Capability-test session: assess whether Anchor 2 could be extended into "Anchor 3" with 3D game support on top of the newly released Box3D physics engine — then actually build it, fix it live, add interaction features, ship it as a playable web build, and finally embed it as a playable element INSIDE the engine-rendered a327ex.com itself (no iframe — the game runs in the site renderer's own Lua VM). The session produced a complete siloed 3D engine extension at E:/a327ex/Anchor3/ and a new ::game content directive for the website.
Box3D feasibility assessment:
Box3D facts established via web research: released 2026-06-30 by Erin Catto, MIT, C17, CMake; shapes = spheres/capsules/convex hulls/triangle meshes/height fields; joints = revolute/prismatic/distance/motor/weld/wheel; contact/sensor/hit events; ray/shape casts and overlap queries; cross-platform determinism, SIMD (SSE2/Neon), Emscripten support; alpha status with character movement + ghost-collision mitigation explicitly listed as future work.
Grounded the assessment in anchor.c (~13.5k lines): the 2D renderer is hardwired at every level (VERTEX_FLOATS 32 with vec2 positions, gl_Position = projection * vec4(aPos, 0.0, 1.0) — z literally 0, 2×3 affine transforms, orthographic only, painter's-algorithm layers, no depth testing, SDF übershader). Physics bindings (76 l_physics_* functions) map ~1:1 to Box3D.
Verdict: physics is ~15-20% of the job (the easy part); the renderer is the mountain. The layer system is the natural seam — a 3D layer type renders into its own depth-attached FBO and composites through the existing layer chain, so the entire 2D UI/text/post-process stack survives untouched.
Scope tiers offered: (a) 2.5D billboards, (b) primitive-3D flat-shaded instanced primitives matching the physics shape set (recommended), (c) asset-driven 3D (ruled out). Owner picked (b) in a new siloed Anchor3/ folder with continuous-work authorization.
Full assessment written to Anchor2/reference/anchor3_assessment.md.
Anchor 3 build (phases 0–7, single continuous run):
Phase 0: scaffolded Anchor3/ from an Anchor2 copy; baseline build green.
Phase 1: vendored Box3D pinned at commit 52f1a254 ("Name cache (#53)", 2026-07-06), flattened into engine/include/box3d/ following the box2d pattern.
Phase 2: C math section — column-major GL mat4 (multiply/perspective/look-at/invert), quat→mat3, quat from-to.
Phases 4–5: layer3 — 3D scene pass into a standard Layer FBO (depth via the existing DEPTH24_STENCIL8 RBO), instanced flat-shaded unit meshes (box/sphere/hemisphere/cylinder/plane; capsule = 3 instances), Lambert + ambient, 3D line batch, Box3D debug draw, perspective camera, unproject/picking. 31/31 headless tests.
Phase 7: playground toy — 55-crate pyramid + balls on a 40×40 m ground slab; RMB orbit, wheel zoom, B ball, space shockwave, F1 debug draw, R reset; 2D HUD composited on top. Conventions: Y-up right-handed, meters, quaternion-primary rotations (x,y,z,w across the Lua boundary).
First windowed run — two fixes:
bad argument #3 to 'format' (number has no integer representation) — Lua 5.4 rejects fractional floats in %d; fps needed math.floor.
collider3.lua:102: Invalid body after a shockwave — an entity killed by the y < -30 cull was destroyed at end-of-update but stayed in the draw array until the next update's dead-sweep, so draw() ran once on a corpse. The 2D collider never hit this because its draw uses synced owner fields; collider3:draw() queries the body live. Fix: nil-body guard in collider3:draw.
Grab joint + camera cannon:
Box3D ships no mouse joint — used its motor joint with only the linear spring active (hertz 5, damping 0.7, max force 1000×mass), anchored to a hidden shapeless static world body at the origin so world targets pass through as frame-A locals. Four new C bindings: physics3_create_grab_joint, physics3_joint_set_target (wakes bodies), physics3_destroy_joint, physics3_joint_is_valid. Rotation left free, classic mouse-joint feel.
Playground: LMB raycast-grabs at the hit point and holds the target at the grab distance along the live mouse ray; B shoots a ball from the camera along the mouse ray (40 m/s, density 2000 — b3Shape_SetDensity(..., updateBodyMass=true)).
Architecture Q&A — "could we make an arena shooter?":
No big architectural hole: mouse capture already existed in the engine (mouse_set_grabbed, relative mouse_delta); real gaps are Lua-only (FPS camera mode, motion-locked capsule movement — flat arenas dodge Box3D's alpha character-controller weaknesses). Owner: "you did it in like 2 turns which is insane lol" — no game will be built from this; it was a capability test.
Web build:
Anchor3/engine/build-web-engine.sh: compiles box3d/*.c with -DBOX3D_DISABLE_SIMD (scalar B3_SIMD_NONE), mirroring box2d; anchor.wasm 2.47 MB. scripts/package-web-game.sh with resolution/render-mode args + a shell hardened against background-tab loads (zero-size layout guard + visibilitychange/pageshow revive + retry — a hidden-tab load used to brick the canvas at 0×0).
Engine fix: the composite/mouse scale clamp (scale < 1 → 1, 4 sites) became #ifndef __EMSCRIPTEN__ — web viewports narrower than the game's base resolution fit down instead of cropping.
First publish (superseded later the same session):
Session was ended and the log published at this point; the game was then hosted as a standalone page under media/ and a feed message linked it. The owner immediately pushed further: "I'd like the game directive to be able to embed the game as a playable frame on the page itself... the whole point of rendering the website in-engine is being able to deploy games in-engine easily, without using web technologies."
In-engine ::game embedding (the second half of the session):
Key insight making it feasible: Anchor3's engine is a strict superset of Anchor2's (forked the same day), so building the site's anchor.wasm from Anchor3/engine gives the site renderer physics3_*/layer3_* for free while running byte-for-byte identically otherwise. Owner decision (a): site engine builds from Anchor3 as a one-off; merge-back governance deferred.
Engine additions (Anchor3 anchor.c): fixed-size layers (layer_create(name, filter, w, h) + layer3_create(name, w, h)) exempt from the web-native resize sweep; layer_render(layer, clear) no-clear flag for a second same-frame bake pass; layer_draw_into(dst, src, x, y, w, h) — viewport-rect variant of layer_draw_from for compositing a game layer into the document at the element rect; layer_resize(layer, w, h) Lua binding.
renderer/game_host.lua: runs a game INSIDE the site's Lua VM. Sandboxed _ENV (reads fall through to the engine API, writes stay private); require resolves into the game's own packaged framework copy (renderer/games/<name>/); engine-init config setters are no-ops; engine_get_width/height report the game's virtual resolution; layer_create/layer3_create shadowed to fixed-size prefixed layers; layer_draw shadowed to queue composites; input shadowed through a host-local bind registry evaluated from raw engine key/mouse state; resource paths remapped into the package dir. Lifecycle: click-to-start cover, update gated by visibility (physics3_set_enabled gates the world), one live instance.
::game NAME directive: parsed + serialized in convert.lua, layout_game_element/draw_game_element in elements.lua, dispatch in canvas.lua — covers both the homepage feed and post pages via the shared element pipeline. The Lua/SEO fallback site keeps the iframe form (game moved to media/shared/games/).
main.lua wiring: game_host_update in update; mid-frame game_host_composite(ui_layer) after content (bake → composite → overlays land in a second no-clear render pass); while the game captures the cursor the page stands down on wheel scroll, the right-click menu, click dispatch, and text-selection arming (added to sel's no_arm list alongside media cards).
build-web.sh: engine source switched to Anchor3, game package + game_host.lua preloaded (the explicit-preload-list lesson respected).
Verification detour: the preview browser's tab is permanently hidden (rAF frozen, screenshots time out) — forced the loop via a MessageChannel scheduler and captured frames as base64 through postMainLoop hooks, re-learning PLAN.md's documented lesson that update()-path bugs need a real browser. Owner tested locally from that point on.
Live-testing iterations with the owner:
Input model v1 (click-to-focus) leaked drags into the site's text selection and felt unnatural. Rebuilt as HOVER capture: the game owns mouse + keys while the cursor is inside its rect, the site otherwise, with a drag latch (held buttons keep capture) so grabs that slip outside the frame don't drop.
Sizing iterations: 960 centered breakout (looked "off") → full-bleed strip options discussed → owner picked (b): the scene itself spans the window edge to edge at design height. First attempt looked STRETCHED — root cause found in the ENGINE: the 2D batch's orthographic projection was set once per frame from the global canvas size and reused for every layer; any layer with its own resolution rendered scaled by layer/canvas per axis. Fix: layer_render now rebinds the projection from the layer's own dimensions (same shared-shader rationale as the existing per-layer u_aa_width rebind). The 3D pass was always aspect-correct (perspective reads the backing layer). With the fix, option (b) works: layers created at (window width × 540), resized in place on window resize via the new layer_resize binding — state intact, no restart.
F1 collision: the site's spacing-tuner bind (ui_toggle on key:f1) shadowed the game's F1 debug-draw toggle — removed from the site.
Noted for later: touch-key chips for mobile (the host knows every game's binds, so tappable action buttons can be generated generically); mobile testing deferred.
Publishing:
Homepage message rewritten in the owner's words with the embedded ::game anchor3-playground below it; this log regenerated to cover the full session; Anchor3 + a327ex-site committed; engine site deployed with the Anchor3-based wasm.
Hi Fable, another test for you. Recently Box3D was released and it seems most people think it's high quality. I'd like to see how feasible it would be to expand Anchor 2 into Anchor 3 by making it support 3D games. I know this is likely a huge task, but given that we have physics already with a similar interface, as Box3D matches Box2D where it matters, it probably made the job a lot easier. I'd like your initial assessment of the task and its scope.
Fable 5
I'll ground this in the actual engine code before giving you an assessment. Let me look at how Anchor 2's C engine is structured — particularly the renderer and the Box2D integration surface — and also check what's actually known about Box3D.
Read (E:\a327ex\Anchor2.claude\CLAUDE.md)
1 # Anchor 2
2
3 Guidelines for Claude Code instances working on this project.
4
5 ---
6
7 ## What this is
8
9 Anchor 2 is a rewrite of Anchor's Lua framework layer. The C engine (`engine/src/anchor.c`) is unchanged from Anchor 1. This rewrite replaces the framework-level abstractions (object tree, action phases, hook system) with minimal code and explicit disciplines.
10
11 **Read `reference/anchor2_plan.md` first.** It's the authoritative plan for this project. If you're picking this up mid-implementation, also read `reference/progress.md` and `reference/questions_for_user.md`.
12
13 ## Core philosophy (in one paragraph)
14
15 Minimal framework, maximal explicitness. Code reads top-to-bottom. There's no hidden work. Cross-entity references are IDs, not pointers. Framework modules are mostly procedural (functions operating on plain tables); entity classes stay OOP because game code benefits from method syntax. Verbose patterns that AI writes easily and humans read easily are preferred over clever compact idioms.
16
17 ## Critical patterns
18
19 **Use IDs, not direct references for cross-entity pointers.** `self.source_orb_id = orb.id`, not `self.source_orb = orb`. Resolve with `entities[self.source_orb_id]` at the top of functions that need it. This is the single most important pattern.
20
21 **Poll, don't subscribe.** When entity A needs to react to entity B's state, A checks each frame in its own update. No event subscription.
22
23 **Cross-entity relationships live in relational tables.** Not as back-references on entities. See `pack_members = {pack_id → [seeker_ids]}` pattern.
24
25 **Compositional children are plain fields with manual destructors.** `self.timer = timer_new()` + `self.timer = nil` (or equivalent cleanup) in `:destroy`. No framework-managed `own`.
26
27 **Framework modules are mostly procedural.** `timer_update(self.timer, dt)` not `self.timer:update(dt)`. `layer_*` functions take a layer from `layer_new` as the first argument (see `framework/anchor/layer.lua` for engine name conflicts). **`collider` stays a class** (body+shape bundling + steering).
28
29 ## What you will NOT find here
30
... [165 more lines]
WebSearch (Box3D Erin Catto 3D physics engine release)
Web search results for query: "Box3D Erin Catto 3D physics engine release"
Links: [{"title":"Box3D: Erin Catto Releases an Open Source 3D Physics Engine - Developers Digest","url":"https://www.developersdigest.tech/blog/box3d-open-source-3d-physics-engine"},{"title":"Box3D Debuts As New Open-Source 3D Physics Engine - Phoronix","url":"https://www.phoronix.com/news/Box3D-Open-Source-3D-Physics"},{"title":"Box3D: New Open-Source 3D Physics Engine","url":"https://80.lv/articles/box3d-new-open-source-3d-physics-engine"},{"title":"Erin Catto on X: \"I’m happy to announce the release of a new open source 3D physics engine called Box3D. I’ve been working on this project for a few years now, but it represents over 20 years of experience writing physics engines for games. Read more here: https://t.co/2d9aVuUsxj\" / X","url":"https://x.com/erin_catto/status/2072326622590730604"},{"title":"Box3D: The Open-Source 3D Physics Engine Built for Games | byteiota","url":"https://byteiota.com/box3d-the-open-source-3d-physics-engine-built-for-games/"},{"title":"BOX3D IS NOW OPEN SOURCE — Kintsugiyama","url":"https://www.kintsugiyama.com/updates/box3d-is-now-open-source"},{"title":"Box2D Creator Unveils Open-Source 3D Physics Engine Box3D","url":"https://abit.ee/en/games/box3d-box2d-physics-engine-game-development-open-source-erin-catto-en"},{"title":"GitHub - erincatto/box3d: Box3D is a 3D physics engine for games · GitHub","url":"https://github.com/erincatto/box3d"},{"title":"Box3D Quick Start|npaka","url":"https://note.com/npaka/n/n3fc7350604d2?hl=en"},{"title":"Announcing Box3D :: Box2D","url":"https://box2d.org/posts/2026/06/announcing-box3d/"}]
The web search has been completed successfully. Here's a summary of the findings:
## Box3D Release Overview
Erin Catto, creator of Box2D, announced the release of Box3D, a 3D physics engine now available on GitHub. Box3D was announced on June 30, 2026 — an open-source, MIT-licensed 3D physics engine for games written in C17.
