refactor: decouple sim from framework, remove voxel geometry

This commit is contained in:
asrael 2026-02-27 01:22:35 -06:00
parent c538641ec8
commit 5a565844dd
41 changed files with 477 additions and 2407 deletions

View file

@ -1,4 +1,5 @@
(local pxl8 (require :pxl8))
(local bit (require :bit))
(local effects (require :pxl8.effects))
(local net (require :pxl8.net))
@ -10,36 +11,37 @@
(local bob-amount 4.0)
(local bob-speed 8.0)
(local cam-smoothing 0.25)
(local ceiling-height 120)
(local chunk-size 64)
(local cursor-sensitivity 0.010)
(local gravity 600)
(local grid-size 64)
(local jump-velocity 180)
(local land-recovery-speed 20)
(local land-squash-amount -4)
(local max-pitch 1.5)
(local move-speed 200)
(local player-eye-height 64)
(local player-height 72)
(local player-radius 12)
(local step-height 24)
(local day-length 1800)
(local turn-speed 4.0)
(local SIM_FLAG_GROUNDED 4)
(local sim-cfg (pxl8.sim_config {:move_speed 150
:gravity 600
:jump_velocity 180
:player_radius 12
:player_height 72
:max_pitch 1.5
:friction 6.0
:ground_accel 10.0
:air_accel 1.0
:stop_speed 100.0}))
(var auto-run-cancel-key nil)
(var auto-run? false)
(var was-auto-running false)
(var bob-time 0)
(var cam-pitch 0)
(var day-time 0)
(var cam-x 416)
(var cam-y 600)
(var cam-y 0)
(var cam-yaw 0)
(var cam-z 416)
(var camera nil)
(var ceiling-tex nil)
(var floor-tex nil)
(var grounded true)
(var land-squash 0)
(var last-dt 0.016)
(var light-time 0)
@ -51,37 +53,16 @@
(var real-time 0)
(var smooth-cam-x 416)
(var smooth-cam-z 416)
(var vel-y 0)
(var was-grounded true)
(var trim-tex nil)
(var wall-tex nil)
(var world nil)
(local cursor-look? true)
(local MOSS_COLOR 200)
(local PLASTER_COLOR 16)
(local STONE_FLOOR_START 37)
(local STONE_WALL_START 2)
(local WOOD_COLOR 88)
(fn find-floor [x y z in-bsp]
(if (not world)
0
(if in-bsp
0
(let [start-y (math.max (+ y 64) 256)
ray (world:ray x start-y z x (- y 1000) z)]
(if ray.hit
(+ ray.point.y 1)
128)))))
(fn find-ceiling [x y z max-height]
(if (not world)
nil
(let [ray (world:ray x (+ y 1) z x (+ y max-height) z)]
(if ray.hit
(- ray.point.y 1)
nil))))
(fn preload []
(when (not network)
(set network (net.get))
@ -90,6 +71,7 @@
(when (not world)
(set world (pxl8.get_world))
(when world
(world:set_sim_config sim-cfg)
(world:init_local_player cam-x cam-y cam-z))))
(fn is-connected []
@ -126,6 +108,11 @@
(sky.generate-stars)
(preload)
(when world
(world:init_local_player cam-x cam-y cam-z)
(set smooth-cam-x cam-x)
(set smooth-cam-z cam-z))
(when (not ceiling-tex)
(set ceiling-tex (textures.plaster-wall 66666 PLASTER_COLOR)))
(when (not floor-tex)
@ -149,9 +136,6 @@
(set bsp-materials-setup true))))))
(fn sample-input []
(var move-forward 0)
(var move-right 0)
(when (pxl8.key_pressed "`")
(set auto-run? (not auto-run?))
(when (and auto-run? (pxl8.key_down "w"))
@ -163,19 +147,15 @@
(when (and auto-run-cancel-key (not (pxl8.key_down auto-run-cancel-key)))
(set auto-run-cancel-key nil))
(when (or (pxl8.key_down "w") auto-run?)
