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afff34fff4 docs: panopticon auto-update for snow_trail 2026-04-07 03:02:29 +02:00
4 changed files with 131 additions and 109 deletions

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@@ -21,4 +21,4 @@ Pure Rust retro-aesthetic 3D game using SDL3 windowing, wgpu rendering, and rapi
- [Structure](structure.md) — modules, types, data flow, dependencies - [Structure](structure.md) — modules, types, data flow, dependencies
- [Guide](guide.md) — conventions, patterns, anti-patterns, testing - [Guide](guide.md) — conventions, patterns, anti-patterns, testing
- [Changelog](changelog.md) — recent changes, active areas, stability - [Changelog](changelog.md) — recent changes, active areas, stability

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@@ -1,25 +1,32 @@
# Changelog # Changelog
*Last updated: Friday, April 3, 2026* *Last updated: Tuesday, April 7, 2026*
## Active Areas ## Active Areas
| Area | Changes (30d) | Status | | Area | Changes (30d) | Status |
|------|---|---| |------|---|---|
| Main loop & systems | 9 churn | Active — intent-based architecture solidifying | | Main loop & systems | 9 churn | Active — explicit storage parameters |
| Dialog system | 10 churn | Active — projectiles, camera, rendering | | Dialog system | 10 churn | Active — projectiles, camera, rendering |
| Render core | 15 churn | Active — text pipeline, font atlas, globals | | Render core | 15 churn | Active — text pipeline, font atlas, globals |
| World state | 8 churn | Active — intent storage, component management | | World state | 8 churn | Active — intent storage, component management |
| Player mechanics | 6 churn | Stable — character bundle, player states | | Player mechanics | 6 churn | Stable — character bundle, player states |
| Shader system | 4 churn | Active — gizmo lines, dissolve, snow light | | Shader system | 4 churn | Active — gizmo lines, dissolve, snow light |
| Content pipeline | 1 churn | New — Blender export addon |
## Recent Changes ## Recent Changes
### System Signature Refactor (Major)
- **Completed**: All 16 systems refactored to take explicit `Storage<T>` parameters instead of `&World`/`&mut World`.
- **Pattern**: Functions receive only storages they need (e.g., `camera_follow_system` takes `&Storage<FollowComponent>`, `&Storage<CameraComponent>`, `&mut Storage<Transform>`).
- **Benefit**: Explicit data dependencies improve borrow checker clarity and code readability.
- **Main loop** (`src/main.rs`): Updated to pass individual storage fields at call sites rather than whole `World` reference.
- **Affected systems**: `camera_input_system`, `camera_intent_system`, `camera_follow_system`, `camera_noclip_system`, `camera_ground_clamp_system`, `dialog_camera_transition_system`, `dialog_camera_system`, `player_input_system`, `physics_sync_system`, `render_system`, `particle_intent_system`, `particle_update_system`, `trigger_system`, `dialog_system`, `dialog_projectile_system`, all state machines.
### Intent-Based Architecture ### Intent-Based Architecture
- **Completed major refactor** (3 weeks ago): Systems now communicate through one-frame `Storage<T>` intents instead of direct function calls. - **Completed major refactor** (3 weeks ago): Systems communicate through one-frame `Storage<T>` intents instead of direct function calls.
- **Intent types**: `FollowPlayerIntent`, `StopFollowingIntent`, `CameraTransitionIntent`, `SpawnParticleIntent` - **Intent types**: `FollowPlayerIntent`, `StopFollowingIntent`, `CameraTransitionIntent`, `SpawnParticleIntent`.
- **Consumer pattern**: Systems read intents from world storage, act on them, then remove them. Producers don't import consumer modules. - **Consumer pattern**: Systems read intents from world storage, act on them, then remove them. Producers don't import consumer modules.
- **Documented pattern** in `docs/intent-based-architecture.md` with full execution order contract.
### Dialog System Suite ### Dialog System Suite
- **Dialog state machine**: Ink-based story progression with display timer, projectile phases, parry mechanics. - **Dialog state machine**: Ink-based story progression with display timer, projectile phases, parry mechanics.