## Background and Purpose
Box3D originated from challenges Catto encountered with native Unreal Engine physics while working on The Legend of California, a large open-world, server-authoritative project. Box3D extends Box2D's design philosophy into the third dimension.
## Key Features
Box3D is an open source 3D physics engine with cross-platform determinism, SIMD contact solving, and heritage from both Box2D and Valve's Rubikon engine. The standout feature is cross-platform determinism — Box3D is designed to produce identical results across thread counts and platforms.
## Current Status and Adoption
The current release is alpha software targeting a v1.0, with planned improvements for character movement, ghost collision mitigation, and joint solver refinements. Besides The Legend of California, it is also used in s&box, Esoterica, an open-source game engine by Bobby Anguelov, and a 1000-player space game, a multiplayer project by Glenn Fiedler.
REMINDER: You MUST include the sources above in your response to the user using markdown hyperlinks.
Grep (^// ============)
94:// ============================================================================
95-// CONFIGURATION & CONSTANTS
96:// ============================================================================
97-
--
134:// ============================================================================
135-// MEMORY TRACKING
136:// ============================================================================
137-// Per-category counters and byte totals, incremented/decremented at each
--
186:// ============================================================================
187-// ZIP ARCHIVE SUPPORT (Desktop only - single exe distribution)
--
189:// ============================================================================
190-
--
507:// ============================================================================
508-// PHYSICS & AUDIO GLOBALS
--
511:// ============================================================================
512-
--
840:// ============================================================================
841-\ RESOURCES: TEXTURE, FONT, AUDIO
--
843:// ============================================================================
844-
--
1648:// =====================================================================
1649-// DSP data source — wraps a decoder, applies per-sound bitcrush + SR
... [92 more lines]
Almost there — a few final checks on physics binding surface, depth buffer usage, and the Lua-side physics layer.
Grep (GL_DEPTH)
Anchor2\engine\src\anchor.c:4
Found 4 total occurrences across 1 file.
Grep (static int l_physics\w+|static int l_collider\w+|static int l_joint_\w+)
7396:static int l_physics_init
7414:static int l_physics_set_gravity
7428:static int l_physics_set_meter_scale
7437:static int l_physics_set_enabled
7442:static int l_physics_register_tag
7468:static int l_physics_enable_collision
7484:static int l_physics_disable_collision
7500:static int l_physics_enable_sensor
7516:static int l_physics_enable_hit
7532:static int l_physics_tags_collide
7550:static int l_physics_create_body
7611:static int l_physics_destroy_body
7636:static int l_physics_create_distance_joint
7683:static int l_physics_destroy_joint
7694:static int l_physics_joint_is_valid
7700:static int l_physics_distance_joint_set_length
7710:static int l_physics_distance_joint_set_spring
7723:static int l_physics_distance_joint_set_length_range
7735:static int l_physics_get_position
7747:static int l_physics_get_angle
7759:static int l_physics_get_body_count
7770:static int l_physics_body_is_valid
7794:static int l_physics_add_circle
7852:static int l_physics_add_box
7917:static int l_physics_add_capsule
7983:static int l_physics_add_polygon
8057:static int l_physics_add_chain
8130:static int l_physics_set_position
8142:static int l_physics_set_angle
8153:static int l_physics_set_transform
... [47 more lines]
# Box3D Announcement Summary
## Features
Box3D ships with three primary collision shape types: triangle meshes, height-fields, and baked compound collisions. The announcement emphasizes "The core architecture of Box3D remains almost identical to Box2D," suggesting similar body/shape/joint concepts, though specific character controllers or query systems aren't detailed.
## API Similarity to Box2D v3
The document states the engine maintains nearly identical core architecture to its 2D sibling. However, it reveals the developer "replaced almost all the APIs, data structures, and algorithms" when integrating Box2D v3 optimizations into his Rubikon-Lite fork. No specifics about function naming conventions, ID-based models, or definition structures are provided.
## License & Build
Box3D is "open source" with source code available on GitHub. Git and CMake are required for building, with platform-specific instructions in the repository README.
## Missing/Alpha Status
The developer explicitly states "I still consider Box3D to be alpha software" and plans to tag v0.1 before progressing toward v1.0. Acknowledged gaps include "more testing and more complete documentation," plus planned enhancements to character movement, ghost collision mitigation, and joint solving.
## Performance & Determinism
Box3D advertises "Cross platform determinism" and "Recording and replay" alongside optimizations like SIMD solvers and multi-threading support. Performance claims focus on large-scale entity management ("Hundreds of thousands of entities").
WebFetch (https://github.com/erincatto/box3d)
# Box3D Physics Engine - Key Details
## Shape Types
The engine supports "convex hulls, capsules, spheres, triangle meshes, and height fields" with the capability for multiple shapes per body.
## Joint Types
Available joints include revolute, prismatic, distance, motor, weld, and wheel varieties, each supporting limits, motors, springs, and friction configurations.
## Event System
The documentation mentions "contact events" and references a "sensor system" alongside "body movement events and sleep notification," though specific event callback details aren't elaborated in the README.
## Query Functions
The engine provides "ray casts, shape casts, and overlap queries" for spatial analysis.
## API Design
The README doesn't explicitly confirm whether the C API mirrors Box2D v3's naming conventions (b3World_*, b3Body_*, b3Shape_*) or uses handle-based IDs with definition structs—these architectural details aren't documented here.
## Build Requirements
- **C Standard**: C17 for the library; C++20 for samples
- **Build Tool**: CMake required
- **SIMD**: SSE2 and Neon optimization enabled by default; disable via `BOX3D_DISABLE_SIMD`
## Platform Support
Windows, Linux, and macOS are supported. WebAssembly builds are possible via Emscripten using `emcmake cmake`, with SSE2 enabled unless SIMD is explicitly disabled.
## Status Notes
The June 2026 initial release suggests this is a newly launched project without extensive legacy-stability guarantees typical of mature engines.
Command running in background with ID: bbbwwgbsx. Output is being written to: C:\Users\adn\AppData\Local\Temp\claude\E--a327ex\1248d5a7-d186-47d1-8aca-ed6809b6e803\tasks\bbbwwgbsx.output. You will be notified when it completes. To check interim output, use Read on that file path.
Full assessment written to anchor3_assessment.md and opened in NeoVim. Here's the short version:
Verdict: feasible, but Box3D solves the part that was already the easiest to solve. I read through anchor.c (~13.5k lines) and the framework to ground this. The physics binding layer — 76 l_physics_* functions plus ~615 lines of Lua — maps nearly 1:1 onto Box3D, exactly as you guessed: same id-handle/def-struct model as Box2D v3, same event polling, same query shapes, and your tag/collision-matrix system is an engine concept that carries over verbatim. The only real API delta is rotations going from scalar angle to quaternion. That whole port is days-to-weeks of mostly transliteration. But it's maybe 15–20% of the total job.
The mountain is the renderer, and it can't be "extended" — only built beside. The current renderer is 2D at every level: VERTEX_FLOATS 32 with vec2 positions, gl_Position = projection * vec4(aPos, 0.0, 1.0) with z literally hardcoded, 2×3 affine transforms, orthographic-only, no depth testing (painter's algorithm via layer order), and a fragment shader that's a branch over 2D SDFs. A 3D pass is new code: mat4/quat math, perspective camera, depth-tested FBO, primitive mesh generation, instanced flat shading, debug-draw line batch.
The two big pieces of good news:
The layer system is a natural seam. A 3D scene becomes a new layer type rendering into its own depth-attached FBO, composited like any other layer — which means the entire 2D UI toolkit, text rendering, and post-process stack survive untouched on top. Text alone is a subsystem most 3D engines suffer over, and you keep yours for free.
The v2 framework disciplines (IDs, polling, relational tables, procedural modules) are dimension-agnostic. The rewrite you just finished doesn't need redoing; it needs a collider3 sibling.
Scope depends entirely on which 3D you mean. I laid out three tiers: (a) 2.5D — 3D physics under a fixed camera with billboarded visuals, ~1–2 weeks; (b) primitive-3D — flat-shaded instanced spheres/capsules/boxes/hulls matching the Box3D shape set, no assets, no imports — the natural 3D translation of the SNKRX aesthetic, ~1–2 months of sessions; (c) asset-driven 3D with glTF/skinning/shadows — 6–12+ months, and I'd rule it out now so the scope has a ceiling.
Two caveats worth weight:
Box3D is alpha, and the gaps are game-critical ones: character movement and ghost-collision mitigation are explicitly listed as future work. 3D character controllers (capsule-vs-mesh, stairs, seams) are one of the hardest problems in game physics. Games with rolling/flying/vehicle bodies dodge this entirely — the first game should be picked accordingly.
The live site runs on this engine, plus six active projects. That argues for staging the work in a separate directory (the Anchor→Anchor2 precedent) rather than touching shared anchor.c in place. Relatedly: "Anchor 3" as a name oversells it — v1→v2 replaced the framework architecture; this adds a capability and replaces nothing. Names steer scope.
My recommendation: frame the first move as a capability spike, not a version number — Box3D bindings verified headless, then a minimal 3D layer whose first pixels are the debug-drawn colliders themselves, then balls rolling on a heightfield with your existing 2D HUD on top. Days-scale, touches every seam (build system incl. emcmake, bindings, layer compositing, camera math), and abandonable without sunk cost. That's also how this stays honest against your own no-new-big-projects rule — same fun-gate arena-style validation that birthed Anchor 2.
Questions for you (details in §9 of the doc):
Which 3D, and why now — is there an actual game itch, or Box3D-dropped curiosity? My rec: tier (b) ceiling, spike first, first toy uses rolling/flying bodies.
Staging — separate Anchor3/ directory vs in-place branch? I lean separate directory.
First toy — got one in mind? (Marble-roller, top-down arena over 3D physics, tower-toppling on a heightfield all fit the alpha's strengths.)
Timing — spike now against a pinned alpha commit, or wait for the v0.1 tag? Spike now is cheap; deep commitment should probably wait for v0.1.
Let's to b) and in a new Anchor3 folder. Work continuously on it, only giving me turns whenever you need me to answer a question or make an important decision, otherwise you have total freedom to do whatever gets us to this particular goal.
[Request interrupted by user]
Ah, just don't change Anchor2 or the website itself, let's keep this project completely siloed for now, no integration with anything else yet, it is entirely its own thing.
Understood — tier (b), new siloed Anchor3/ folder, no touching Anchor2/ or the website, and I work continuously with turns only for real decisions. I'll copy what I need from Anchor2 (read-only), vendor Box3D pinned at a commit, and build toward the primitive-3D toolkit with a physics-playground scene as the validation toy (the arena-equivalent — you can redirect this to a real game idea whenever).
First, let me understand the build setup so the silo actually builds: toolchain, how box2d is vendored, what the engine directory looks like.
1 @echo off
2 setlocal enabledelayedexpansion
3
4 :: setup_ffmpeg.bat [destdir]
5 ::
6 :: Ensures the 5 FFmpeg runtime DLLs the engine load-depends on are present in
7 :: destdir (default: build\). These are NOT committed to git (88 MB; the root
8 :: .gitignore globally ignores *.dll). Instead they are fetched once into the
9 :: gitignored .ffmpeg-dl\ cache and copied out. Source = BtbN n7.1 LGPL shared.
10 ::
11 :: build.bat calls this after a successful build to populate build\, and again to
12 :: seed each game's tools dir. Safe to run repeatedly: it no-ops when the DLLs are
13 :: already in destdir, and reuses the local cache before ever hitting the network.
14
15 cd /d "%~dp0"
16
17 set "DEST=%~1"
18 if "%DEST%"=="" set "DEST=build"
19
20 set "DLDIR=.ffmpeg-dl"
21 set "FFBIN=%DLDIR%\ffmpeg-n7.1-latest-win64-lgpl-shared-7.1\bin"
22 set "ZIP=%DLDIR%\ff.zip"
23 set "URL=https://github.com/BtbN/FFmpeg-Builds/releases/download/latest/ffmpeg-n7.1-latest-win64-lgpl-shared-7.1.zip"
24 set "WANT=e3574f0789556a1a208abf96a0c5fc74f993b651eff8c7b8bc63d9b262d1a1ea"
25 set "DLLS=avcodec-61.dll avformat-61.dll avutil-59.dll swresample-5.dll swscale-8.dll avfilter-10.dll"
26
27 if not exist "%DEST%" mkdir "%DEST%"
28
29 :: Already populated?
30 set "MISSING="
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Command running in background with ID: bn5r03lzj. Output is being written to: C:\Users\adn\AppData\Local\Temp\claude\E--a327ex\1248d5a7-d186-47d1-8aca-ed6809b6e803\tasks\bn5r03lzj.output. You will be notified when it completes. To check interim output, use Read on that file path.
1 anchor.c
2 include/stb\stb_image_write.h(776): warning C4996: 'sprintf': This function or variable may be unsafe. Consider using sprintf_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
3 src/anchor.c(310): warning C4996: 'strcpy': This function or variable may be unsafe. Consider using strcpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
4 src/anchor.c(1475): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
5 src/anchor.c(1595): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
6 src/anchor.c(3968): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
7 src/anchor.c(3962): warning C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data
8 src/anchor.c(4368): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
9 src/anchor.c(4646): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
10 src/anchor.c(4652): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
11 src/anchor.c(4762): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
12 src/anchor.c(4771): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
13 src/anchor.c(4865): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
14 src/anchor.c(4867): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
15 src/anchor.c(6133): warning C4996: 'strdup': The POSIX name for this item is deprecated. Instead, use the ISO C and C++ conformant name: _strdup. See online help for details.
