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Parley Hatch acc8137f4a fix(pipeline): kill dither speckle + atlas geometry lies (post-playtest)
Parley's review: dither full of green spots, baked rooms don't match the
nav graph (doors painted on closed walls, real openings off-center).
Both root-caused:

- pixelate.py: the nearest-color LUT was spaced in LINEAR RGB, cramming
  the whole shadow range into ~4 cells — dark picks were effectively
  arbitrary (green/teal confetti in warm near-blacks). LUT is now
  sRGB-spaced, diffusion error is gamut-clamped (no more blue blobs at
  torch highlights), and a new --overshoot penalty forbids choosing a
  color more saturated than the source. Green-dominant dark pixels on
  the test frame: 5.2% -> 0.02%, while palette usage went UP (107 -> 135
  colors). Recipe rev 2: append --overshoot 6.

- fpv.js: new directedVantage(env, region, dir) — per-(room,facing)
  camera instead of one room-wide vantage. Open ahead: stand in a cell
  whose straight-ahead ray escapes through the actual gap (the passage
  you walk is centered, 2-7 cells deep). Closed ahead: stand ~2 cells
  from the wall, deliberately OFF the room's axis — a symmetric stage
  begs the model to paint a centered focal door; an off-axis dead-end
  corner doesn't. Walls also render under their own fixed seed and an
  emphatic sealed-masonry prompt clause (cfg 1.0 negatives are inert).

Validated on seed 7 room 1: the closed-N phantom door is gone; the open-S
passage is dead-center. Full campaign re-bake follows as its own commit.

Also: rest-overlay no longer sticks without a keyup, in-combat drink
message, feathered sprite mask, no monster packs on floor 1.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 00:06:46 -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(core): room theming — RoomThemer classifier + themed renderer (10th pass) 2026-05-31 17:03:53 -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(pipeline): kill dither speckle + atlas geometry lies (post-playtest) 2026-06-12 00:06:46 -06:00
tools fix(pipeline): kill dither speckle + atlas geometry lies (post-playtest) 2026-06-12 00:06:46 -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.