No description
A new `world` generation domain in reikhelm-core, sibling to the dungeon
passes. Builds continuous fields (elevation, temperature, moisture, flow)
and classifies them into biomes — a general-purpose world generator any
game can consume, the foundation for the "generate a world for any game"
app idea.
Stages (each forks its own RNG sub-stream, like the dungeon pipeline):
- noise: own Perlin + fBm + domain warp (no `noise` crate, same reason
we own range/shuffle — version drift would change every seed)
- elevation: domain-warped fBm shaped by edge falloff + redistribution
- hydrology: ocean/lake flood, priority-flood depression fill, D8 flow
accumulation → dendritic rivers that always reach the sea
- climate: latitude temperature w/ altitude lapse; prevailing-wind
moisture sweep with orographic rain + emergent rain shadows
- biome: Whittaker classifier over temperature × moisture
Determinism: same (config, seed) → byte-identical World on every machine.
The whole generator is transcendental-free (only + - * / and comparisons),
so even the f32 fields reproduce exactly cross-platform (spec §7 ethos).
Plus `examples/world_png.rs`: a zero-dependency PNG exporter (hand-rolled
stored-DEFLATE zlib) with biome palette, ocean-depth shading, and hillshade
— a viewer for eyeballing output, kept out of the pure core.
24 new tests (determinism, rain-shadow, depression-filling, river density,
Whittaker corners); full suite 169 passing, clippy clean.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
|
||
|---|---|---|
| .dev | ||
| combat | ||
| game-wasm | ||
| game-web | ||
| reikhelm-core | ||
| reikhelm-viz | ||
| reikhelm-wasm | ||
| reikhelm-web | ||
| tools | ||
| .gitignore | ||
| Cargo.lock | ||
| Cargo.toml | ||
| README.md | ||
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 (theMapstruct is the contract; renderers own all art).reikhelm-wasm/—wasm-bindgenbridge 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) → Floyd–Steinberg dither through a 256-color palette → signature pixel art. Seetools/README.md.
Combined-pool combat system (Rust + Python)
combat/— a deterministic, headless combat engine built on one combinedVigorpool (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. Seecombat/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.