16 src/anchor.c(7457): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
17 src/anchor.c(8484): warning C4244: 'initializing': conversion from 'lua_Number' to 'float', possible loss of data
18 src/anchor.c(8485): warning C4244: 'initializing': conversion from 'lua_Number' to 'float', possible loss of data
19 src/anchor.c(10273): warning C4244: '=': conversion from 'lua_Integer' to 'int', possible loss of data
20 src/anchor.c(10274): warning C4244: '=': conversion from 'lua_Integer' to 'int', possible loss of data
21 src/anchor.c(10280): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
22 src/anchor.c(10402): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
23 src/anchor.c(11250): warning C4996: '_snwprintf': This function or variable may be unsafe. Consider using _snwprintf_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
24 src/anchor.c(11253): warning C4996: '_snwprintf': This function or variable may be unsafe. Consider using _snwprintf_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
25 src/anchor.c(11328): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
26 src/anchor.c(11329): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
27 src/anchor.c(12403): warning C4996: 'strcpy': This function or variable may be unsafe. Consider using strcpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
28 src/anchor.c(12407): warning C4996: 'strcat': This function or variable may be unsafe. Consider using strcat_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
29 src/anchor.c(12412): warning C4996: 'strcpy': This function or variable may be unsafe. Consider using strcpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
30 src/anchor.c(12416): warning C4996: 'strcat': This function or variable may be unsafe. Consider using strcat_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
... [14 more lines]
The file E:\a327ex\Anchor3\engine\build.bat has been updated successfully. (file state is current in your context — no need to Read it back)
PowerShell (E:\a327ex\Anchor3\engine\build.bat)
Command running in background with ID: bfum589t5. Output is being written to: C:\Users\adn\AppData\Local\Temp\claude\E--a327ex\1248d5a7-d186-47d1-8aca-ed6809b6e803\tasks\bfum589t5.output. You will be notified when it completes. To check interim output, use Read on that file path.
Read (E:\a327ex\Anchor3\engine\src\anchor.c)
507 // ============================================================================
508 // PHYSICS & AUDIO GLOBALS
509 // Physics: Tag system, event buffers, world state
510 // Audio: miniaudio engine, sound pool
511 // ============================================================================
512
513 // Audio globals (declared early so Sound functions can use them)
514 static ma_engine audio_engine;
515 static bool audio_initialized = false;
516 static float sound_master_volume = 1.0f;
517 static float music_master_volume = 1.0f;
518 static float audio_master_pitch = 1.0f;
519 #ifdef __EMSCRIPTEN__
520 static bool audio_needs_unlock = true; // Web requires user interaction to start audio
521 #endif
522
523 // Physics globals
524 static b2WorldId physics_world = {0};
525 static bool physics_initialized = false;
526 static bool physics_enabled = true;
527 static float pixels_per_meter = 64.0f; // Default: 64 pixels = 1 meter
528
529 // Physics tag system
530 #define MAX_PHYSICS_TAGS 64
531 #define MAX_TAG_NAME 32
532
533 typedef struct {
534 char name[MAX_TAG_NAME];
535 uint64_t category_bit; // Single bit identifying this tag (1, 2, 4, 8, ...)
536 uint64_t collision_mask; // Which tags this collides with (physical response)
... [90 more lines]
<persisted-output>
Output too large (39.4KB). Full output saved to: C:\Users\adn\.claude\projects\E--a327ex\1248d5a7-d186-47d1-8aca-ed6809b6e803\tool-results\b09l7edg1.txt
Preview (first 2KB):
warning: in the working copy of '.claude/CLAUDE.md', LF will be replaced by CRLF the next time Git touches it
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Bash (cd E:/a327ex/Anchor3 && git log --oneline && git status --short | head -3)
d5c51c5 Anchor 3 scaffold: Anchor2 engine+framework copy, Box3D vendored at 52f1a25, build green
627 b2ShapeId visitor_shape;
628 int sensor_tag;
629 int visitor_tag;
630 } PhysicsSensorBeginEvent;
631
632 // Sensor end event (shape left sensor)
633 typedef struct {
634 b2BodyId sensor_body;
635 b2BodyId visitor_body;
636 b2ShapeId sensor_shape;
637 b2ShapeId visitor_shape;
638 int sensor_tag;
639 int visitor_tag;
640 } PhysicsSensorEndEvent;
641
642 // Event buffers
643 static PhysicsContactBeginEvent contact_begin_events[MAX_PHYSICS_EVENTS];
644 static int contact_begin_count = 0;
645
646 static PhysicsContactEndEvent contact_end_events[MAX_PHYSICS_EVENTS];
647 static int contact_end_count = 0;
648
649 static PhysicsHitEvent hit_events[MAX_PHYSICS_EVENTS];
650 static int hit_count = 0;
651
652 static PhysicsSensorBeginEvent sensor_begin_events[MAX_PHYSICS_EVENTS];
653 static int sensor_begin_count = 0;
654
655 static PhysicsSensorEndEvent sensor_end_events[MAX_PHYSICS_EVENTS];
656 static int sensor_end_count = 0;
... [185 more lines]
Read (E:\a327ex\Anchor3\engine\src\anchor.c)
12790
12791 // Update gamepad state (poll axes and buttons)
12792 gamepad_update();
12793
12794 // Fixed timestep physics/input loop (120Hz)
12795 while (physics_lag >= PHYSICS_RATE) {
12796 // Clear commands on all layers at start of update
12797 for (int i = 0; i < layer_count; i++) {
12798 layer_clear_commands(layer_registry[i]);
12799 }
12800
12801 // Update sequences (clear just_fired from last frame, check timeouts)
12802 sequences_update((float)game_time);
12803
12804 // Check which actions were pressed and notify sequences
12805 sequences_check_actions((float)game_time);
12806
12807 // Update holds (track how long actions have been held)
12808 holds_update((float)PHYSICS_RATE);
12809
12810 // Step physics world (uses time_scale, so 0 during hitstop)
12811 if (physics_initialized && physics_enabled) {
12812 physics_clear_events(); // Clear event buffers before step
12813 b2World_Step(physics_world, (float)(PHYSICS_RATE * time_scale), 4); // 4 sub-steps recommended
12814 physics_process_events(); // Buffer events for Lua queries
12815 }
12816
12817 // Inertial scroll coast: after a flick, feed the decaying velocity into touch_scroll_dy
12818 // each fixed step so the renderer keeps scrolling (and slowing) like native touch. No-op
12819 // on desktop (fling_active is only ever set by the touch handler).
... [10 more lines]
typedef struct b3Sphere
{
/// The local center
b3Vec3 center;
/// The radius
float radius;
} b3Sphere;
typedef struct b3Capsule
{
/// Local center of the first hemisphere
b3Vec3 center1;
/// Local center of the second hemisphere
b3Vec3 center2;
/// The radius of the hemispheres
float radius;
} b3Capsule;
===BOXHULL===
types.h:2026:typedef struct b3BoxHull
typedef struct b3BoxHull
{
/// The embedded hull. So the offsets index into the arrays that follow.
b3HullData base;
b3HullVertex boxVertices[8]; ///< Box vertices.
b3Vec3 boxPoints[8]; ///< Box points.
b3HullHalfEdge boxEdges[24]; ///< Box half-edges.
b3HullFace boxFaces[6]; ///< Box faces.
uint8_t padding[2]; ///< Explicit padding, see b3HullData::padding.
b3Plane boxPlanes[6]; ///< Box face planes.
} b3BoxHull;
===QF===
... [112 more lines]
138:/// World definition used to create a simulation world. Must be initialized using b3DefaultWorldDef.
219:B3_API b3WorldDef b3DefaultWorldDef( void );
265:/// Must be initialized using b3DefaultBodyDef().
353:B3_API b3BodyDef b3DefaultBodyDef( void );
521:B3_API b3ShapeDef b3DefaultShapeDef( void );
1308:B3_API b3QueryFilter b3DefaultQueryFilter( void );
===STEP===
B3_API void b3World_Step( b3WorldId worldId, float timeStep, int subStepCount );
/// Call this to draw shapes and other debug draw data
===HULLOWN===
/// @return the shape id for accessing the shape
B3_API b3ShapeId b3CreateCapsuleShape( b3BodyId bodyId, const b3ShapeDef* def, const b3Capsule* capsule );
/// Create a convex hull shape and attach it to a body. The shape definition is fully cloned. Contacts are not created
/// until the next time step.
/// @return the shape id for accessing the shape
B3_API b3ShapeId b3CreateHullShape( b3BodyId bodyId, const b3ShapeDef* def, const b3HullData* hull );
===FORCE===
B3_API void b3Body_ApplyForce( b3BodyId bodyId, b3Vec3 force, b3Pos point, bool wake );
--
B3_API void b3Body_ApplyTorque( b3BodyId bodyId, b3Vec3 torque, bool wake );
--
B3_API void b3Body_ApplyLinearImpulse( b3BodyId bodyId, b3Vec3 impulse, b3Pos point, bool wake );
--
B3_API void b3Body_ApplyAngularImpulse( b3BodyId bodyId, b3Vec3 impulse, bool wake );
... [28 more lines]
99:#define B3_IS_NULL( id ) ( id.index1 == 0 )
102:#define B3_IS_NON_NULL( id ) ( id.index1 != 0 )
105:#define B3_ID_EQUALS( id1, id2 ) ( id1.index1 == id2.index1 && id1.world0 == id2.world0 && id1.generation == id2.generation )
===PROXYMAKE===
===HFDEF===
typedef struct b3HeightFieldDef
{
/// Grid point heights
/// count = countX * countZ
float* heights;
/// Grid cell material
/// A value of 0xFF is reserved for holes
/// count = (countX - 1) * (countZ - 1)
uint8_t* materialIndices;
/// The height field scale. All components must be positive values.
b3Vec3 scale;
/// The number of grid lines along the x-axis.
int countX;
/// The number of grid lines along the z-axis.
int countZ;
/// Global minimum and maximum heights used for quantization. This is important
/// if you want height fields to be placed next to each other and line up exactly.
/// In that case, both height fields should use the same minimum and maximum heights.
/// All height values are clamped to this range.
/// These values are in unscaled space.
float globalMinimumHeight;
/// The maximum.
float globalMaximumHeight;
/// Use clock-wise winding. This effectively inverts the height-field along the y-axis.
bool clockwiseWinding;
... [30 more lines]
One final recon round — then I write the full physics3 layer in one pass:
B3_API b3WorldTransform b3Body_GetTransform( b3BodyId bodyId );
--
B3_API void b3Body_SetTransform( b3BodyId bodyId, b3Pos position, b3Quat rotation );
--
B3_API b3Pos b3Body_GetWorldCenter( b3BodyId bodyId );
===MANIF===
2620: int pointCount;
2723: int pointCount;
===HULLDATA===
typedef struct b3HullData
uint64_t version;
int byteCount;
uint32_t hash;
b3AABB aabb;
b3Vec3 center;
b3Matrix3 centralInertia;
int vertexCount;
int vertexOffset;
/// Offset of the point array in bytes from the struct address.
int pointOffset;
int edgeCount;
===GRIDMESH===
/// @param zCount the number of rows in the z direction
/// @param cellWidth the width of each cell
/// @param materialCount the number of materials to generate
/// @param identifyEdges compute adjacency information
B3_API b3MeshData* b3CreateGridMesh( int xCount, int zCount, float cellWidth, int materialCount, bool identifyEdges );
... [10 more lines]
All recon complete. Marking task 4 in progress and writing the physics3 layer — include, globals, event processing, then the bindings.
The file E:\a327ex\Anchor3\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Anchor3\engine\src\anchor.c)
The file E:\a327ex\Anchor3\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Anchor3\engine\src\anchor.c)
The file E:\a327ex\Anchor3\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
PowerShell (E:\a327ex\Anchor3\engine\build.bat)
anchor.c
include/stb\stb_image_write.h(776): warning C4996: 'sprintf': This function or variable may be unsafe. Consider using sprintf_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(313): warning C4996: 'strcpy': This function or variable may be unsafe. Consider using strcpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(1740): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(1860): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(4233): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(4227): warning C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data
src/anchor.c(4633): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(4911): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(4917): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(5027): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(5036): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(5130): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(5132): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(6398): warning C4996: 'strdup': The POSIX name for this item is deprecated. Instead, use the ISO C and C++ conformant name: _strdup. See online help for details.
src/anchor.c(7722): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(8749): warning C4244: 'initializing': conversion from 'lua_Number' to 'float', possible loss of data
src/anchor.c(8750): warning C4244: 'initializing': conversion from 'lua_Number' to 'float', possible loss of data
src/anchor.c(9777): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(11181): warning C4113: 'float (__cdecl *)(b3ShapeId,b3Pos,b3Vec3,float,uint64_t,void *)' differs in parameter lists from 'b3CastResultFcn (__cdecl *)'
src/anchor.c(12051): warning C4244: '=': conversion from 'lua_Integer' to 'int', possible loss of data
src/anchor.c(12052): warning C4244: '=': conversion from 'lua_Integer' to 'int', possible loss of data
src/anchor.c(12058): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(12180): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(13028): warning C4996: '_snwprintf': This function or variable may be unsafe. Consider using _snwprintf_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(13031): warning C4996: '_snwprintf': This function or variable may be unsafe. Consider using _snwprintf_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(13106): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(13107): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(14252): warning C4996: 'strcpy': This function or variable may be unsafe. Consider using strcpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(14256): warning C4996: 'strcat': This function or variable may be unsafe. Consider using strcat_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
... [15 more lines]
Bash (cd E:/a327ex/Anchor3/engine/include/box3d && sed -n '110,120p' types.h)
/// @param childIndex the child shape index for compound shapes
/// @param context the user context
/// @return -1 to filter, 0 to terminate, fraction to clip the ray for closest hit, 1 to continue
/// @see b3World_CastRay
/// @ingroup world
typedef float b3CastResultFcn( b3ShapeId shapeId, b3Pos point, b3Vec3 normal, float fraction, uint64_t userMaterialId,
int triangleIndex, int childIndex, void* context );
/// Optional world capacities that can be use to avoid run-time allocations
/// @ingroup world
typedef struct b3Capacity
Edit (E:\a327ex\Anchor3\engine\src\anchor.c)
The file E:\a327ex\Anchor3\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
Fixed. Rebuilding, and checking how a game quits from Lua (needed for a multi-frame headless test):
PowerShell (E:\a327ex\Anchor3\engine\build.bat)
Command running in background with ID: b4b8mn2uw. Output is being written to: C:\Users\adn\AppData\Local\Temp\claude\E--a327ex\1248d5a7-d186-47d1-8aca-ed6809b6e803\tasks\b4b8mn2uw.output. You will be notified when it completes. To check interim output, use Read on that file path.
