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Parley Hatch 018909b2cd fix(render): full-range per-frame depth normalization for FPV ControlNet
Diagnosis: every baked FPV depth map used only the upper-mid grays
(typ. 160–214, 0/68 frames reaching true black, only 35/68 reaching
near-white). A fixed 0..maxView=12 scale meant the nearest floor (~1
cell) never hit white and a wall 3 cells ahead never went past mid-gray,
so a small room collapsed into a low-contrast band. A depth ControlNet
trained on full-range MiDaS/depth-anything maps gets almost no structural
signal from that — the root cause of "controlnet barely followed / hit
and miss" renders.

Fix: two-pass raycast. Pass 1 records each column's wall distance and the
frame's true near/far. Pass 2 maps depth through a per-frame window so
near surfaces read white and the deepest visible recess reads black every
frame. The far plane tracks the deepest real surface but is clamped to a
minSpan floor so a shallow dead-end nook is NOT stretched into a fake
tunnel — its faced wall stays an honest mid-gray slab (no black recess
for the model to paint a phantom door into). gamma default 2.0→1.5 since
normalization now owns the range. nearPlane/minSpan exposed as opts.

Verified offline (headless bake, seed 7, 68 frames): median dynamic range
193→255; frames reaching true-white near surfaces 35/68→68/68; worst-frame
range 54→106. Visual before/after confirms open frames now frame a black
passage and closed frames a clean mid-gray wall.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-15 20:24:29 -06:00
.dev docs(combat): harden spec after two critic passes 2026-06-02 23:51:12 -06:00
combat feat(game): REIKHELM: DESCENT — playable first-person roguelike 2026-06-11 23:30:50 -06:00
game-wasm feat(game): REIKHELM: DESCENT — playable first-person roguelike 2026-06-11 23:30:50 -06:00
game-web feat(game): REIKHELM: DESCENT — playable first-person roguelike 2026-06-11 23:30:50 -06:00
reikhelm-core feat(world): procedural overworld generator — continents, climate, rivers 2026-06-15 19:11:04 -06:00
reikhelm-viz feat(core): water & lava pools (PoolDecorator) + lava lighting 2026-05-31 00:41:48 -06:00
reikhelm-wasm feat(core): room theming — RoomThemer classifier + themed renderer (10th pass) 2026-05-31 17:03:53 -06:00
reikhelm-web fix(render): full-range per-frame depth normalization for FPV ControlNet 2026-06-15 20:24:29 -06:00
tools feat(art): re-bake the DESCENT campaign through the rev-2 pipeline 2026-06-12 00:37:03 -06:00
.gitignore feat(game): REIKHELM: DESCENT — playable first-person roguelike 2026-06-11 23:30:50 -06:00
Cargo.lock feat(game): REIKHELM: DESCENT — playable first-person roguelike 2026-06-11 23:30:50 -06:00
Cargo.toml feat(game): REIKHELM: DESCENT — playable first-person roguelike 2026-06-11 23:30:50 -06:00
README.md feat(combat): deterministic combined-pool combat engine + sim + analysis 2026-06-03 12:13:04 -06:00

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.

Combined-pool combat system (Rust + Python)

  • combat/ — a deterministic, headless combat engine built on one combined Vigor pool (HP + mana + stamina merged), so offense literally spends your survival. Sim-first: a pure Rust core (combat-core) + a batch sweep harness (combat-sim) that runs tens of thousands of fights and exports metrics, plus a Python analysis layer that measures "feel" (difficulty curve, fight duration) instead of eyeballing it. Its own Cargo workspace. See combat/README.md.

Building

# 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.