(set move-forward (+ move-forward 1)))
(when (and (pxl8.key_down "s") (not= auto-run-cancel-key "s"))
(set move-forward (- move-forward 1)))
(when (pxl8.key_down "a")
(set move-right (- move-right 1)))
(when (pxl8.key_down "d")
(set move-right (+ move-right 1)))
(set was-auto-running auto-run?)
{:move_x move-right
:move_y move-forward
:look_dx (pxl8.mouse_dx)
:look_dy (pxl8.mouse_dy)})
(pxl8.make_input_msg
{:move_x (+ (if (pxl8.key_down "d") 1 0) (if (pxl8.key_down "a") -1 0))
:move_y (+ (if (or (pxl8.key_down "w") auto-run?) 1 0)
(if (and (pxl8.key_down "s") (not= auto-run-cancel-key "s")) -1 0))
:look_dx (pxl8.mouse_dx)
:look_dy (pxl8.mouse_dy)
:buttons (if (pxl8.key_down "space") 1 0)}))
(fn update [dt]
(set last-dt dt)
@ -185,137 +165,81 @@
(set portal-cooldown (- portal-cooldown dt)))
(when (and world network (<= portal-cooldown 0))
(let [chunk (world:active_chunk)
in-bsp (not= chunk nil)
(door-x door-z) (entities.get-door-position)
(let [(door-x door-z) (entities.get-door-position)
door-radius (entities.get-door-radius)
dist-to-door (math.sqrt (+ (* (- cam-x door-x) (- cam-x door-x))
(* (- cam-z door-z) (- cam-z door-z))))]
(when (< dist-to-door door-radius)
(if in-bsp
(do
(pxl8.info "Exiting through door...")
(let [exit-x (+ door-x 50)
exit-z door-z
exit-y 600]
(network:exit_chunk exit-x exit-y exit-z)
(set cam-x exit-x)
(set cam-z exit-z)
(set cam-y exit-y))
(set vel-y 0)
(set grounded false)
(set smooth-cam-x cam-x)
(set smooth-cam-z cam-z)
(set bsp-materials-setup false)
(set portal-cooldown 2.0))
(do
(pxl8.info "Entering through door...")
(network:enter_chunk 1)
(set cam-x 416)
(set cam-z 416)
(set cam-y 0)
(set vel-y 0)
(set grounded true)
(set smooth-cam-x 416)
(set smooth-cam-z 416)
(set portal-cooldown 2.0))))))
(let [current-id (network:chunk_id)]
(if (= current-id 1)
(do
(pxl8.info "Door: BSP 1 -> BSP 2")
(network:enter_scene 1 2 416 0 416)
(world:init_local_player 416 0 416)
(set cam-x 416)
(set cam-y 0)
(set cam-z 416)
(set smooth-cam-x 416)
(set smooth-cam-z 416)
(set bsp-materials-setup false)
(set portal-cooldown 2.0))
(= current-id 2)
(do
(pxl8.info "Door: BSP 2 -> BSP 1")
(network:enter_scene 1 1 416 0 416)
(world:init_local_player 416 0 416)
(set cam-x 416)
(set cam-y 0)
(set cam-z 416)
(set smooth-cam-x 416)
(set smooth-cam-z 416)
(set bsp-materials-setup false)
(set portal-cooldown 2.0)))))))
(let [chunk (world:active_chunk)
chunk-id (if network (network:chunk_id) -1)
expecting-bsp (> chunk-id 0)
voxel-space (and (not chunk) (= chunk-id 0))
ready (or voxel-space (and chunk (chunk:ready)))]
(when world
(let [input (sample-input)
grid-max (if voxel-space 100000 (* grid-size chunk-size))
movement-yaw cam-yaw]
(let [input-msg (sample-input)
player (world:local_player)]
(let [player (world:local_player)]
(when player
(set cam-x player.pos.x)
(set cam-y player.pos.y)
(set cam-z player.pos.z)
(set cam-yaw player.yaw)
(set cam-pitch player.pitch)))
(world:push_input input-msg)
(when (and voxel-space grounded)
(let [floor-y (find-floor cam-x cam-y cam-z false)
height-diff (- floor-y cam-y)]
(if (and (>= height-diff (- step-height)) (<= height-diff step-height))