110 fps = engine_get_fps()
111 draw_calls = engine_get_draw_calls()
112 end
113
114 --[[
115 set_time_scale(scale)
116 Sets the engine-level time scale. Affects dt but not unscaled_dt.
117 Use unscaled_dt for things that should ignore slow-mo (UI, etc.).
118 ]]
119 function set_time_scale(s)
120 time_scale = s
121 engine_set_time_scale(s)
122 end
123
124 -- The framework initialization function returned by require('anchor').
125 -- Called with a config table by the game's main.lua.
126 return function(config)
127 config = config or {}
128
129 -- Apply engine configuration before engine_init
130 if config.width and config.height then
131 engine_set_game_size(config.width, config.height)
132 end
133 if config.title then engine_set_title(config.title) end
134 if config.scale then engine_set_scale(config.scale) end
135 if config.vsync ~= nil then engine_set_vsync(config.vsync) end
136 if config.fullscreen ~= nil then engine_set_fullscreen(config.fullscreen) end
137 if config.resizable ~= nil then engine_set_resizable(config.resizable) end
138 if config.web_native_resolution ~= nil and engine_set_web_native_resolution then engine_set_web_native_resolution(config.web_native_resolution) end
139 if config.render_uncapped ~= nil then engine_set_render_uncapped(config.render_uncapped) end
... [14 more lines]
Edit (E:\a327ex\Anchor3\test-physics3\main.lua)
The file E:\a327ex\Anchor3\test-physics3\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
TEST collision_begin fires PASS frame=108 point=(0.00, 0.51, 0.00) normal=(0.00, 1.00, 0.00)
TEST begin tags correct PASS tag_a=ground tag_b=ball
TEST hit event fires PASS frame=108 speed=8.92 m/s
TEST ball rested on ground PASS pos=(0.000, 1.000, 0.000), expected y≈1.0
TEST contact happened PASS
TEST hit happened PASS
TEST ball velocity ~0 at rest PASS vel=(0.000, 0.000, 0.000)
TEST rotation is unit quat PASS q=(0.000, 0.000, 0.000, 1.000) len=1.0000
TEST raycast hits PASS tag=ball point_y=1.500
TEST raycast hits ball first PASS tag=ball
TEST raycast point on top of ball PASS point_y=1.500 expected≈1.5
TEST raycast tag filter PASS tag=ground
TEST raycast_all finds 2+ PASS #hits=2
TEST query_sphere finds ball PASS #bodies=1
TEST query_aabb finds both PASS #bodies=2
TEST query miss is empty PASS #bodies=0
TEST user_data roundtrip PASS got=42
TEST body type PASS dynamic/static
TEST sphere mass sane FAIL mass=523.599
TEST body count PASS count=2
TEST bodies valid PASS
TEST impulse takes effect FAIL vy=0.000 (expected > 1, impulse 5 on ~0.52kg... clamped?)
TEST destroy invalidates PASS
TEST body count after destroy PASS count=1
SUMMARY: 22 passed, 2 failed, 24 total
Edit (E:\a327ex\Anchor3\test-physics3\main.lua)
The file E:\a327ex\Anchor3\test-physics3\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Anchor3\test-physics3\main.lua)
The file E:\a327ex\Anchor3\test-physics3\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
SUMMARY: 28 passed, 0 failed, 28 total
ALL TESTS PASSED
warning: in the working copy of 'test-physics3/main.lua', LF will be replaced by CRLF the next time Git touches it
7945d43 physics3: full Box3D binding layer, 28/28 headless tests green
d5c51c5 Anchor 3 scaffold: Anchor2 engine+framework copy, Box3D vendored at 52f1a25, build green
Grep (static void layer_render_commands|static int l_layer_render|static int l_layer_draw\b|static void render_layer|void layer_render)
6138:static void layer_render(Layer* layer) {
7540:static int l_layer_draw(lua_State* L) {
7580:static int l_layer_render(lua_State* L) {
Read (E:\a327ex\Anchor3\engine\src\anchor.c)
6138 static void layer_render(Layer* layer) {
6139 batch_vertex_count = 0;
6140 current_batch_texture = 0;
6141 uint8_t current_blend = BLEND_ALPHA; // Start with default
6142 apply_blend_mode(current_blend);
6143
6144 // Set u_aa_width for this layer's filter mode. The default draw shader is
6145 // shared across all layers, so we rebind the uniform each time a layer is
6146 // rendered so smooth and rough layers can coexist in the same frame.
6147 // Shape and sprite/glyph branches both branch on u_aa_width.
6148 glUseProgram(shader_program);
6149 GLint aa_loc = glGetUniformLocation(shader_program, "u_aa_width");
6150 float aa_width = (layer->filter_mode == FILTER_SMOOTH) ? 1.0f : 0.0f;
6151 glUniform1f(aa_loc, aa_width);
6152 // (Text coverage gamma is baked into the atlas in font_blit_to_buffer, not applied
6153 // via a per-draw uniform — see the note there: such a uniform gets stripped by some
6154 // GLSL linkers and blanks all AA text.)
6155
6156 for (int i = 0; i < layer->command_count; i++) {
6157 const DrawCommand* cmd = &layer->commands[i];
6158
6159 // Handle uniform setting commands
6160 // These need to temporarily switch programs, so flush batch first and restore after
6161 if (cmd->type == COMMAND_SET_UNIFORM_FLOAT ||
6162 cmd->type == COMMAND_SET_UNIFORM_VEC2 ||
6163 cmd->type == COMMAND_SET_UNIFORM_VEC4 ||
6164 cmd->type == COMMAND_SET_UNIFORM_INT ||
6165 cmd->type == COMMAND_SET_UNIFORM_TEXTURE) {
6166 // Flush any pending draws before switching programs
6167 batch_flush();
... [90 more lines]
Exit code 255
include/stb\stb_image_write.h(776): warning C4996: 'sprintf': This function or variable may be unsafe. Consider using
sprintf_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(313): warning C4996: 'strcpy': This function or variable may be unsafe. Consider using strcpy_s instead.
To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(1740): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s
instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(1860): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s
instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(4233): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s
instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(4227): warning C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data
src/anchor.c(4633): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s
instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(4911): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s
instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(4917): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s
instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(5027): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s
instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(5036): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s
instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(5130): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s
instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(5132): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s
instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(6398): warning C4996: 'strdup': The POSIX name for this item is deprecated. Instead, use the ISO C and
C++ conformant name: _strdup. See online help for details.
src/anchor.c(8119): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s
instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
... [16 more lines]
TEST unproject center ray PASS dir=(-0.647, -0.404, -0.647) expected=(-0.647, -0.404, -0.647) dot=1.00000
TEST unproject origin near eye PASS origin=(7.935, 5.960, 7.935)
TEST screen-center pick hits ball PASS tag=ball point=(0.32, 1.20, 0.32)
SUMMARY: 31 passed, 0 failed, 31 total
ALL TESTS PASSED
Bash (cd E:/a327ex/Anchor3 && git add -A && git commit -q -m "layer3: 3D scene renderi...)
warning: in the working copy of 'test-physics3/main.lua', LF will be replaced by CRLF the next time Git touches it
fa2546f layer3: 3D scene rendering — instanced flat-shaded primitives, camera, debug draw
7945d43 physics3: full Box3D binding layer, 28/28 headless tests green
d5c51c5 Anchor 3 scaffold: Anchor2 engine+framework copy, Box3D vendored at 52f1a25, build green
1 --[[
2 physics — entity-resolving wrappers for physics queries.
3
4 The C engine's physics_query_* and physics_get_*_begin/end functions return
5 raw body handles with tag names. These framework helpers:
6 1. Resolve bodies to their owning entities via physics_get_user_data + entities
7 2. Normalize event ordering so `a` always corresponds to the first tag
8 argument in the query and `b` to the second
9
10 The normalization matters because the engine's `tags_match` is order-
11 insensitive, so a query like `collision_entities_begin('player', 'enemy')`
12 could receive events where the collision was recorded as
13 `tag_a='enemy', tag_b='player'`. Without normalization, you'd get `ev.a`
14 being the enemy when you expected the player. These helpers check the
15 tag names and swap if needed so `ev.a` is always the first-tag entity.
16
17 Usage:
18 for _, ev in ipairs(collision_entities_begin('player', 'enemy')) do
19 ev.a:hit(1) -- always the player (first query tag)
20 -- ev.b -- always the enemy (second query tag)
21 end
22
23 for _, ev in ipairs(sensor_entities_begin('bullet', 'enemy')) do
24 ev.a:kill() -- the bullet
25 ev.b:hit(1) -- the enemy
26 end
27 ]]
28
29 -- Internal: resolve a body handle to its owning entity via user_data.
30 local function body_to_entity(body)
... [225 more lines]
1 --[[
2 collider — thin wrapper around a Box2D physics body + shape.
3
4 Stays as a class (with :method syntax) because:
5 1. It bundles body + shape + tag into one object
6 2. Steering behaviors logically operate on the collider, not a bare body
7 3. Multiple method calls per entity per frame — call site ergonomics matter
8
9 Usage:
10 function seeker:new(x, y, args)
11 self.x = x
12 self.y = y
13 make_entity(self) -- must be before collider
14 self.collider = collider(self, 'enemy', 'dynamic', 'box', 14, 6)
15 self.collider:set_position(x, y)
16 end
17
18 function seeker:update(dt)
19 -- sync position from physics body to self.x/self.y
20 self.x, self.y = self.collider:get_position()
21 -- or call self.collider:sync() which does it for you
22 end
23
24 function seeker:destroy()
25 self.collider:destroy()
26 end
27
28 The collider stores a back-reference to its owner (`self.owner`) set at
29 creation. The physics body's user_data is set to owner.id, so physics
30 queries can resolve bodies back to entities via entities[user_data].
... [90 more lines]
Framework style is clear. Checking the input API surface for the playground's camera controls:
key_is_down
key_is_pressed
key_is_released
mouse_position
mouse_delta
mouse_set_visible
mouse_set_grabbed
mouse_set_window_grab
mouse_is_down
mouse_is_pressed
mouse_is_released
mouse_wheel
input_bind
input_bind_chord
input_bind_sequence
input_bind_hold
input_get_hold_duration
input_get_last_type
input_start_capture
input_get_captured
===
--[[
input — thin wrapper layer over the engine's built-in action binding system.
The C engine provides input_bind/is_down/is_pressed/is_released/etc.
This module provides function wrappers that forward to those. Function
wrappers (instead of direct aliases) are used so that the engine C
functions are resolved at *call* time, not at module *load* time.
(The engine registers its functions during engine_init(), which runs
AFTER this module is loaded.)
... [41 more lines]
--[[
color — mutable RGBA color with HSL conversion helpers.
Simpler than v1's color class. A color is a plain table {r, g, b, a} with
a __call metamethod that returns the packed rgba integer used by drawing
functions. No auto-sync between RGB and HSL — HSL is a *conversion*, not a
storage format. If you want to modify hue, convert to HSL, modify, convert
back.
Usage:
red = color_new(255, 0, 0)
red.a = 128 -- set alpha
layer_circle(game_layer, x, y, r, red()) -- __call returns packed rgba integer
-- HSL manipulation:
h, s, l = color_to_hsl(red)
h = (h + 120) % 360 -- shift hue
shifted = color_from_hsl(h, s, l, red.a)
-- Common operations:
copy = color_clone(red)
mixed = color_mix(red, blue, 0.5)
dark = color_darken(red, 0.5) -- multiply RGB by 0.5
light = color_lighten(red, 1.5) -- multiply RGB by 1.5 (clamped)
inverted = color_invert(red)
Design notes:
- Colors are plain tables. Modify fields directly: c.r = 100.
- Procedural functions (color_mix, color_clone, etc.) return NEW colors,
not mutating the input. If you want to mutate, do `c.r = ...` directly.
... [146 more lines]
1 --[[
2 Layer module — procedural API over the engine layer handle.
3
4 Layers are FBOs that accumulate draw commands during the frame. Commands are
5 deferred and processed via layer_render() with GL batching. Composite to the
6 screen with layer_draw().
7
8 Usage:
9 game_layer = layer_new('game')
10 layer_rectangle(game_layer, 100, 100, 50, 30, color)
11 layer_render(game_layer)
12 layer_draw(game_layer)
13
14 State table shape (from layer_new): { name, handle, parallax_x, parallax_y }
15 All layer_* functions below take that table as the first argument `lyr`.
16
17 ---------------------------------------------------------------------------
18 ENGINE NAME CONFLICTS (Lua globals registered by anchor.c)
19
20 The C engine binds the same symbol names to raw engine implementations whose
21 first argument is a C layer pointer (lightuserdata), e.g. layer_rectangle(ptr, ...).
22
23 This file captures those implementations in `eng` at load time, then REPLACES
24 the globals with wrappers whose first argument is a layer state table from
25 layer_new() (field .handle holds the pointer). Wrappers also accept a raw
26 handle for occasional interop.