@@ -33,51 +40,58 @@
- **Vertex-based text**: Custom `TextVertex` (position, UV) fed into dedicated text pipeline with view-proj uniform. - **Vertex-based text**: Custom `TextVertex` (position, UV) fed into dedicated text pipeline with view-proj uniform.
### Particle System ### Particle System
- **Intent-driven spawning**: `SpawnParticleIntent` queues particle emissions; `particle_intent_system` transfers into persistent `ParticleBuffers`. - **Intent-driven spawning**: `particle_intent_system` reads `spawn_particle_intents` Vec, transfers configs into persistent `ParticleBuffers`.
- **Configurable emitters**: Burst count, lifetime range, speed range, directional spread (cone), gravity, size range, color gradient. - **Configurable emitters**: Burst count, lifetime range, speed range, directional spread (cone), gravity, size range, color gradient.
- **Snow particle integration**: Spawned continuously at camera position for screen-fill effect. - **Snow particle integration**: Spawned continuously at camera position for screen-fill effect; `spawn_snow_particles` adds particles to `ParticleBuffers`.
### Render Pipeline ### Render Pipeline
- **Global renderer via thread-local**: `render::global` module centralizes `Device`/`Queue` access for loaders and systems; long-term goal is explicit `RenderContext` params. - **Global renderer via thread-local**: `render::global` module centralizes `Device`/`Queue` access for loaders and systems.
- **Gizmo shader**: Fragment shader outputs world-normal as axis color (X=red, Y=green, Z=blue) for entity transform editing. - **Draw call generation**: `render_system` reads `entities`, `transforms`, `meshes`, `dissolves` storages; generates `DrawCall` per visible entity.
- **Snow light accumulation**: Persistent texture tracking deformation; blue-noise dithering maps snow brightness into tile pattern (brightness > threshold → dither step). - **Gizmo shader**: Fragment shader outputs world-normal as axis color (X=red, Y=green, Z=blue).
- **Snow light accumulation**: Persistent texture tracking deformation; blue-noise dithering maps snow brightness into tile pattern.
- **Dissolve shader**: Blue-noise masked alpha cutoff; controlled by `enable_dissolve` uniform. - **Dissolve shader**: Blue-noise masked alpha cutoff; controlled by `enable_dissolve` uniform.
### Tree Occlusion & Instances ### Tree Occlusion & Instances
- **Tree dissolve system**: Per-instance dissolve amounts lerp toward targets at configurable speed. - **Tree dissolve system**: Per-instance dissolve amounts lerp toward targets; updated via `tree_occlusion_system` which reads player transforms and cameras.
- **Occlusion detection**: Instances between camera and player dissolve based on perpendicular distance to camera-to-player ray. - **Instance buffer sync**: `tree_instance_buffer_update_system` syncs dissolve state changes to GPU buffer after state updates.
- **Instance buffer sync**: Tree instances updated into GPU buffer after dissolve state changes.
### Trigger & Event Flow ### Trigger & Event Flow
- **Sphere-based triggers**: Continuous state tracking (Idle ↔ Inside); fires `TriggerEvent` with `Entered`/`Exited` kinds. - **Sphere-based triggers**: `trigger_system` runs each fixed step; reads `triggers`, `transforms`, `player_tags` storages; fires `TriggerEvent` with `Entered`/`Exited` kinds.
- **Activation filtering**: `TriggerFilter::Player` specifies which entity types can activate. - **Activation filtering**: `TriggerFilter::Player` specifies which entity types can activate.
- **Event queue**: Events collected in `world.trigger_events` and consumed by dialog system to spawn bubbles. - **Event queue**: Events collected in `world.trigger_events` and consumed by `dialog_system` to spawn bubbles.
### Player State Machine ### Player State Machine
- **State hierarchy**: Idle, Walking, Jumping, Falling, Leaping (dash), Rolling. - **State hierarchy**: Idle, Walking, Jumping, Falling, Leaping (dash), Rolling.
- **Physics per-state**: `state_machine_physics_system` applies damping on enter (Idle), horizontal input application (Walking), vertical velocity control (Jumping).