(let [lerp-speed 0.3
smooth-y (+ (* cam-y (- 1 lerp-speed)) (* floor-y lerp-speed))]
(set cam-y smooth-y))
(when (< height-diff (- step-height))
(set grounded false)))))
(when player
(set cam-x player.pos.x)
(set cam-y player.pos.y)
(set cam-z player.pos.z)
(set cam-yaw player.yaw)
(set cam-pitch player.pitch))
(let [now-grounded (if player (not= (bit.band player.flags SIM_FLAG_GROUNDED) 0) true)]
(when (and (not was-grounded) now-grounded)
(set land-squash land-squash-amount))
(set was-grounded now-grounded))
(set smooth-cam-x (+ (* smooth-cam-x (- 1 cam-smoothing)) (* cam-x cam-smoothing)))
(set smooth-cam-z (+ (* smooth-cam-z (- 1 cam-smoothing)) (* cam-z cam-smoothing)))
(when (and (pxl8.key_pressed "space") grounded)
(set vel-y jump-velocity)
(set grounded false))
(when (or (not grounded) (not= vel-y 0))
(set vel-y (- vel-y (* gravity dt)))
(if (> vel-y 0)
(let [new-y (+ cam-y (* vel-y dt))
head-y (+ new-y player-height)
ceiling-y (if voxel-space
(find-ceiling cam-x cam-y cam-z 200)
ceiling-height)]
(if (and ceiling-y (>= head-y ceiling-y))
(do
(set cam-y (- ceiling-y player-height))
(set vel-y 0))
(set cam-y new-y)))
(let [new-y (+ cam-y (* vel-y dt))
floor-y (find-floor cam-x cam-y cam-z (not voxel-space))]
(if (<= new-y floor-y)
(do
(set cam-y floor-y)
(set land-squash land-squash-amount)
(set vel-y 0)
(set grounded true))
(do
(set cam-y new-y)
(set grounded false))))))
(when (< land-squash 0)
(set land-squash (math.min 0 (+ land-squash (* land-recovery-speed dt)))))
(let [moving (or (not= input.move_x 0) (not= input.move_y 0))]
(if (and moving grounded)
(let [moving (or (not= input-msg.move_x 0) (not= input-msg.move_y 0))]
(if (and moving was-grounded)
(set bob-time (+ bob-time (* dt bob-speed)))
(let [target-phase (* (math.floor (/ bob-time math.pi)) math.pi)]
(set bob-time (+ (* bob-time 0.8) (* target-phase 0.2))))))
(set day-time (% (+ day-time (/ dt day-length)) 1))
(set light-time (+ light-time (* dt 0.5)))
(set real-time (+ real-time dt))))))
(set real-time (+ real-time dt)))))
(fn frame []
(pxl8.clear 1)
(when (not camera)
(pxl8.error "camera is nil!"))
(when (not world)
(pxl8.error "world is nil!"))
(when (or (not camera) (not world))
(lua "return"))
(let [chunk (when world (world:active_chunk))
expecting-bsp (and network (> (network:chunk_id) 0))
voxel-space (and world (not chunk) (not expecting-bsp))
ready (or voxel-space (and chunk (chunk:ready)))]
ready (and chunk (chunk:ready))]
(when (not camera)
(pxl8.text "camera nil" 5 30 12))
(when (not world)
(pxl8.text "world nil" 5 40 12))
(when (and world (not ready))
(pxl8.text (.. "Waiting... chunk=" (tostring chunk) " voxel=" (tostring voxel-space)) 5 50 12))
(when (and camera world)
(when ready
(let [bob-offset (* (math.sin bob-time) bob-amount)
eye-y (+ cam-y player-eye-height bob-offset land-squash)
forward-x (- (math.sin cam-yaw))
@ -364,7 +288,7 @@
(when chunk
(entities.render-fireball light-x light-y light-z (menu.is-wireframe)))
(entities.render-door (menu.is-wireframe) (if voxel-space 128 0))
(entities.render-door (menu.is-wireframe) 0)
(pxl8.end_frame_3d)