27
28 After require('anchor.layer'), direct engine-style calls like
29 layer_rectangle(userdata_ptr, x, y, w, h, c) no longer use the C binding
30 unless you passed a lightuserdata: the wrapper treats a non-table first arg
... [245 more lines]
1 --[[
2 object — entity registry, kill queue, deferred destruction.
3
4 This is the foundation of Anchor 2's reference discipline. Entities are
5 plain tables with a numeric id; the global `entities` table maps id to
6 entity. Cross-entity references are stored as IDs and resolved via
7 lookup, so stale references are impossible (they just return nil).
8
9 Usage:
10 seeker = class()
11 function seeker:new(x, y)
12 self.x = x
13 self.y = y
14 make_entity(self) -- assigns self.id and registers
15 end
16
17 function seeker:destroy() -- called at end of frame after kill()
18 -- clean up sub-objects here
19 end
20
21 -- Cross-entity reference (ID, not pointer):
22 self.target_id = other_entity.id
23
24 -- Resolve at use time:
25 local t = entities[self.target_id]
26 if t then t:hit(5) end
27
28 -- Kill an entity (queues for end-of-frame destruction):
29 entity:kill()
30
... [79 more lines]
Write (E:\a327ex\Anchor3\playground\main.lua)
File created successfully at: E:\a327ex\Anchor3\playground\main.lua (file state is current in your context — no need to Read it back)
Write (E:\a327ex\Anchor3\playground\run.bat)
File created successfully at: E:\a327ex\Anchor3\playground\run.bat (file state is current in your context — no need to Read it back)
OK framework/anchor/math3.lua
OK framework/anchor/layer3.lua
OK framework/anchor/collider3.lua
OK framework/anchor/camera3.lua
OK framework/anchor/physics3.lua
OK framework/anchor/init.lua
OK playground/main.lua
OK test-physics3/main.lua
Command running in background with ID: bxgg73681. Output is being written to: C:\Users\adn\AppData\Local\Temp\claude\E--a327ex\1248d5a7-d186-47d1-8aca-ed6809b6e803\tasks\bxgg73681.output. You will be notified when it completes. To check interim output, use Read on that file path.
SUCCESS: The process "anchor.exe" with PID 10432 has been terminated.
SUCCESS: The process "anchor.exe" with PID 25124 has been terminated.
Bash (grep -n "verify|engine_args" E:/a327ex/Anchor2/arena/main.lua | head -8)
648:local verify_mode = engine_get_args().verify ~= nil
695: if verify_mode then engine_quit() end
Read (E:\a327ex\Anchor2\arena\main.lua)
644 end)
645
646 p1 = player(width / 2, height / 2)
647
648 local verify_mode = engine_get_args().verify ~= nil
649
650 function update(dt)
651 sync_engine_globals()
652
653 -- Reset at any time. Early-return so we don't process a mid-reset frame.
654 if input_pressed('reset') then
655 reset_game()
656 return
657 end
658
659 -- Freeze spawning on game over so enemies don't pile up on the GAME OVER screen.
660 -- Everything else (existing enemies, projectiles, effects) keeps running.
661 if not game_over then timer_update(spawn_timer, dt) end
662
663 if p1 and not p1._dead then p1:update(dt) end
664 collection_update(enemies, dt)
665 collection_update(projectiles, dt)
666 collection_update(effects, dt)
667
668 for _, ev in ipairs(sensor_entities_begin('projectile', 'enemy')) do
669 local proj, e = ev.a, ev.b
670 if proj and not proj._dead and e and not e._dead then
671 fx_projectile_hit_enemy(proj, e)
672 e:hit(1)
673 proj:kill()
... [25 more lines]
Edit (E:\a327ex\Anchor3\playground\main.lua)
The file E:\a327ex\Anchor3\playground\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Created layer: ui (smooth)
Loaded font: main (32.0px, smooth) page=1024x1024
Initialization complete. Press ESC to exit, F11 for fullscreen.
Headless loop starting...
VERIFY OK: 56 bodies, 55 crates, top crate y=4.50
Shutting down...
Bash (grep -A8 "static int l_mouse_wheel|static int l_mouse_delta" E:/a327ex/Anchor3/...)
static int l_mouse_delta(lua_State* L) {
static int l_mouse_wheel(lua_State* L) {
return 2;
static int l_input_bind(lua_State* L) {
Bash (grep -B2 -A12 "static int l_mouse_wheel" E:/a327ex/Anchor3/engine/src/anchor.c |...)
}
static int l_mouse_wheel(lua_State* L) {
lua_pushinteger(L, mouse_wheel_x);
lua_pushinteger(L, mouse_wheel_y);
return 2;
}
// Action binding Lua bindings
static int l_input_bind(lua_State* L) {
const char* action = luaL_checkstring(L, 1);
const char* control = luaL_checkstring(L, 2);
lua_pushboolean(L, input_bind_control(action, control));
return 1;
}
static int l_mouse_delta(lua_State* L) {
// Delta is in window pixels, scale to game pixels
int window_w, window_h;
SDL_GetWindowSize(window, &window_w, &window_h);
float scale_x = (float)window_w / game_width;
float scale_y = (float)window_h / game_height;
float scale = (scale_x < scale_y) ? scale_x : scale_y;
if (scale < 1.0f) scale = 1.0f;
Edit (E:\a327ex\Anchor3\playground\main.lua)
The file E:\a327ex\Anchor3\playground\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now the 3D API doc and the plan update, then final commit:
Write (E:\a327ex\Anchor3\docs\3D_API.md)
File created successfully at: E:\a327ex\Anchor3\docs\3D_API.md (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Anchor3\reference\plan.md)
The file E:\a327ex\Anchor3\reference\plan.md has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (cd E:/a327ex/Anchor3 && cp framework/anchor/*.lua playground/anchor/ && cd playg...)
VERIFY OK: 56 bodies, 55 crates, top crate y=4.50
Shutting down...
SUMMARY: 31 passed, 0 failed, 31 total
ALL TESTS PASSED
Bash (cd E:/a327ex/Anchor3 && git add -A && git commit -q -m "framework 3D modules + p...)
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warning: in the working copy of 'framework/anchor/camera3.lua', LF will be replaced by CRLF the next time Git touches it
warning: in the working copy of 'framework/anchor/collider3.lua', LF will be replaced by CRLF the next time Git touches it
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warning: in the working copy of 'playground/anchor/shake.lua', LF will be replaced by CRLF the next time Git touches it
warning: in the working copy of 'playground/anchor/spring.lua', LF will be replaced by CRLF the next time Git touches it
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... [6 more lines]
Anchor 3 exists and the whole tier-(b) stack is built, committed, and green on every test I can run without opening a window. The playground is ready for your first run — that run is the remaining verification step.
What got built (4 commits in E:/a327ex/Anchor3/, own local git, fully siloed)
Scaffold + vendoring. Full copy of Anchor 2's engine and framework (Anchor2 untouched — the only stripped thing is the emoji-ball-battles deploy step in the copied build.bat). Box3D vendored flat into engine/include/box3d/ exactly like box2d, pinned at commit 52f1a25 (July 6, one day before I cloned it), building as box3d.lib. It compiled and linked under MSVC on the first try.
Physics. 72 physics3_* bindings mirroring the 2D surface: separate Box3D world stepped beside the 2D world at the same 120Hz fixed step, its own tag/collision-matrix namespace, bodies, shapes (sphere, box, capsule, cylinder, hull, wave heightfield, grid mesh), quaternion transforms, forces/impulses, motion locks (the 3D generalization of fixed_rotation), contact/hit/sensor events, overlap queries, raycasts. A headless test suite (test-physics3) covers it with 31 passing tests — a ball drops, bounces, rests at exactly y=1.000, events fire with correct points and normals, filtered raycasts and queries behave, all five shape types come to rest properly. Your instinct was right: with the 2D bindings as a template, Box3D's API mapped almost mechanically.
Rendering. The layer seam worked even better than the assessment predicted — 2D layers already carry a depth-stencil attachment, so a layer3 renders its 3D pass straight into a standard Layer's FBO and composites through the existing chain. Post-process shaders on 3D scenes work for free. The look is the deliberate one: unit primitive meshes with per-face normals (faceted low-poly), instanced per frame, one Lambert+ambient shader, plus a 3D line batch. Box3D's debug draw is wired so colliders render as solid instanced shapes, not wireframes. Perspective look-at camera with unproject; the headless suite verifies the full camera math chain by unprojecting a screen-center ray and confirming the physics raycast along it hits the ball.
Framework + playground. Five new modules in the v2 style (math3, layer3, collider3, camera3, physics3 — all registered in init.lua, with the same wrapper/shadowing and entity-resolution patterns as their 2D siblings), and the playground: a 55-crate pyramid and droppable balls on a 40×40m ground, orbit camera, mouse-ray punching, a query-driven shockwave, debug-draw toggle, and a 2D HUD composited on top. Headless, the pyramid settles and stays standing after 300 steps.
How to test
cd E:/a327ex/Anchor3/playground && ./run.bat
RMB drag orbits, wheel zooms, LMB punches whatever you click, B drops a ball, space fires a shockwave, F1 toggles physics debug draw, R resets.
Things I could not verify headless, in likely-wrong order (all listed in docs/3D_API.md): lighting direction/intensity feel, debug-draw box size (if F1 shows crates at double size, the 2*extents in debug3_draw_box needs dropping), orbit/zoom sensitivity, and whether the scene composites upright. Physics behavior itself is solid — that part is tested.
Two decisions I made that you may want to revisit: I kept Box3D's default restitution threshold instead of zeroing it like the 2D world (resting 3D contacts jitter otherwise; there's a setter if you want bouncier), and Box3D's default density is 1000 kg/m³ — real-world heavy — so all playground impulses are mass-scaled. Deferred for later: joints, character mover (Box3D's own weak spot for now), custom heightfields, web build, transparency.
<task-notification>
<task-id>bbbwwgbsx</task-id>
<tool-use-id>toolu_01FeAwfXPWNAdKqWYjdzUWmQ</tool-use-id>
<output-file>C:\Users\adn\AppData\Local\Temp\claude\E--a327ex\1248d5a7-d186-47d1-8aca-ed6809b6e803\tasks\bbbwwgbsx.output</output-file>
completedBackground command "Open assessment doc in NeoVim with MarkdownPreview" completed (exit code 0)
</task-notification>
That was just the NeoVim window from the original assessment doc closing — no action needed. Everything stands from the summary above: the playground is ready for its first windowed run (cd E:/a327ex/Anchor3/playground && ./run.bat) whenever you want to try it.
Lua draw() error: main.lua:270: bad argument #3 to 'format' (number has no integer representation)
Read (E:\a327ex\Anchor3\playground\main.lua)
250 for i = #crates, 1, -1 do
251 if crates[i]._dead then table.remove(crates, i)
252 else crates[i]:update(dt) end
253 end
254
255 process_destroy_queue()
256 end
257
258 function draw()
259 if debug_draw_enabled then
260 layer3_debug_draw(scene)
261 else
262 the_ground:draw()
263 for _, c in ipairs(crates) do c:draw() end
264 for _, b in ipairs(balls) do b:draw() end
265 end
266
267 -- HUD (2D layer composited over the 3D scene)
268 layer_text(ui_layer, 'RMB orbit wheel zoom LMB punch B ball space shockwave F1 debug R reset',
269 fonts.main, 12, 8, fg_color())
270 layer_text(ui_layer, string.format('bodies %d fps %d', physics3_get_body_count(), fps or 0),
271 fonts.main, 12, height - 40, fg_color())
272
273 layer3_render(scene)
274 layer_draw(scene.layer)
275 layer_render(ui_layer)
276 layer_draw(ui_layer)
277 end
278
Edit (E:\a327ex\Anchor3\playground\main.lua)
The file E:\a327ex\Anchor3\playground\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Grep (string.format([^)]*%d)
Anchor3\playground\main.lua:187: print(string.format('VERIFY OK: %d bodies, %d crates, top crate y=%.2f',
Anchor3\playground\main.lua:270: layer_text(ui_layer, string.format('bodies %d fps %d', physics3_get_body_count(), math.floor(fps or 0)),
Anchor3\playground\anchor\memory.lua:84: return string.format('%dB', n)
Anchor3\playground\anchor\memory.lua:95: if n > 0 then return string.format('+%d', n) end
Fixed. The HUD line at main.lua:270 was passing fps (a fractional float like 59.94) to %d, which Lua 5.4 rejects — it now wraps it in math.floor. The bodies count comes from the C binding as a true integer, so it was fine, and the only other %d calls in the playground use integer counts.
To test: run the playground again — E:/a327ex/Anchor3/engine/build/anchor.exe E:/a327ex/Anchor3/playground. The HUD should now show bodies N fps NN at the bottom left without erroring. This was the first frame's draw call, so if anything else breaks it'll likely be further into the frame — send me the next error if one appears.
Lua draw() error: anchor/collider3.lua:102: Invalid body
1 --[[
2 collider3 — thin wrapper around a Box3D physics body + shape.
3
4 3D sibling of collider. Same design: a class bundling body + shape + tag,
5 owner back-reference, user_data set to owner.id so physics3 queries resolve
6 back to entities. Positions in meters (y-up), rotations as quaternions
7 (x, y, z, w).
8
9 Usage:
10 function ball:new(x, y, z)
11 self.x, self.y, self.z = x, y, z
12 make_entity(self)
13 self.collider = collider3(self, 'ball', 'dynamic', 'sphere', 0.5)
14 self.collider:set_position(x, y, z)
15 end
16
17 function ball:update(dt)
18 self.collider:sync() -- copies position AND rotation to self
19 end
20
21 function ball:draw(scene)
22 layer3_sphere(scene, self.x, self.y, self.z, 0.5, self.color)
23 -- or: self.collider:draw(scene, self.color) which draws the collider's
24 -- own shape at its current transform
25 end
26
27 function ball:destroy()
28 self.collider:destroy()
29 end
30
... [126 more lines]
The collider's body is being destroyed while the entity is still in the draw list. Let me look at the playground's kill/draw flow:
Read (E:\a327ex\Anchor3\playground\main.lua)
1 --[[
2 playground — Anchor 3 validation toy.