- **Transition logic**: Grounded checks, input presence, airtime duration. - **Transition logic**: Grounded checks, input presence, airtime duration.
- **Physics per-state**: Damping on enter (Idle), horizontal input application (Walking), vertical velocity control (Jumping).
### Editor & Inspector ### Editor & Inspector
- **Dear ImGui integration**: Inspector window with player state display, entity transform gizmos. - **Dear ImGui integration**: Inspector window with player state display, entity transform gizmos.
- **Entity selection**: Right-click picking; gizmo renders for selected entity when editor active. - **Entity selection**: Right-click picking calls `picking::pick_entity` with ray; gizmo renders for selected entity when editor active.
- **UI mode gating**: Systems check `editor.wants_keyboard()`/`wants_mouse()` to suppress game input during inspector focus. - **UI mode gating**: Systems check `editor.wants_keyboard()`/`wants_mouse()` to suppress game input during inspector focus.
### Blender Export Addon
- **Plugin**: `blender/addons/snow_trail_export.py` provides one-click glTF + EXR export from Blender 5.0.
- **glTF operator** (`SNOWTRAIL_OT_export_gltf`): Exports selected mesh objects to `assets/meshes/{blend_filename}.gltf` with configurable modifiers, vertex colors, materials.
- **Heightmap bake operator** (`SNOWTRAIL_OT_export_heightmap`): Calls `generate_heightmap.py` to bake terrain Z-position as 32-bit EXR to `assets/textures/terrain_heightmap.exr` (1024px default).
- **UI panel**: "Snow Trail" category in 3D viewport; auto-discovers project root by walking directory tree until `assets/` and `blender/` found.
## Stability ## Stability
| Area | Last Changed | Status | | Area | Last Changed | Status |
|---|---|---| |---|---|---|
| Physics manager | 80+ days | Stable | | Physics manager | 80+ days | Stable |
| Camera follow | 30 days | Stable — intent system reduced coupling | | Camera follow | 30 days | Stable — now takes explicit storage params |
| Movement component | 30+ days | Stable | | Movement component | 30+ days | Stable |
| Mesh loader | 30+ days | Stable | | Mesh loader | 30+ days | Stable |
| Spotlight sync | 30 days | Stable | | Spotlight sync | 30 days | Stable — explicit storage params applied |
| State machine physics | 30 days | Stable — core transitions unchanged | | State machine physics | 30 days | Stable |
| Debug colliders | 30+ days | Stable | | Debug colliders | 30+ days | Stable |
| System signatures | New | Stable — refactor complete, no behavioral changes |
## Open Threads ## Open Threads
- **Global renderer thread-local**: Marked for gradual migration to explicit `RenderContext` parameters on systems/loaders. Current implementation works; refactor is low-priority. - **Global renderer thread-local**: Marked for gradual migration to explicit `RenderContext` parameters on systems/loaders.
- **Text rendering completeness**: Font atlas + text pipeline in place; scaling and color support functional. No known issues. - **Dialog parry mechanics**: Gameplay tuning (PARRY_WINDOW_RADIUS, HIT_RADIUS) ongoing.
- **Dialog parry mechanics**: Projectile system complete; integration with Ink outcomes working. Gameplay tuning (PARRY_WINDOW_RADIUS, HIT_RADIUS) ongoing. - **Tree occlusion performance**: Occlusion system runs every frame; no visibility culling yet. Scalability unknown for >100 trees.
- **Tree occlusion performance**: Occlusion system runs every frame; no visibility culling yet. Scalability unknown for >100 trees. - **Heightmap bake normalization**: Exported EXR uses raw Z-coordinate; game may need per-level scale application.

