Commit graph

6 commits

Author SHA1 Message Date
saarsena@gmail.com
216c233645 chore: track blobber_party.gd.uid
Godot generates this on editor open; tracking it keeps the script's
uid stable across clones (matches how dungeon_builder.gd.uid is handled).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-18 14:33:05 -04:00
saarsena@gmail.com
5235b5bb22 feat: discrete party controller + aligned stair pairs (PR 2)
Adds the Wizardry/M&M core loop: you walk cell-by-cell with 90° turns
and descend stairs between levels that actually line up.

C side:
- pipeline.c: after per-level 2D generation, a link_stairs() pass
  replaces the randomly-placed down/up stairs with aligned pairs
  (room cells preferred). Bottom level loses its down-stair; top
  level keeps the up-stair as the entry point.
- dungeon_to_dict.cpp: expose sizeof(cell3d_t) as "cell_stride" so
  GDScript can index raw cell bytes without hardcoding layout.

Godot side:
- scripts/blobber_party.gd: reads cell3d_t bytes directly for wall
  queries, tweens position/rotation on step/turn, swaps level when
  stair cell is activated.
- scripts/dungeon_builder.gd: now hands the generated Dictionary to
  a party node via `party_path` and groups mesh instances under a
  "Meshes" child for clean regeneration.
- scenes/demo_blobber.tscn: FlyCamera replaced with a Party node
  (script-driven) holding a child Camera3D. num_levels=3 by default.

Still deferred to later PRs: the full port/retirement of src/gen/,
and a standalone plan.c/h module (linkage is currently inlined in
pipeline.c with just StairPair-equivalent data).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-18 14:00:53 -04:00
saarsena@gmail.com
06ef034866 cli: add --help to genesis 2D CLI and reject unknown args
Previously unknown flags were silently ignored; now they print usage to
stderr and exit 2, matching the genesis3d behavior.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-18 13:24:42 -04:00
saarsena@gmail.com
7a6ae79d01 feat: 3D blobber dungeon generator (PR 1)
Replaces the 2D-only demo pipeline with a 3D cell-based blobber
generator. Per-cell face walls, per-material mesh emission, and a
GDExtension binding that returns a Dictionary with ArrayMesh surfaces
the demo consumes directly.

- src/blobber/: cell3d_t data model, dungeon container, pipeline that
  wraps the 2D generator per level and materializes into cell3d
- src/mesh/: face-quad emitter with per-material groups + .obj dump
- src/genesis3d_main.c: new CLI driving the blobber + mesh
- godot/: BrogueGen.generate_dungeon(seed, num_levels, depth) binding
  with dungeon_to_dict packing cells + mesh surfaces
- demo/: demo_blobber.tscn + dungeon_builder.gd, func_godot addon for
  the .map export path, point/entity templates, TrenchBroom docs
- Retired: old arcade/FPS demo scenes and their scripts, unused meshlib

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-18 13:24:27 -04:00
saarsena@gmail.com
6ee49c3375 chore: broaden .gitignore to exclude bin/ and generated maps
Previously only /bin/genesis was ignored; bin/genesis3d and future
binaries now get covered. demo/maps/ is generated export output and
should not be tracked.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-18 13:23:54 -04:00
saarsena@gmail.com
e45f121fb9 init 2026-04-16 21:04:50 -04:00