3
4 A crate pyramid and falling balls on a flat ground, in full 3D physics
5 (Box3D) with flat-shaded instanced primitives, orbit camera, mouse picking,
6 and a 2D HUD composited on top. Exercises every 3D module: physics3,
7 collider3, layer3, camera3, math3, debug draw.
8
9 Controls:
10 RMB drag orbit camera wheel zoom
11 LMB punch (impulse along the pick ray)
12 B drop a ball space shockwave at origin
13 F1 toggle physics debug draw
14 R reset scene
15 ]]
16
17 require('anchor')({
18 width = 960,
19 height = 540,
20 title = "Anchor 3 playground",
21 scale = 2,
22 filter = "smooth",
23 })
24
25 print('playground: framework loaded OK')
26
27 -- Palette
28 bg_color = color(24, 26, 34)
29 ground_color = color(105, 110, 125)
30 crate_color = color(230, 165, 80)
... [248 more lines]
Grep (Invalid body)
8799- body_type = b2_staticBody;
8800- } else if (strcmp(type_str, "dynamic") == 0) {
8801- body_type = b2_dynamicBody;
8802- } else if (strcmp(type_str, "kinematic") == 0) {
8803- body_type = b2_kinematicBody;
8804- } else {
8805: return luaL_error(L, "Invalid body type: %s (use 'static', 'dynamic', or 'kinematic')", type_str);
--
8845- }
8846-}
8847-
8848-static int l_physics_destroy_body(lua_State* L) {
8849- b2BodyId* body_id = (b2BodyId*)lua_touserdata(L, 1);
8850- if (!body_id) {
8851: return luaL_error(L, "Invalid body");
--
8871-// local frames). enableSpring defaults to (hertz > 0).
8872-// ============================================================
8873-static int l_physics_create_distance_joint(lua_State* L) {
8874- b2BodyId* body_a = (b2BodyId*)lua_touserdata(L, 1);
8875- b2BodyId* body_b = (b2BodyId*)lua_touserdata(L, 2);
8876- if (!body_a || !body_b || !b2Body_IsValid(*body_a) || !b2Body_IsValid(*body_b)) {
8877: return luaL_error(L, "Invalid body for distance joint");
--
8969- return 0;
8970-}
8971-
8972-static int l_physics_get_position(lua_State* L) {
8973- b2BodyId* body_id = (b2BodyId*)lua_touserdata(L, 1);
8974- if (!body_id || !b2Body_IsValid(*body_id)) {
... [2 more lines]
Grep (static int l_physics3_get_position|static int l_physics3_get_rotation)
96 --[[
97 collider3:draw(scene, color)
98 Draws this collider's shape at its current physics transform into a layer3.
99 Convenience for the common "the visual IS the collider" case.
100 ]]
101 function collider3:draw(scene, color)
102 local x, y, z = physics3_get_position(self.body)
103 local qx, qy, qz, qw = physics3_get_rotation(self.body)
104 local d = self.shape_dims
105 if self.shape_type == 'sphere' then
106 layer3_sphere(scene, x, y, z, d[1], color)
107 elseif self.shape_type == 'box' then
108 layer3_box(scene, x, y, z, d[1], d[2], d[3], qx, qy, qz, qw, color)
109 elseif self.shape_type == 'capsule' then
110 layer3_capsule(scene, x, y, z, d[1], d[2], qx, qy, qz, qw, color)
111 elseif self.shape_type == 'cylinder' then
112 layer3_cylinder(scene, x, y, z, d[1], d[2], qx, qy, qz, qw, color)
113 end
114 -- 'hull' has no primitive mesh; draw it yourself or use layer3_debug_draw
115 end
116
The file E:\a327ex\Anchor3\framework\anchor\collider3.lua has been updated successfully. (file state is current in your context — no need to Read it back)
The file E:\a327ex\Anchor3\playground\anchor\collider3.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (E:/a327ex/Anchor/reference/love-compare/tools/lua54.exe -e "for _, p in ipairs({...)
E:/a327ex/Anchor3/framework/anchor/collider3.lua syntax OK
E:/a327ex/Anchor3/playground/anchor/collider3.lua syntax OK
Loaded font: main (32.0px, smooth) page=1024x1024
Initialization complete. Press ESC to exit, F11 for fullscreen.
Headless loop starting...
VERIFY OK: 56 bodies, 55 crates, top crate y=4.50
Shutting down...
Fixed and headless-verified (56 bodies, pyramid settles correctly).
Root cause: the shockwave knocked a crate off the 40×40 m ground slab; a few seconds later it fell past the y < -30 kill line. kill() + process_destroy_queue() destroy the physics body at the end of that update, but the entity only leaves the crates array at the next update's dead-sweep — so draw() ran once with a corpse still in the list, and collider3:draw() queried the destroyed body. The C binding correctly rejected the stale handle with "Invalid body". The 2D collider never had this problem because its draw path uses the owner's synced x/y fields rather than querying the body live — this hazard is specific to collider3:draw's query-the-body convenience.
Fix: one guard in collider3.lua:102 (both the framework source-of-truth and the playground copy) — if not self.body then return end. A destroyed collider draws nothing, same nil-guard pattern sync() already had. The C side stays loud on stale handles, which is what you want for real lifecycle bugs; this one legit transient case is now absorbed where it belongs.
To test: run the playground, hit space a couple of times to blast crates off the edge, and wait ~5+ seconds while they fall past the kill line — no error, and the bodies counter in the HUD should tick down as they're culled. R to rebuild the pyramid afterward.
Change mouse to be the behavior where it creates a kind of joint that allows you to move the object by moving the mouse around. Then change the ball spawn to spawn from the camera position towards one of the balls in the stack randomly.
Two changes: LMB becomes a grab/drag joint, and B becomes a camera-cannon. Let me first check what joint support the vendored Box3D actually ships and what's already bound:
1 --[[
2 camera3 — orbit camera for 3D layers. Procedural module (like camera/timer):
3 a plain table created by camera3_new, updated by explicit function calls.
4
5 The camera orbits a target point at a distance, described by yaw (around Y)
6 and pitch (elevation). It does NOT read input itself — the game feeds it
7 deltas (mouse drag, wheel) and calls camera3_apply each frame:
8
9 cam = camera3_new{distance = 12, pitch = 0.5}
10
11 function update(dt)
12 if mouse_is_down(2) then -- RMB drag orbits
13 local dx, dy = mouse_delta()
14 camera3_orbit(cam, dx*0.008, dy*0.008)
15 end
16 camera3_zoom(cam, -mouse_wheel()*1.5)
17 camera3_apply(cam, scene) -- sets layer3 view/proj
18 end
19
20 camera3_position(cam) returns the current eye point (e.g. for audio or
21 distance checks). Target can be moved directly (cam.target_x = ...) or via
22 camera3_set_target.
23 ]]
24
25 function camera3_new(config)
26 config = config or {}
27 local cam = {
28 target_x = config.target_x or 0,
29 target_y = config.target_y or 0,
30 target_z = config.target_z or 0,
... [65 more lines]
700:typedef struct b3MotorJointDef
701-{
702- /// Base joint definition
703- b3JointDef base;
704-
705- /// The desired linear velocity
706- b3Vec3 linearVelocity;
707-
708- /// The maximum motor force in newtons
709- float maxVelocityForce;
710-
711- /// The desired angular velocity
712- b3Vec3 angularVelocity;
713-
714- /// The maximum motor torque in newton-meters
715- float maxVelocityTorque;
716-
717- /// Linear spring hertz for position control
718- float linearHertz;
719-
720- /// Linear spring damping ratio
721- float linearDampingRatio;
722-
723- /// Maximum spring force in newtons
724- float maxSpringForce;
725-
726- /// Angular spring hertz for position control
727- float angularHertz;
728-
729- /// Angular spring damping ratio
... [16 more lines]
600 b3_wheelJoint,
601 } b3JointType;
602
603 /// Base joint definition used by all joint types. The local frames are measured from the
604 /// body's origin rather than the center of mass because:
605 /// 1. You might not know where the center of mass will be.
606 /// 2. If you add/remove shapes from a body and recompute the mass, the joints will be broken.
607 /// @ingroup joint
608 typedef struct b3JointDef
609 {
610 /// User data pointer
611 void* userData;
612
613 /// The first attached body
614 b3BodyId bodyIdA;
615
616 /// The second attached body
617 b3BodyId bodyIdB;
618
619 /// The first local joint frame
620 b3Transform localFrameA;
621
622 /// The second local joint frame
623 b3Transform localFrameB;
624
625 /// Force threshold for joint events
626 float forceThreshold;
627
628 /// Torque threshold for joint events
629 float torqueThreshold;
... [20 more lines]
Grep (static int l_physics3_raycast\b|static int l_physics3_init\b)
10682:static int l_physics3_init(lua_State* L) {
10683- if (physics3_initialized) {
10684- return 0;
10685- }
10686-
10687- b3WorldDef world_def = b3DefaultWorldDef();
10688- \ Optional gravity override: physics3_init(gx, gy, gz). Default (0,-10,0).
10689- if (lua_gettop(L) >= 3) {
10690- world_def.gravity.x = (float)luaL_checknumber(L, 1);
10691- world_def.gravity.y = (float)luaL_checknumber(L, 2);
10692- world_def.gravity.z = (float)luaL_checknumber(L, 3);
10693- }
10694- \ Note: unlike the 2D world we keep Box3D's default restitutionThreshold —
10695- // zeroing it makes resting 3D contacts micro-bounce. Use
10696- // physics3_set_restitution_threshold to change it.
10697-
10698- physics3_world = b3CreateWorld(&world_def);
10699- b3World_SetCustomFilterCallback(physics3_world, physics3_custom_filter, NULL);
10700- physics3_initialized = true;
10701- shape3_user_data_count = 0;
10702- shape3_user_data_free_count = 0;
10703- printf("Physics3 initialized (Box3D)\n");
10704- return 0;
10705-}
10706-
10707-static int l_physics3_set_gravity(lua_State* L) {
10708- if (!physics3_initialized) {
10709- return luaL_error(L, "Physics3 not initialized. Call physics3_init() first.");
10710- }
10711- b3Vec3 gravity = {
... [83 more lines]
All pieces confirmed. Now let me check the motor joint defaults, the b3Transform type, and the registration block, then implement:
Grep (static b3WorldId physics3_world|static bool physics3_initialized|static int l_physics3_destroy_body)
670:static b3WorldId physics3_world = {0};
671:static bool physics3_initialized = false;
672-static bool physics3_enabled = true;
673-
674-// 3D tag system (same PhysicsTag struct, separate registry)
675-static PhysicsTag physics3_tags[MAX_PHYSICS_TAGS];
676-static int physics3_tag_count = 0;
677-
678-// Per-shape user data pool for 3D shapes (same recycling scheme as 2D)
679-static ShapeUserData shape3_user_data_pool[MAX_SHAPE_USER_DATA];
680-static int shape3_user_data_count = 0;
681-static int shape3_user_data_free_list[MAX_SHAPE_USER_DATA];
682-static int shape3_user_data_free_count = 0;
683-
684-// Static collision geometry (meshes, height fields) is REFERENCED by Box3D
685-// shapes, not cloned — the allocation must outlive the shape (see the
--
10891:static int l_physics3_destroy_body(lua_State* L) {
10892- b3BodyId* body_id = (b3BodyId*)lua_touserdata(L, 1);
10893- if (!body_id) {
10894- return luaL_error(L, "Invalid body");
10895- }
10896-
10897- if (b3Body_IsValid(*body_id)) {
10898- b3ShapeId shapes[32];
10899- int n = b3Body_GetShapeCount(*body_id);
10900- if (n > 32) n = 32;
10901- int actual = b3Body_GetShapes(*body_id, shapes, n);
10902- for (int i = 0; i < actual; i++) shape3_user_data_recycle(shapes[i]);
10903- b3DestroyBody(*body_id);
... [2 more lines]
src/anchor.c(15357): warning C4996: 'strcpy': This function or variable may be unsafe. Consider using strcpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(15361): warning C4996: 'strcat': This function or variable may be unsafe. Consider using strcat_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(15367): warning C4996: 'strcpy': This function or variable may be unsafe. Consider using strcpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(15371): warning C4996: 'strcat': This function or variable may be unsafe. Consider using strcat_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(15377): warning C4996: 'strcpy': This function or variable may be unsafe. Consider using strcpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(15381): warning C4996: 'strcat': This function or variable may be unsafe. Consider using strcat_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(16042): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(16044): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(16047): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
src/anchor.c(16050): warning C4996: 'strncpy': This function or variable may be unsafe. Consider using strncpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
gl.c
Generating Code...
LINK : warning LNK4098: defaultlib 'MSVCRT' conflicts with use of other libs; use /NODEFAULTLIB:library
Build successful: build/anchor.exe
[setup_ffmpeg] DLLs already present in build\
Edit (E:\a327ex\Anchor3\playground\main.lua)
The file E:\a327ex\Anchor3\playground\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Anchor3\playground\main.lua)
The file E:\a327ex\Anchor3\playground\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Anchor3\playground\main.lua)
The file E:\a327ex\Anchor3\playground\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Anchor3\playground\main.lua)
The file E:\a327ex\Anchor3\playground\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Adding the grab state declaration with the other globals, then verifying:
Edit (E:\a327ex\Anchor3\playground\main.lua)
The file E:\a327ex\Anchor3\playground\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
syntax OK
Headless loop starting...
VERIFY OK: 56 bodies, 55 crates, top crate y=4.50
Shutting down...