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@@ -42,16 +42,24 @@ pub struct CameraTransitionIntent {
} }
// systems/camera.rs - consumer // systems/camera.rs - consumer
pub fn camera_intent_system(world: &mut World) { pub fn camera_intent_system(
let transition_entities: Vec<EntityHandle> = world.camera_transition_intents.all(); follow_player_intents: &mut Storage<FollowPlayerIntent>,
stop_following_intents: &mut Storage<StopFollowingIntent>,
camera_transition_intents: &mut Storage<CameraTransitionIntent>,
follows: &mut Storage<FollowComponent>,
transforms: &mut Storage<Transform>,
cameras: &mut Storage<CameraComponent>,
player_tags: &Storage<()>,
camera_transitions: &mut Storage<CameraTransition>,
) {
let transition_entities: Vec<EntityHandle> = camera_transition_intents.all();
for entity in transition_entities { for entity in transition_entities {
let duration = world let duration = camera_transition_intents
.camera_transition_intents
.get(entity) .get(entity)
.map(|i| i.duration) .map(|i| i.duration)
.unwrap_or(0.5); .unwrap_or(0.5);
start_camera_transition(world, entity, duration); start_camera_transition(camera_transitions, transforms, cameras, entity, duration);
world.camera_transition_intents.remove(entity); // consumed camera_transition_intents.remove(entity);
} }
} }
``` ```
@@ -135,18 +143,17 @@ state_machine.add_transition::<IdleState, WalkingState>(move |world| {
```rust ```rust
// systems/spotlight_sync.rs // systems/spotlight_sync.rs
pub fn spotlight_sync_system(world: &World) -> Vec<Spotlight> { pub fn spotlight_sync_system(spotlights: &Storage<SpotlightComponent>, transforms: &Storage<Transform>) -> Vec<Spotlight> {
let mut spotlights = Vec::new(); let mut result = Vec::new();
for entity in world.spotlights.all() { for entity in spotlights.all() {
// Closure captures immutably—safe to call multiple times if let Some(spotlight_component) = spotlights.get(entity) {
if let Some(spotlight_component) = world.spotlights.get(entity) { if let Some(transform) = transforms.get(entity) {
if let Some(transform) = world.transforms.get(entity) {
let position = transform.position + spotlight_component.offset; let position = transform.position + spotlight_component.offset;
spotlights.push(Spotlight::new(position, ..)); result.push(Spotlight::new(position, ..));
} }
} }
} }
spotlights result
} }
// With mutation // With mutation
@@ -155,25 +162,46 @@ world.movements.with_mut(entity, |movement| {
}); });
``` ```
### System Function Signature ### System Function Signature (Explicit Storage Parameters)
**Why**: Pass only the storages (or immutable `World`) that the system needs. Makes data dependencies explicit. **Why**: Pass only the specific storages (or read-only `&World`) that the system needs. Makes data dependencies explicit for the reader and borrow checker. **This is the standard pattern—all systems follow this.**
```rust ```rust
// Good: explicit dependencies // Good: explicit dependencies
pub fn camera_follow_system(world: &mut World) { pub fn camera_follow_system(
let camera_entities: Vec<_> = world.follows.all(); follows: &mut Storage<FollowComponent>,
cameras: &Storage<CameraComponent>,
transforms: &mut Storage<Transform>,
) {
let camera_entities: Vec<_> = follows.all();
for camera_entity in camera_entities { for camera_entity in camera_entities {
// Access what's needed if let Some(follow) = follows.get(camera_entity) {
if let Some(follow) = world.follows.get(camera_entity) { if let Some(camera) = cameras.get(camera_entity) {
world.transforms.with_mut(camera_entity, |t| { transforms.with_mut(camera_entity, |t| {
t.position = target_position + new_offset; t.position = follow.target_position + new_offset;
}); });
}
} }
} }
} }
// For read-only systems // Read-only system
pub fn spotlight_sync_system(world: &World) -> Vec<Spotlight> { .. } pub fn spotlight_sync_system(spotlights: &Storage<SpotlightComponent>, transforms: &Storage<Transform>) -> Vec<Spotlight> { .. }
// Dialog system example
pub fn dialog_system(
entities: &mut EntityManager,
trigger_events: &[TriggerEvent],
dialog_sources: &Storage<DialogSourceComponent>,
bubble_tags: &mut Storage<()>,
dialog_bubbles: &mut Storage<DialogBubbleComponent>,
transforms: &mut Storage<Transform>,
