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