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Render actual generated dungeons through the AI pipeline — both top-down and first-person (Eye-of-the-Beholder style) — instead of synthetic test depth. All renderer-side: derived from the envelope's tiles+regions+theme, the core stores none of it. - depth.js: top-down height-field depth exporter (walls raised, pools recessed, pillars as bumps, subtle per-theme relief), calibrated to the proven room_depth levels so one tall room can't crush every floor dark. - fpv.js: first-person depth via a Wolfenstein-style grid raycaster (16:9), reports straight-ahead distance for opening detection. - explore.js: room->room nav graph derived from REAL tile openings (scan boundary gaps, bin by cardinal, flood the corridor to the destination room) — nav + open share one source of truth with the rendered passages. - bake_atlas.py: bakes per-room x4-facing pixel-art frames; per-theme + per-facing (wall vs passage) prompts, fixed diffusion seed for cross-frame style coherence, per-run unique prefixes so re-bakes don't silently skip. - explore.html + explore-viewer.js: WASD first-person dungeon explorer (room-to-room movement, turning, minimap), integer-pixel fullscreen. - serve.py: stdlib dev server — static web root + /out tree + POST /save, no-store. - main.js/render.js/style.css: export hooks, the depth button, distanceToWall export. - tools/README.md: Stage 0/1/2/3 docs; .dev/2026-06-01-fpv-prompts.md: prompt research (cfg-1 negatives are inert; trigger words summon hands; empty-ruin reframe; fixed seed = consistency). Proven end-to-end on seed 7 (17 rooms). Outputs organized under git-ignored tools/out/. Control strength: 0.80-0.85 top-down, 0.85 first-person. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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| .dev | ||
| reikhelm-core | ||
| reikhelm-viz | ||
| reikhelm-wasm | ||
| reikhelm-web | ||
| tools | ||
| .gitignore | ||
| Cargo.lock | ||
| Cargo.toml | ||