names: &mut Storage<String>,
player_tags: &Storage<()>,
projectile_tags: &mut Storage<()>,
dialog_projectiles: &mut Storage<DialogProjectileComponent>,
dialog_outcomes: &mut Vec<DialogOutcomeEvent>,
delta: f32,
) { .. }
``` ```
### Default Trait for Configuration Components ### Default Trait for Configuration Components
@@ -227,14 +255,14 @@ fn system_a(world: &mut World) {
**Do this instead:** **Do this instead:**
```rust ```rust
// ✅ Good: intent in queue, flat pipeline // ✅ Good: intent in queue, flat pipeline
pub fn system_a(world: &mut World) { pub fn system_a(cameras: &mut Storage<CameraComponent>) {
world.some_intents.insert(entity, MyIntent { .. }); cameras.insert(entity, CameraTransitionIntent { .. });
} }
pub fn system_b(world: &mut World) { pub fn system_b(camera_transitions: &mut Storage<CameraTransition>) {
for entity in world.some_intents.all() { for entity in camera_transitions.all() {
// process // process
world.some_intents.remove(entity); camera_transitions.remove(entity);
} }
} }
``` ```
@@ -273,46 +301,24 @@ use crate::physics::PhysicsManager;
let velocity = *PhysicsManager::with_rigidbody_mut(..); let velocity = *PhysicsManager::with_rigidbody_mut(..);
``` ```
### Global or Context-Based Component Queries
**Don't do this:**
```rust
// ❌ Bad: loses intent, repeats queries
for entity in world.meshes.all() {
if let Some(mesh) = world.meshes.get(entity) { .. }
}
for entity in world.meshes.all() {
if let Some(mesh) = world.meshes.get(entity) { .. }
}
```
**Do this instead:**
```rust
// ✅ Good: query once, iterate clearly
let entities: Vec<_> = world.meshes.all();
for entity in entities {
if let Some(mesh_comp) = world.meshes.get(entity) {
// process
}
}
```
### Overly Generic (World/&mut World) Parameters ### Overly Generic (World/&mut World) Parameters
**Don't do this:** **Don't do this:**
```rust ```rust
// ❌ Bad: implicit dependencies // ❌ Bad: implicit dependencies, breaks borrow checker
fn update_position(world: &mut World, entity: EntityHandle) { pub fn camera_follow_system(world: &mut World) {
// What do we actually need? // What storages do we actually need?
} }
``` ```
**Do this instead:** **Do this instead:**
```rust ```rust
// ✅ Good: explicit dependencies // ✅ Good: explicit, focused dependencies
fn update_position( pub fn camera_follow_system(
follows: &mut Storage<FollowComponent>,
cameras: &Storage<CameraComponent>,
transforms: &mut Storage<Transform>, transforms: &mut Storage<Transform>,
entity: EntityHandle,
) { ) {
transforms.with_mut(entity, |t| t.position.y += 1.0); // Clear what data is needed
} }
``` ```
@@ -351,4 +357,6 @@ cargo test -- --nocapture # Show output
- See **CLAUDE.md** in project root for authoritative style rules (no inline comments, doc comments for public APIs only) - See **CLAUDE.md** in project root for authoritative style rules (no inline comments, doc comments for public APIs only)
- See **docs/self-gating-systems.md** for detailed intent-based pipeline patterns - See **docs/self-gating-systems.md** for detailed intent-based pipeline patterns
- See `src/states/player_states.rs` for canonical State impl examples - See `src/states/player_states.rs` for canonical State impl examples
- See `src/bundles/player.rs` for complete Bundle pattern with state machine setup - See `src/bundles/player.rs` for complete Bundle pattern with state machine setup
- See `src/systems/camera.rs` for canonical system function signatures with explicit storage parameters
- See `src/systems/dialog_system.rs` for complex multi-storage system example

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@@ -25,16 +25,16 @@ Component types define entity data. Key storages:
Per-entity state machine: `StateMachine` holds current `TypeId`, registered state types, and transitions. `State` trait defines lifecycle (`on_enter`, `on_physics_update`, `on_exit`). Transitions are condition predicates checked each update. Player entity uses this for locomotion states. Per-entity state machine: `StateMachine` holds current `TypeId`, registered state types, and transitions. `State` trait defines lifecycle (`on_enter`, `on_physics_update`, `on_exit`). Transitions are condition predicates checked each update. Player entity uses this for locomotion states.
