- Resolution: 8x8 world cells, 2x2 UI cells (UI_SCALE=4) - GPU lighting: vertex-shader computed, light source list buffer (max 64) instead of O(N×R²) grid scan, O(N×S) per cell - Viewport-aware CA: iterate only active chunks, not all 250×250 - Flat array entity/item/shadow maps instead of HashMaps - Flat 128-entry ASCII atlas array instead of HashMap lookup - Partial grid upload: viewport + 30-cell margin only - Pre-allocated viewport arrays in renderer structs (zero alloc/frame) - Skip CPU lighting for GPU modes (pass None) - Benchmark mode: --mode benchmark with per-subsystem timing - GpuLightSource struct, light_count in push constants - gather_sources_in_range() for viewport-scoped source gathering Benchmark (600 ticks, release): Graphics: 531 FPS (was 386, +38%), render 1013us (was 1699us, -40%) ASCII: 402 FPS (was 313, +28%), render 1502us (was 2346us, -36%) All 171 tests + 14 scenarios pass.
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AGENTS.md
Build & Run
cargo build # debug build
cargo run --release -- --mode ascii # Vulkan window, ASCII glyphs (default, recommended)
cargo run --release -- --mode graphics # Vulkan window, colored cells, 16:9 window (recommended)
cargo run -- --mode ascii # Vulkan window, ASCII glyphs (debug build, slower)
cargo run -- --mode graphics # Vulkan window, colored cells, 16:9 window (debug build, slower)
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
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 # FPS benchmark
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.
Tests
cargo test # all 171 integration tests
cargo test --test physics_sand # single test file
cargo test --test slime # slime-specific 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 / rightf— 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 cameraq/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: Grid (250x250) of Cell structs. Each Cell stores material, temp, fg/bg color, variant inline. No double buffer. Grid is divided into 64x64 Chunks with active flags and per-chunk persistence.
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 Grid + EntityManager and an optional LightGrid overlay.
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: Grid is divided into 64x64 Chunks. Each chunk tracks active and modified. 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().
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.
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, Grid, Chunk, CellularAutomaton
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.