Headless verify passes. Let me document the new joint API in the 3D docs:
Grep (^## |^### )
9:## physics3 (C bindings)
84:## layer3 (C bindings; framework wrapper shadows these — see below)
105:## Framework modules
127:## Frame shape (3D game)
148:## Known-untested (visually) as of 2026-07-07
Read (E:\a327ex\Anchor3\docs\3D_API.md)
60 physics3_add_heightfield_wave(body, tag, rows, cols, sx, sy, sz, row_freq, col_freq) -> shape -- static only
61 physics3_add_grid_mesh(body, tag, x_count, z_count, cell_width) -> shape -- static only
62 physics3_shape_set_friction / set_restitution / set_density (shape, v) (+ get_*)
63 physics3_shape_is_valid / shape_get_body / shape_destroy / shape_set_filter_group
64 ```
65
66 Events (drained per fixed step, same model as 2D; points/normals 3D):
67 ```
68 physics3_get_collision_begin(tag_a, tag_b) -> {{body_a, body_b, shape_a, shape_b,
69 tag_a, tag_b, point_x/y/z, normal_x/y/z}, ...}
70 physics3_get_collision_end(tag_a, tag_b)
71 physics3_get_hit(tag_a, tag_b) -- + approach_speed (m/s)
72 physics3_get_sensor_begin / physics3_get_sensor_end(sensor_tag, visitor_tag)
73 ```
74
75 Queries & rays (tags = array of tag names):
76 ```
77 physics3_query_point(x, y, z, tags) -> bodies
78 physics3_query_sphere(x, y, z, r, tags) physics3_query_aabb(min_xyz..., max_xyz..., tags)
79 physics3_query_box(x, y, z, w, h, d, tags) physics3_query_capsule(x, y, z, height, r, tags)
80 physics3_raycast(x1, y1, z1, x2, y2, z2, tags) -> {body, shape, tag, point_x/y/z, normal_x/y/z, fraction} | nil
81 physics3_raycast_all(...) -> array of the same
82 ```
83
84 ## layer3 (C bindings; framework wrapper shadows these — see below)
85
86 ```
87 layer3_create(name) -> l3 -- renders into a standard Layer's FBO
88 layer3_get_layer(l3) -> layer -- composite/post-process via ALL layer_* functions
89 layer3_camera(l3, ex, ey, ez, tx, ty, tz, fov_deg, [near=0.1], [far=500])
... [15 more lines]
Edit (E:\a327ex\Anchor3\docs\3D_API.md)
The file E:\a327ex\Anchor3\docs\3D_API.md has been updated successfully. (file state is current in your context — no need to Read it back)
Grep (^## |^# )
1:# Anchor 3 Plan
12:## Status
46:## Decisions log
58:## Box3D notes (from header study, pinned commit)
Read (E:\a327ex\Anchor3\reference\plan.md)
12 ## Status
13
14 - [x] **Phase 0 — Scaffold** (2026-07-07): Anchor3/ created from Anchor2 copy (engine
15 src/include/lib, framework, FFmpeg DLLs copied not re-downloaded, build.bat stripped of the
16 emoji-ball-battles deploy step). Baseline build green.
17 - [x] **Phase 1 — Vendor Box3D** (2026-07-07): pinned commit `52f1a254ad62a74c9f2a80052f436e2263b95214`
18 (2026-07-06 "Name cache (#53)"), flattened into engine/include/box3d (box2d pattern),
19 box3d.lib section added to build.bat, links clean into anchor.exe.
20 - [x] **Phase 2 — C math section** (2026-07-07): mat4 (column-major GL) multiply/perspective/
21 look-at/general-invert, quat→mat3, quat from-to; lives at the top of the LAYER3 section.
22 - [x] **Phase 3 — physics3 bindings** (2026-07-07): 72 bindings mirroring the 2D surface.
23 `test-physics3/` headless suite green (28 physics tests). Deferred: joints (Box3D has
24 distance/revolute/prismatic/spherical/motor/weld/wheel/parallel — bind on demand),
25 shape casts, custom-heights heightfield, compound shapes, mover/character API.
26 - [x] **Phase 4+5 — layer3** (2026-07-07): 3D scene pass into a standard Layer's FBO (depth
27 already present via the DEPTH24_STENCIL8 stencil RBO) → composites through the normal
28 layer chain, post-process shaders work on 3D scenes. Instanced flat-shaded unit meshes
29 (box/sphere/hemisphere/cylinder/cylinder_open/plane; capsule = 3 instances), Lambert +
30 ambient, 3D line batch, Box3D debug draw wired (solid colliders + segment fallbacks),
31 perspective look-at camera, unproject. Camera math + screen-center picking verified
32 headless (31/31 total tests).
33 - [x] **Phase 6 — framework modules** (2026-07-07): math3, layer3 (wrapper w/ shadowing like
34 layer.lua), collider3 (class, sync copies pos+rot, :draw), camera3 (orbit; input fed by
35 game), physics3 (entity-resolving event/query wrappers). Registered in init.lua.
36 - [x] **Phase 7 — playground toy** (2026-07-07, code-complete): 55-crate pyramid + dropped
37 balls on flat ground; RMB orbit / wheel zoom / LMB punch via pick ray / B ball /
38 space shockwave (query+impulses) / F1 debug draw / R reset; 2D HUD composited on top.
39 Headless verify: pyramid settles standing after 300 steps (56 bodies, top at y=4.50).
40 ⏳ **Visual verification pending — first windowed run is the user's** (see docs/3D_API.md
41 "Known-untested" for what to eyeball: lighting, debug-box extents, winding).
... [4 more lines]
Edit (E:\a327ex\Anchor3\reference\plan.md)
The file E:\a327ex\Anchor3\reference\plan.md has been updated successfully. (file state is current in your context — no need to Read it back)
Done, built, and headless-verified. Two changes:
LMB grab-and-drag. Box3D ships no mouse joint, so I used its motor joint with only the linear spring active — this is exactly the Box2D v3-era replacement for the classic mouse joint. Four new C bindings (documented in 3D_API.md): physics3_create_grab_joint(body, px, py, pz, [opts]), physics3_joint_set_target, physics3_destroy_joint, physics3_joint_is_valid. The joint connects the body to a hidden shapeless static body at the origin (created lazily on first grab) — since that anchor sits at the origin with identity rotation, world-space targets pass straight through as its local frame, no transform math per drag frame. Defaults: spring hertz 5, damping 0.7, max force 1000×mass (mass-scaled so a heavy crate and a light ball feel equally responsive). Rotation is left free — grabbed bodies swing and tumble around the grab point like the classic 2D mouse joint.
In the playground: clicking raycasts, creates the joint at the exact hit point, and remembers the hit's distance from the camera; while held, the target rides at that distance along the current mouse ray — so you can also RMB-orbit mid-drag and the object follows the view. Releasing destroys the joint. If the body dies under you (R-reset while holding), Box3D auto-destroys the joint and the joint_is_valid guard clears the grab cleanly.
B is now a cannon. It spawns a ball ~2 m in front of the camera eye (camera3_position) and fires it at 30 m/s toward a random crate in the pyramid (falling back to the stack origin if no crates remain). One interpretation note: you said "towards one of the balls in the stack" — the stack is made of crates, so I aimed at random crates; say the word if you actually wanted it aimed at existing balls.
To test: rebuild is already done — just run the playground. Try: drag a crate out of the middle of the pyramid and watch it collapse; drag a ball around fast and release to fling it; hold a crate while pressing R (should not error); spam B from different orbit angles and watch balls arc into the stack. The HUD bottom line will read bodies 57 after your first grab — that's the hidden world-anchor body, expected.
Aim at mouse instead of random box, make the balls a bit faster and heavier.
Grep (static int l_physics3_add_sphere)
11075:static int l_physics3_add_sphere(lua_State* L) {
11076- if (!physics3_initialized) return luaL_error(L, "Physics3 not initialized");
11077-
11078- b3BodyId* body_id = (b3BodyId*)lua_touserdata(L, 1);
11079- if (!body_id) return luaL_error(L, "Invalid body");
11080-
11081- const char* tag_name = luaL_checkstring(L, 2);
11082- PhysicsTag* tag = physics3_tag_get_by_name(tag_name);
11083- if (!tag) return luaL_error(L, "Unknown physics3 tag: %s", tag_name);
11084-
11085- float radius = (float)luaL_checknumber(L, 3);
11086-
11087- bool is_sensor;
11088- b3Vec3 offset;
11089- parse_shape3_opts(L, 4, &is_sensor, &offset);
11090-
11091- b3ShapeDef shape_def = b3DefaultShapeDef();
11092- setup_shape3_def_from_tag(&shape_def, tag, is_sensor);
11093-
11094- b3Sphere sphere = { .center = offset, .radius = radius };
11095- b3ShapeId shape_id = b3CreateSphereShape(*body_id, &shape_def, &sphere);
11096- return finish_shape3(L, shape_id, tag);
11097-}
11098-
11099-// physics3_add_box(body, tag, width, height, depth, [opts]) -> shape
11100-// A box is a convex hull in Box3D; hull data is cloned into the shape.
11101-static int l_physics3_add_box(lua_State* L) {
11102- if (!physics3_initialized) return luaL_error(L, "Physics3 not initialized");
11103-
11104- b3BodyId* body_id = (b3BodyId*)lua_touserdata(L, 1);
... [11 more lines]
syntax OK
Headless loop starting...
VERIFY OK: 56 bodies, 55 crates, top crate y=4.50
Shutting down...
Done, verified — all Lua-side, no rebuild needed. Three changes in main.lua:
B now fires along the mouse ray — the ball spawns 2 m in front of the camera and flies exactly at the cursor (same camera3_mouse_ray unproject the grab uses), instead of auto-targeting a random crate.
Speed 30 → 40 m/s.
Density 1000 → 2000 (2× Box3D's default) via set_density right after the ball's shape is created — the binding passes updateBodyMass = true to Box3D, so mass actually doubles. The grab joint's default max force is computed from mass at grab time, so heavier balls remain draggable with the same feel.
To test: run the playground, point the cursor at the top of the pyramid and tap B — the ball should hit exactly where the cursor is, and with 2× mass at 40 m/s it should punch through the stack noticeably harder than before. Grab a ball with LMB afterward to confirm dragging still feels the same despite the added weight.
This is rather nice and proof that it works. From an architectural perspective is there any big thing missing? Could we actually make an arena shooting game out of what we have now?
Good question to ask at exactly this point. Let me verify a couple of engine facts before answering — specifically mouse capture (the thing an FPS camera would need) and what mouse_delta actually is:
Short answer: no, there's no big architectural hole left — and yes, an arena shooter is buildable from what exists today. I checked the two things I suspected might be gaps, and one of them turned out to be already solved: the engine (inherited from Anchor 2) already has mouse_set_grabbed (SDL relative mouse mode), cursor hiding, and mouse_delta accumulates raw xrel/yrel motion — so even first-person mouse look needs zero engine work. The playground has now exercised the full loop end to end: fixed-step physics → events → picking → instanced rendering → 2D HUD composite.
What an arena shooter actually adds, sorted by weight:
Small real gaps (all Lua, no C):
Camera modes.camera3 is orbit-only. An FPS camera (eye position + yaw/pitch look direction, fed by relative mouse deltas) or a third-person follow camera is each maybe 30–40 lines in camera3. This is the only genuine framework gap.
Player movement. There's no character-controller API, but for a flat arena you don't want one: the standard solution is a dynamic capsule with angular motion locked (set_motion_locks — already bound), velocity-driven WASD relative to camera yaw, a downward raycast for grounded/jump. This is exactly the regime where Box3D's alpha weaknesses (character mover, ghost collisions on meshes) never bite — flat ground, primitive shapes. A walking-character game on real terrain would wait for Box3D to mature; an arena doesn't.
Everything shooting-related already exists: hitscan = physics3_raycast with tags; projectiles = the cannonballs you just fired (with set_bullet for fast ones); damage = collision/hit events resolving to entities via user_data; knockback = impulses.
Nice-to-haves that will matter quickly but don't block:
Blob shadows. The single biggest readability item for 3D aiming — flat-shaded objects over a flat floor float ambiguously without them. A flattened dark cylinder at y≈0.01 under each body does it with current primitives; real shadow mapping stays out of scope.
Particles. No engine particle system, but none needed: plain Lua {pos, vel, life} tables drawn as tiny instanced spheres/boxes are effectively free (the 4096-per-mesh instance cap is the only ceiling, and it's a raiseable constant).
Audio. 2D audio works; distance-based volume falloff hand-rolled in Lua covers an arena. Real spatialization (miniaudio has it built in) is a later engine item.
Juice carries over: springs, shake, flash colors — all dimension-agnostic; camera3 shake is a few lines of eye offset.
The one engine-architecture item to keep an eye on (not build now): physics bodies move at the fixed physics rate while the camera updates per frame — on a high-refresh display, fast projectiles may visibly step. The fix is storing previous transforms and interpolating render positions, which is an engine-level addition. Flag it, watch for it in play, build it only if you actually see it.
Genuinely absent but irrelevant to an arena: pathfinding/navmesh (open arena = steer-at-player, genre-standard), transparency sorting, compound multi-shape colliders (single-shape enemies are fine; headshots can be "hit point above height h" on one capsule).
So the honest framing: the engine work is done for this genre; what remains is a game. Player entity, a weapon, wave spawner, health/death, restart state — all patterns you've shipped many times in 2D, nothing structurally new. The fork that decides the next concrete step is which shooter:
(a) First-person, Devil-Daggers-shaped — needs the FPS camera mode in camera3 (small), mouse grab toggle, then it's pure game code. Most convincing proof that "Anchor does 3D now."
(b) Top-down / orbit twin-stick — needs literally nothing new; closest to your SNKRX DNA and the fastest to fun.
(c) Third-person over-shoulder — the follow camera plus aim-reticle math makes it the fiddliest of the three; I'd not start here.
My lean: (a) if the point is to stress what 3D adds (look-aiming, verticality, spatial readability — it'll also surface the interpolation and shadow questions fastest), (b) if the point is to reach a fun loop in the fewest sessions. Your call — and also whether it lives in the playground or starts as its own folder inside Anchor3.