### `src/systems/` ### `src/systems/`
Flat list of update functions called in main loop. No cross-system coupling; all communication via world state and intents. Flat list of update functions called in main loop. Systems receive specific storage parameters (e.g., `&mut Storage<Transform>`, `&Storage<PhysicsComponent>`) instead of `&World`/`&mut World`. This makes data dependencies explicit for both borrow checker and reader. No cross-system coupling; all communication via world state and intents.
- **Camera**: `camera_input_system` → generates intents; `camera_intent_system` consumes them; `camera_follow_system` (follows player), `camera_noclip_system`, `camera_transition_system`, `camera_ground_clamp_system` - **Camera**: `camera_input_system(cameras, follows, input_state)` → generates intents; `camera_intent_system(follow_player_intents, stop_following_intents, camera_transition_intents, ...)` consumes them; `camera_follow_system(follows, cameras, transforms)`, `camera_noclip_system(cameras, follows, transforms, input_state, delta)`, `camera_transition_system(camera_transitions, transforms, cameras, delta)`, `camera_ground_clamp_system(cameras, follows, transforms)`
- **Input**: `player_input_system` reads SDL3 `InputState`, writes `InputComponent` - **Input**: `player_input_system(cameras, follows, player_tags, inputs, input_state)` reads SDL3 `InputState`, writes `InputComponent`
- **Physics**: `state_machine_physics_system` (fixed-step), `PhysicsManager::physics_step()`, `physics_sync_system` (copies rapier bodies back to transforms), `trigger_system` (AABB overlap → events) - **Physics**: `state_machine_physics_system(&mut World, FIXED_TIMESTEP)` (fixed-step), `PhysicsManager::physics_step()`, `physics_sync_system(entities, physics, transforms)` copies rapier bodies back to transforms, `trigger_system(trigger_events, triggers, transforms, player_tags)` (AABB overlap → events)
- **Dialog**: `dialog_system` (ticks story state), `dialog_projectile_system` (moves projectiles), `dialog_camera_system` (focuses camera on speaker), `dialog_bubble_render_system` (generates billboard/text draw calls) - **Dialog**: `dialog_system(entities, trigger_events, dialog_sources, bubble_tags, dialog_bubbles, transforms, names, player_tags, projectile_tags, dialog_projectiles, dialog_outcomes, delta)` ticks story state; `dialog_projectile_system(player_tags, transforms, projectile_tags, dialog_projectiles, spawn_particle_intents, dialog_outcomes, leaping_states, rolling_states, input_state)` moves projectiles; `dialog_camera_system(cameras, transforms, bubble_tags, player_pos, delta)` focuses camera on speaker; `dialog_bubble_render_system(transforms, dialog_bubbles, bubble_tags, camera_pos, view_proj)` generates billboard/text draw calls
- **Rendering**: `render_system` collects `DrawCall` from meshes/transforms; `spotlight_sync_system` syncs light positions to shader uniform - **Rendering**: `render_system(entities, transforms, meshes, dissolves)``Vec<DrawCall>` from all meshes; snow layer adds clipmap draw calls; debug adds collider/gizmo calls; `spotlight_sync_system(spotlights, transforms)` syncs light positions to shader uniform
- **State machine**: `state_machine_system` (per-frame), `state_machine_physics_system` (fixed-step) tick state lifecycle - **State machine**: `state_machine_system(&mut World, delta)` (per-frame), `state_machine_physics_system(&mut World, FIXED_TIMESTEP)` (fixed-step) tick state lifecycle
- **Trees**: `tree_occlusion_system` (culls trees behind camera), `tree_dissolve_update_system` (animates dissolve), `tree_instance_buffer_update_system` (writes GPU buffer) - **Trees**: `tree_occlusion_system(player_tags, transforms, cameras, tree_instances)` culls trees behind camera; `tree_dissolve_update_system(tree_instances, delta)` animates dissolve; `tree_instance_buffer_update_system(tree_instances)` writes GPU buffer
