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5 commits

Author SHA1 Message Date
Admin
6623408a57 Bind the library and composition into script — and tell the model it exists
8 new verbs (table now 115): find_model (DISTINCT ids, not ranked duplicates),
find_palette (matched set from one pack), model, kits, cast, road_network,
town, dungeon. game.find was ALREADY TAKEN by entity-by-tag lookup — the
duplicate-name test caught the clash before it shipped, and find_model/
find_palette now match the agent TOOL names, so the model's knowledge
transfers between the tool it calls and the verb it writes.

Verbs run synchronously (search and layout are pure CPU); only GLB load and
draw need a host, so placements queue through the same mechanism as audio and
particles — which also means a scene composes headlessly with no renderer
attached. Tiles carry their own collider from the kit pitch, so scripted props
are as solid as hand-placed ones.

THE MOST IMPORTANT EDIT WAS A DELETION. splashgame.md said "Everything is
procedural... No image, model, or audio files" — the doc was actively telling
the model it had no models, which is why generated games were bare primitives
while 4,442 models sat unused. Replaced with an instruction to reach for the
library before game.box, three rules (never place result #1 five times; one art
pack per region; generate layouts rather than hand-placing) and a wrong-vs-
right example. A test asserts that claim cannot come back.

Two bugs found by probing the REAL library rather than reasoning:
- town() would have placed ZERO buildings, silently: it selects
  TileRole::Building, but every role-less model mapped to Prop — and
  city-kit-suburban is 40 whole buildings with no parsed roles. A role-less
  model is genuinely ambiguous (a building on a lot, or a cone at a kerb), so
  kit_from_index now takes a KitUse hint. Against the real library: 104
  buildings, 136 road tiles, 0 adjacency errors
- the index folds crossroads and T-junctions into one `junction` role, but a
  4-way cell needs four open edges; a T standing in for a crossroad leaves a
  road stub pointing at nothing. Disambiguated by name

village.splash is the scenery counterpart to racing.splash: a town, a wood of
four different conifers, a dungeon, a playable character — and not one model id
written by hand.

NOT BOUND, and why: game.tree/rock/blob and game.scatter generate MESHES, and
set_models takes an asset id, not geometry — there is no mesh-upload path for
generated meshes yet, so binding them would have meant faking it. Additive once
a generated-mesh queue exists.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 12:24:10 +02:00
Admin
c13c867547 Arcade M1b: libs/game/blocks — car/character/plane, brains, race kit; racing game in 72 lines
The thesis proof: examples/gamemaker/resources/fixtures/racing.splash is a
complete playable racing game in 72 lines (12-corner oval from a waypoint
loop, 4 cars, gates, standings, restart) with no physics, no AI and no lap
bookkeeping in script. Blocks run engine-side at 60Hz: Blocks::pre_step
(intent -> motion) before step_world, post_step after; Blocks is Clone and
snapshots beside GameWorld so a failed eval rolls both back together.

- game.car (4 suspension raycasts on a box3d rigid chassis), game.character
  (drives the existing mover sweep + owns idle/walk/run blending),
  game.plane; game.drive/autodrive/speed
- Brains: game.wander/chase/patrol/caught — the fixture's hand-rolled AI,
  absorbed engine-side
- Race kit: spawnpoint, checkpoint, place, race, standings, lap/rank/
  finished, score/score_of (Shared-tier data, ready for replication)

raycast_vehicle audit (defects documented in car.rs, still live in xr):
libm sin/cos in steering (unreplicable), a wrong side-impulse denominator
(iaj.dot(iaj) where it should be (I^-1 aJ).aJ), and an unguarded division.
Kept the structure, replaced Bullet's friction solver with an arcade force
model: suspension acts at the contact point, grip and drive through the
centre of mass, steering as yaw torque — no lateral force can generate
roll, so it is stable by construction rather than by roll_influence fudge.

Engine bug fixed at the source: GameWorld::new() left rng at 0 and
xorshift64* is a fixed point at zero, so rand() returned 0 forever for any
world built through the sim API. reset_content seeds on every eval, which
hid it from gamemaker entirely; found by a wander brain that never left home.

Tape probe byte-identical; racing fixture evals clean and drives (AI follow
the line, gates bank in order).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 00:54:22 +02:00
Admin
2c15305f03 PerfGraph: generic frame profiler widget + Cx perf monitor channels
platform: Cx.perf_monitor — per-frame ring (240) of paint-to-paint gap +
per-channel CPU us. Built-in channels: event dispatch (outermost, minus
app-attributed time), script exec, GC, pass encode, nextDrawable wait.
Apps register custom channels: cx.perf_monitor.channel("physics", rgb).
Off until enabled; hooks in event dispatch, macos repaint, metal draw_pass.

widgets: PerfGraph — corner-pinned live panel (DrawVector strips): frame-gap
bars colored against 120/60Hz budgets with guide lines, stacked per-channel
CPU, legend with averages. Self-positions bottom-right (DrawVector geometry
+ deferred turtle alignment don't mix — no aligning parent).

gamemaker: PerfGraph hovers the game pane (F3 toggles), engine feeds script
+ physics channels (incl. hot-reload evals); engine text overlay moved to
F4; per-phase engine window kept for ag perf / AIGAME_PERF=1; new 'ag perf'
harness verb + template guidance (template CLAUDE.md force-added: runtime
resource, blanket CLAUDE.md gitignore had kept it untracked).

Measured on my-game-5: engine frame CPU ~0.3ms; the hiccup is frame pacing —
the 8ms NSTimer paint clock beats against the 120Hz display, the drawable
pool drifts full and nextDrawable blocks the main thread in a ~25-frame
sawtooth (avg 2-3.4ms, spikes 20-30ms). The graph shows it as red ramps.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 15:10:27 +02:00
Admin
59b7d2712f gamemaker: full engine round — chase camera rig, racing-game APIs, script stdlib math, real error line numbers
Engine (examples/gamemaker): chase camera rig (camera({chase}) — ease-behind
with mouse-wins/recenter authority), writable camera + look deltas, spatial
queries (raycast/overlap_sphere/ground_normal), save/load, sustained tones,
rot_y + collide:false spawnables, HUD slots/bars, terrain noise shaping +
height bands, per-shape instanced render batching with static slabs (3.2x),
error push-loop into the agent chat, unknown-verb/option diagnostics with
game.splash:line:col positions, streaming tail-statement finalization, quiet
toolbar UI, Shh voice hush, fable voice.

Platform: runtime vector methods (.length/.normalized/.dot/.cross), scalar+
vector lerp, TAU; ScriptVm error capture sink; window frame capture API; four
headless-JIT fixes (scalar casts, mat4 mul, Id-arg expansion, commuted
scalar-vec ops) with regression test stages. Widgets: single-line TextInput
baseline centering, TextFlow inline-code baseline alignment, glass button
corner_radius uniform. Voice/ggml Metal backends: debug logs behind
GGML_METAL_TRACE. splashgame.md: the runtime-loaded game API contract.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 14:20:03 +02:00
Admin
94b58ec6f8 game maker 2026-07-10 12:09:47 +02:00