docs: add root README — sandbox model + folder-per-experiment convention

reikhelm is now framed as an open-ended sandbox: each game-system experiment
lives in its own top-level folder, loosely coupled, glue code as needed. README
documents the convention and maps the current contents (dungeon procgen / web
playground + explorer / AI-render pixel-art pipeline).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Parley Hatch 2026-06-02 22:16:49 -06:00
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# reikhelm
A sandbox for game-system experiments. No single end goal — each idea is its
own self-contained system, built to learn and to see something cool run. The
best ones might get blended into an actual game someday; until then it's just
shipping for fun.
## How this repo works
- **One experiment per top-level folder.** Each is meant to stand on its own.
- **Mix and match freely.** When two systems are worth mashing up, write glue
code between them. It doesn't have to be pretty.
- **Rust or Python**, whatever fits the idea. Rust experiments can be standalone
Cargo projects or join the workspace below for easy path-dependency glue.
## What's here so far
### Procedural dungeon generator (Rust)
A deterministic 2D map generator built from small composable **passes** over a
shared context (BSP → rooms → caves → connect → corridors → doors → pools →
pillars → entities). Towns/dungeons are different **recipes** drawn from one
primitive vocabulary (Partitioner / Shaper / Connector / Placer / Decorator).
- `reikhelm-core/` — pure generation library, no rendering deps (the `Map`
struct is the contract; renderers own all art).
- `reikhelm-wasm/``wasm-bindgen` bridge that compiles core to wasm32.
- `reikhelm-viz/` — original macroquad renderer (**frozen** — kept, not maintained).
### Browser playground & first-person explorer (JS + Canvas)
- `reikhelm-web/` — live procgen playground (reroll / seed / config sliders /
per-pass scrubber) in an atmospheric torch-lit style, plus a top-down and a
first-person (Eye-of-the-Beholder style) renderer and a walkable explorer.
### AI-render → pixel-art pipeline (Python)
- `tools/` — depth map → local diffusion render (Z-Image on the LAN
workstation) → FloydSteinberg dither through a 256-color palette → signature
pixel art. See `tools/README.md`.
## Building
```sh
# Rust workspace (host-native crates)
cargo build # builds reikhelm-core + reikhelm-viz
cargo test
# Browser playground (wasm)
wasm-pack build reikhelm-wasm --dev --target web \
--out-dir ../reikhelm-web/pkg --out-name reikhelm_wasm
python3 -m http.server 8011 --directory reikhelm-web
```
`~/.cargo/bin` may not be on the non-interactive shell PATH — prepend
`export PATH="$HOME/.cargo/bin:$PATH"` to cargo commands if they're not found.