reikhelm/README.md
Parley Hatch ae67ad2ffa 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>
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

# 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.