rs # JSON pipe protocol
replay.rs # Record/playback
scenario.rs # JSON test scenarios
rl_bridge.rs # [Phase 7] tensor state export for RL agents
recording.rs # [Phase 7/8] (state, action, reward) recording
server/ # [Phase 8] web arena server
server.rs # tokio WebSocket server
arena.rs # arena game mode
recording.rs # training data collection
web/ # [Phase 8] WASM browser client
render.rs # Canvas/WebGL render from JSON state
input.rs # browser keyboard → commands
tests/ # 28 integration tests
scenarios/ # 8 JSON scenarios
assets/
DejaVuSansMono.ttf # Embedded font for Vulkan renderer
Performance Targets
| Metric | Target | Current |
|---|---|---|
| CA step (250x250) | < 1ms | ~0.5ms |
| Rigid entity update | < 0.5ms per entity | ~0.2ms |
| Terminal render frame | < 5ms | ~2ms (diff-based) |
| Vulkan render frame | < 16ms (60 FPS) | ~14ms (instanced, 8000 cells) |
| Pipe protocol latency | < 1ms per command | ~0.1ms |
| RL state export | < 0.5ms per frame | N/A |
| WebSocket state sync | < 50ms per frame | N/A |
| Binary size (release) | < 10MB | ~8MB (debug, with Vulkan) |
Testing Strategy
| Layer | Method | Count |
|---|---|---|
| Material physics | Rust integration tests | 15 |
| Entity physics | Rust integration tests | 8 |
| Player controls | Rust integration tests | 12 |
| Collision robustness | Rust integration tests | 10 |
| Ragdoll/death | Rust integration tests | 7 |
| Determinism/replay | Rust integration tests | 8 |
| Edge cases | Rust integration tests | 19 |
| Material interactions | Rust integration tests | 12 |
| AI/replay | Rust integration tests | 4 |
| JSON scenarios | Declarative test files | 14 |
| Multi-layer physics | Rust integration tests | [Phase 6] |
| RL bridge | Rust integration tests | [Phase 7] |
| Web server | Rust integration tests | [Phase 8] |
| Manual playtest | Window mode | As needed |
| AI playtest | Pipe protocol + agent | [Phase 7] |
Priority: every new feature gets tests before merge.
Release Milestones
| Milestone | Content | Target |
|---|---|---|
| 0.1 (done) | Core engine: CA, rigid, ragdoll, terminal, AI pipe | June 2026 |
| 0.2 (done) | Vulkan ASCII + graphics renderers, adaptive viewport, per-cell color, slope stepping | June 2026 |
| 0.3 | Combat, goblin AI, projectiles, corpse decomposition | July 2026 |
| 0.35 | UI layer: health bar, HUD, message log, minimap, inventory overlay | July 2026 |
| 0.4 | Chunks, biomes, dungeon gen, camera zoom | August 2026 |
| 0.5 | RPG layer: stats, inventory, mutations, XP | October 2026 |
| 0.6 | Lighting/particles/textures (Phase 4b) | December 2026 |
| 0.7 | Multi-layer world: air, pressure, temperature, light as separate grids | Feb 2027 |
| 0.8 | AI agent: LLM + RL bridge, agent recording | April 2027 |
| 0.9 | Web arena: WASM render, WebSocket server, multiplayer, training pipeline | June 2027 |
| 1.0 | Full vertical slice: content, balance, death screen, trained AI agents | Q3 2027 |