- **Snow**: `snow_system` deforms snow layer at physics contacts; `particle_intent_system`/`particle_update_system` manage particle emitters - **Snow**: `snow_system(cameras, transforms, player_tags, follows, snow_layer)` deforms snow layer at physics contacts; `particle_intent_system(particle_buffers, spawn_particle_intents)`/`particle_update_system(particle_buffers, delta)` manage particle emitters
- **Rotate**: `rotate_system` rotates entities by delta - **Rotate**: `rotate_system(rotates, transforms, delta)` rotates entities by delta
### `src/bundles/` ### `src/bundles/`
Factory functions to spawn pre-configured entity groups: Factory functions to spawn pre-configured entity groups:
@@ -90,26 +90,26 @@ Utility modules: ray casting for mouse pick, fullscreen blit/framebuffer downsam
1. **Initialization** (`main.rs` `init()`): SDL3 window → wgpu renderer (Vulkan) → World creation → load scene (Space from glTF) → spawn bundles (player, terrain, camera, lights) → initialize physics 1. **Initialization** (`main.rs` `init()`): SDL3 window → wgpu renderer (Vulkan) → World creation → load scene (Space from glTF) → spawn bundles (player, terrain, camera, lights) → initialize physics
2. **Main loop** (`main.rs` `main()` with 60 Hz fixed physics + variable-rate graphics): 2. **Main loop** (`main.rs` `main()` with 60 Hz fixed physics + variable-rate graphics):
- **Per-frame** (delta): Input events → `player_input_system` (fills `InputComponent`) + `camera_input_system` (generates intents) - **Per-frame** (delta): Input events → `player_input_system(cameras, follows, player_tags, inputs, input_state)` (fills `InputComponent`) + `camera_input_system(cameras, follows, input_state)` (generates intents)
- **Intent processing**: `camera_intent_system` consumes intents, updates `CameraComponent`/`CameraTransition` - **Intent processing**: `camera_intent_system(follow_player_intents, stop_following_intents, camera_transition_intents, follows, transforms, cameras, player_tags, camera_transitions)` consumes intents, updates `CameraComponent`/`CameraTransition`
- **Camera systems**: follow player, noclip, transition, clamp to ground - **Camera systems**: `camera_follow_system(follows, cameras, transforms)` follows player; `camera_noclip_system(cameras, follows, transforms, input_state, delta)` noclip mode; `camera_transition_system(camera_transitions, transforms, cameras, delta)` animated transitions; `camera_ground_clamp_system(cameras, follows, transforms)` clamps to ground
- **Fixed physics** (1/60s accumulator): - **Fixed physics** (1/60s accumulator):
- `state_machine_physics_system`: tick state's `on_physics_update()` - `state_machine_physics_system(&mut World, FIXED_TIMESTEP)`: tick state's `on_physics_update()`
- `PhysicsManager::physics_step()`: rapier integration - `PhysicsManager::physics_step()`: rapier integration
- `physics_sync_system`: copy rigidbody poses to `Transform` - `physics_sync_system(entities, physics, transforms)`: copy rigidbody poses to `Transform`
- `trigger_system`: detect collisions, emit events - `trigger_system(trigger_events, triggers, transforms, player_tags)`: detect collisions, emit events
- `dialog_system`, `dialog_projectile_system`: Ink story tick, projectile movement - `dialog_system(entities, trigger_events, dialog_sources, bubble_tags, dialog_bubbles, transforms, names, player_tags, projectile_tags, dialog_projectiles, dialog_outcomes, delta)` ticks story state; `dialog_projectile_system(player_tags, transforms, projectile_tags, dialog_projectiles, spawn_particle_intents, dialog_outcomes, leaping_states, rolling_states, input_state)` moves projectiles
- **Per-frame systems**: `state_machine_system` (non-physics update), rotate, particle, tree dissolve, snow deformation, spotlight sync - **Per-frame systems**: `state_machine_system(&mut World, delta)` ticks state lifecycle; `rotate_system(rotates, transforms, delta)` rotates entities; `particle_intent_system(particle_buffers, spawn_particle_intents)`/`particle_update_system(particle_buffers, delta)` manage particles; `tree_occlusion_system(player_tags, transforms, cameras, tree_instances)` culls; `tree_dissolve_update_system(tree_instances, delta)`/`tree_instance_buffer_update_system(tree_instances)` updates dissolve; `snow_system(cameras, transforms, player_tags, follows, snow_layer)` deforms snow; `spotlight_sync_system(spotlights, transforms)` syncs lights
- **Render collection**: `render_system``Vec<DrawCall>` from all meshes; snow layer adds clipmap draw calls; debug adds collider/gizmo calls - **Render collection**: `render_system(entities, transforms, meshes, dissolves)``Vec<DrawCall>` from all meshes; snow layer adds clipmap draw calls; debug adds collider/gizmo calls
- **Submission**: `submit_frame()` renders draw calls, dialog bubbles/text, particles to framebuffer; blit to screen; optional ImGui overlay - **Submission**: `submit_frame()` renders draw calls, dialog bubbles/text, particles to framebuffer; blit to screen; optional ImGui overlay
3. **Frame cleanup**: `InputState::clear_just_pressed()` (flags reset for next frame) 3. **Frame cleanup**: `InputState::clear_just_pressed()` resets one-frame flags
## Key Types ## Key Types
| Type | Module | Description | | Type | Module | Description |
|------|--------|-------------| |------|--------|-------------|
| `EntityHandle` | entity | u64 opaque entity ID | | `EntityHandle` | entity | u64 opaque entity ID |
| `Storage<T>` | world | HashMap storage for per-entity component data | | `Storage<T>` | world | HashMap storage for per-entity component data; exposes `.get()`, `.get_mut()`, `.with_mut()`, `.all()` methods |
| `World` | world | ECS container: entities, 20+ storages, intent queues, singleton state | | `World` | world | ECS container: entities, 20+ storages, intent queues, singleton state |
| `Transform` | utility/transform | Position (Vec3), rotation (Quat), scale (Vec3); matrix conversions | | `Transform` | utility/transform | Position (Vec3), rotation (Quat), scale (Vec3); matrix conversions |
| `StateMachine` | states/state | Per-entity state machine: current state TypeId, registered states, transitions | | `StateMachine` | states/state | Per-entity state machine: current state TypeId, registered states, transitions |
@@ -146,10 +146,10 @@ Utility modules: ray casting for mouse pick, fullscreen blit/framebuffer downsam
## Dependencies ## Dependencies
- **Engine**: wgpu (GPU), rapier3d (physics), glam (math), nalgebra (nalgebra for physics conversions), SDL3 (windowing/input) - **Engine**: wgpu (GPU), rapier3d (physics), glam (math), nalgebra (physics conversions), SDL3 (windowing/input)
- **Content**: bladeink (Ink story scripting), image crate (EXR heightmaps), gltf (scene loading) - **Content**: bladeink (Ink story scripting), image crate (EXR heightmaps), gltf (scene loading)
- **Editor**: Dear ImGui via imgui crate + SDL3 integration - **Editor**: Dear ImGui via imgui crate + SDL3 integration
- **Internal**: All systems read/write `World`; systems are called in fixed sequence from main loop; no circular dependencies - **Internal**: All systems take explicit storage parameters from `World`; systems are called in fixed sequence from main loop; no circular dependencies
- **Thread-local singletons**: `Renderer` (render/global.rs), `PhysicsManager` (physics.rs), `GLOBAL_RENDERER`, `GLOBAL_PHYSICS` - **Thread-local singletons**: `Renderer` (render/global.rs), `PhysicsManager` (physics.rs), `GLOBAL_RENDERER`, `GLOBAL_PHYSICS`
## Initialization Order ## Initialization Order