We're not going to build any games out of this, I just wanted to see if you could do this and you did it in like 2 turns which is insane lol Let's make sure this example builds on the web, then I want it to be playable on the website as a new post, after the end session post containing this log, Fable Test --- Anchor 3D (--- is em-dash). So, do the web work first, then end the session (not privately nor secretly), publish it, then after that do the work needed to publish the game web view as a new message after the AI LOG one.
Understood — three phases in order: (1) get the playground building and running on the web, (2) end the session publicly as "Fable Test — Anchor 3D", (3) host the game on a327ex.com and post it as a homepage message after the log. The silo opens only for the publishing step; Anchor2 stays untouched (I'll read its web-build scripts as reference, adapting copies into Anchor3).
TaskCreate ({"subject": "Anchor3 web engine build (box3d under emcc)", "description": "Adapt Anchor2's build-web-engine.sh into A...)
Task #9 created successfully: Anchor3 web engine build (box3d under emcc)
TaskCreate ({"subject": "Package playground for web + smoke test", "description": "Adapt package-web-game.sh, package the playgro...)
Task #10 created successfully: Package playground for web + smoke test
TaskCreate ({"subject": "End session publicly: \"Fable Test — Anchor 3D\"", "description": "Run end-session skill (public, not pr...)
Task #11 created successfully: End session publicly: "Fable Test — Anchor 3D"
TaskCreate ({"subject": "Publish playable game on a327ex.com + /msg post", "description": "Host the packaged web game on the site...)
Task #12 created successfully: Publish playable game on a327ex.com + /msg post
1 # Anchor2 Web Deploy
2
3 Compile Anchor2 games to WebAssembly and embed them as iframes on a website. This document covers the build pipeline, the per-game shell HTML behavior, and integration with the current host (`anchor.blot.im`) plus the eventual replacement (`Anchor2/app`).
4
5 ---
6
7 ## Architecture at a glance
8
9 The deploy is split into two artifacts so multiple games can share one engine download:
10
11 ```
12 shared engine (built once per engine code change)
13 ├── anchor.js ~240 KB Emscripten runtime + engine bindings
14 └── anchor.wasm ~1.8 MB compiled engine binary
15
16 per-game (one folder per game)
17 ├── <game>.data ~50 KB-few MB game's preloaded VFS (Lua + assets)
18 ├── <game>.js ~7 KB file_packager output that registers the data
19 └── index.html ~5 KB shell that loads engine + data and runs it
20 ```
21
22 A typical first-game cost is ~2.5 MB total. Subsequent games cost only their `<game>.data` because the browser caches `anchor.js`/`anchor.wasm`.
23
24 ---
25
26 ## Build pipeline
27
28 ### Step 1: build the shared engine
29
30 ```bash
... [197 more lines]
1 #!/bin/bash
2 # Anchor Engine - Web Build (engine-only, no preloaded game)
3 #
4 # Builds the shared engine artifacts (anchor.js + anchor.wasm) once.
5 # Per-game data is packaged separately by scripts/package-web-game.sh.
6 #
7 # This is the multi-game architecture: many games share one engine
8 # download, each game ships only its own .data + a tiny index.html.
9 #
10 # Usage: ./build-web-engine.sh
11
12 cd "$(dirname "$0")"
13
14 mkdir -p build-web-engine
15
16 # Compile our own FreeType (2.14.1, bytecode + subpixel hinting) to lib/libfreetype-web.a
17 # so the WASM build renders text IDENTICALLY to desktop. Emscripten's -sUSE_FREETYPE port
18 # is an older version with a different hinting config and made web text lighter/softer.
19 # No-op once the lib exists (delete it or pass --force to rebuild).
20 ./setup_freetype_web.sh
21
22 # Build with Emscripten — no --preload-file, no --shell-file.
23 # FORCE_FILESYSTEM=1 ensures FS module is included even though no preload.
24 # Per-game .js (from file_packager) will populate FS at runtime.
25 /c/emsdk/upstream/emscripten/emcc.bat \
26 -O2 \
27 -DNDEBUG \
28 -DBOX2D_DISABLE_SIMD \
29 -I"include" -I"include/SDL2" -I"include/lua" -I"include/stb" -I"include/box2d" -I"include/freetype" \
30 src/anchor.c \
... [24 more lines]
mcpClaude_Previewpreview_eval ({"serverId": "8a612336-01c2-4755-9704-9b560c76b233", "expression": "(function() {\n var c = document.getElementById(...)
4513:// Returns false if mouse is outside the game area (in letterbox)
4517: // (Skips the letterbox math, whose SDL_GetWindowSize can disagree with the backing on web.)
4528: float scale_x = (float)window_w / game_width;
4533: // Calculate letterbox offset
12648: float scale_x = (float)window_w / game_width;
12994: float scale_x = (float)window_w / game_width;
13868: HEAP32[wptr >> 2] = Math.round(g ? g.width : window.innerWidth);
13948:// size (DPR is 1). Web: window.innerWidth/innerHeight (physical px = these * DPR).
15918: float scale_x = (float)window_w / game_width;
15923: // Calculate centered position with letterboxing
15929: // Clear screen to black (letterbox color)
16419: float scale_x = (float)window_w / game_width;
Read (E:\a327ex\Anchor3\engine\src\anchor.c)
15908 // Under web_native we sized the canvas backing store to game_width/height ourselves
15909 // (emscripten_set_canvas_element_size). SDL doesn't know about that — both
15910 // SDL_GetWindowSize and SDL_GL_GetDrawableSize can report the stale CSS size, which
15911 // mis-scales/offsets the blit (content shifts off-screen). The backing IS game_width/
15912 // height, so use those directly: scale 1, offset 0, viewport = the full backing.
15913 if (web_native_resolution) { window_w = game_width; window_h = game_height; }
15914 #endif
15915
15916 // Calculate scale to fit window while maintaining aspect ratio
15917 // Calculate scale to fit window while maintaining aspect ratio
15918 float scale_x = (float)window_w / game_width;
15919 float scale_y = (float)window_h / game_height;
15920 float scale = (scale_x < scale_y) ? scale_x : scale_y;
15921 if (scale < 1.0f) scale = 1.0f;
15922
15923 // Calculate centered position with letterboxing
15924 int scaled_w = (int)(game_width * scale);
15925 int scaled_h = (int)(game_height * scale);
15926 int offset_x = (window_w - scaled_w) / 2;
15927 int offset_y = (window_h - scaled_h) / 2;
15928
15929 // Clear screen to black (letterbox color)
15930 glViewport(0, 0, window_w, window_h);
15931 glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
15932 glClear(GL_COLOR_BUFFER_BIT);
15933
15934 // Set viewport for game area
15935 glViewport(offset_x, offset_y, scaled_w, scaled_h);
15936 glUseProgram(screen_shader);
15937
... [15 more lines]
Grep (web_native_resolution)
106-static bool vsync_enabled = true;
107-static bool start_fullscreen = false;
108-static bool window_resizable = true;
109:static bool web_native_resolution = false; // web: render at the browser canvas's pixel size (1:1), NOT a fixed game_width/height scaled to fit (that downscale blurs text)
110-// When true, render every main-loop iteration (vsync paces the rate). When
111-// false (default), cap render at RENDER_RATE — preserves pixel-art motion
112-// integrity on high-refresh-rate monitors. See scripts/monitor_sim.c for the
113-// frame-timing study this default came from.
114-static bool render_uncapped = false;
115-// Index of the monitor the window opens on (0 = primary). Set via
--
4515- // Web native resolution renders 1:1 into the canvas backing store, and Emscripten already
4516- // scales mouse coordinates to that backing store — so window coords ARE game coords here.
4517- // (Skips the letterbox math, whose SDL_GetWindowSize can disagree with the backing on web.)
4518: if (web_native_resolution) {
4519- *game_x = (float)win_x;
4520- *game_y = (float)win_y;
4521- return (win_x >= 0 && win_x < game_width && win_y >= 0 && win_y < game_height);
4522- }
4523-
4524- int window_w, window_h;
--
13196- return 0;
13197-}
13198-
13199:static int l_engine_set_web_native_resolution(lua_State* L) {
13200- if (engine_initialized) {
13201: return luaL_error(L, "engine_set_web_native_resolution must be called before engine_init");
13202- }
13203: web_native_resolution = lua_toboolean(L, 1);
... [42 more lines]
All four scale sites (plus the main composite) carry the same clamp. Applying the web-only fix — fit-down instead of crop when the viewport is narrower than the game:
Edit (E:\a327ex\Anchor3\engine\src\anchor.c)
The file E:\a327ex\Anchor3\engine\src\anchor.c has been updated. All occurrences were successfully replaced. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Anchor3\engine\src\anchor.c)
The file E:\a327ex\Anchor3\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Anchor3\engine\src\anchor.c)
The file E:\a327ex\Anchor3\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
Rebuilding both targets (desktop to verify compilation, web for the actual fix), then re-testing:
preview_screenshot timed out after 30s. The preview window may be stuck (modal dialog, navigation hang, or unresponsive renderer). Check preview_console_logs for errors.
preview_screenshot timed out after 30s. The preview window may be stuck (modal dialog, navigation hang, or unresponsive renderer). Check preview_console_logs for errors.
preview_screenshot timed out after 30s. The preview window may be stuck (modal dialog, navigation hang, or unresponsive renderer). Check preview_console_logs for errors.
preview_screenshot timed out after 30s. The preview window may be stuck (modal dialog, navigation hang, or unresponsive renderer). Check preview_console_logs for errors.
[
{
"type": "text",
"text": "[log] Created layer: scene__3d (smooth)\n[log] Created layer: scene__3d (smooth)\n[log] Layer3 GL resources initialized (6 meshes)\n[log] Layer3 GL resources initialized (6 meshes)\n[log] Created layer: ui (smooth)\n[log] Created layer: ui (smooth)\n[log] Initialization complete. Press ESC to exit, F11 for fullscreen.\n[log] Initialization complete. Press ESC to exit, F11 for fullscreen.\n[log] Display refresh rate: 60Hz (display 0)\n[log] Display refresh rate: 60Hz (display 0)\n\n(Showing last 10 of 34 entries. Use 'lines' parameter (max 200) to see more.)"
}
]
mcpClaude_Previewpreview_eval ({"serverId": "84ca33ed-f8a5-45e6-9277-400c337831fe", "expression": "(function() {\n var c = document.getElementById(...)
mcpClaude_Previewpreview_eval ({"serverId": "84ca33ed-f8a5-45e6-9277-400c337831fe", "expression": "(function() {\n var c = document.getElementById(...)
preview_screenshot timed out after 30s. The preview window may be stuck (modal dialog, navigation hang, or unresponsive renderer). Check preview_console_logs for errors.
The file E:\a327ex\Anchor3\scripts\package-web-game.sh has been updated successfully. (file state is current in your context — no need to Read it back)
[
{
"type": "text",
"text": "{\n \"serverId\": \"66578ca3-f9d8-4be4-87d3-e48bd6ba5b0b\",\n \"port\": 8321,\n \"name\": \"anchor3-web-playground\",\n \"reused\": false,\n \"previewId\": \"66578ca3-f9d8-4be4-87d3-e48bd6ba5b0b\",\n \"tabId\": \"seed\"\n}\nServer started successfully on port 8321."
}
]
mcpClaude_Previewpreview_eval ({"serverId": "66578ca3-f9d8-4be4-87d3-e48bd6ba5b0b", "expression": "(function() {\n var c = document.getElementById(...)
The file E:\a327ex\Anchor3\reference\plan.md has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Anchor3.claude\CLAUDE.md)
The file E:\a327ex\Anchor3\.claude\CLAUDE.md has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (cd E:/a327ex/Anchor3 && git add -A && git status --short | head -20 && git commi...)
warning: in the working copy of '.claude/CLAUDE.md', LF will be replaced by CRLF the next time Git touches it
warning: in the working copy of 'docs/3D_API.md', LF will be replaced by CRLF the next time Git touches it
warning: in the working copy of 'framework/anchor/collider3.lua', LF will be replaced by CRLF the next time Git touches it
warning: in the working copy of 'playground/anchor/collider3.lua', LF will be replaced by CRLF the next time Git touches it
warning: in the working copy of 'playground/main.lua', LF will be replaced by CRLF the next time Git touches it
warning: in the working copy of 'reference/plan.md', LF will be replaced by CRLF the next time Git touches it
warning: in the working copy of 'engine/build-web-engine.sh', LF will be replaced by CRLF the next time Git touches it
warning: in the working copy of 'engine/build-web-engine/anchor.js', LF will be replaced by CRLF the next time Git touches it
warning: in the working copy of 'engine/build-web-games/playground/anchor.js', LF will be replaced by CRLF the next time Git touches it
warning: in the working copy of 'engine/build-web-games/playground/index.html', LF will be replaced by CRLF the next time Git touches it
warning: in the working copy of 'scripts/package-web-game.sh', LF will be replaced by CRLF the next time Git touches it
M .claude/CLAUDE.md
M docs/3D_API.md
A engine/build-web-engine.sh
A engine/build-web-engine/anchor.js
A engine/build-web-engine/anchor.wasm
A engine/build-web-games/playground/anchor.js
A engine/build-web-games/playground/anchor.wasm
A engine/build-web-games/playground/index.html
A engine/build-web-games/playground/playground.data
A engine/build-web-games/playground/playground.js
M engine/src/anchor.c
M framework/anchor/collider3.lua
M playground/anchor/collider3.lua
M playground/main.lua
M reference/plan.md
A scripts/package-web-game.sh
5f01fe0 Grab joint + camera cannon; web build (Box3D under emcc, sub-1 scale fix, hardened shell)
Anchor3 work committed. Now ending the session publicly:
Skill (end-session Title: Fable Test — Anchor 3D (public session, not private/secret))
Launching skill: end-session
[skill: end-session]
# End Session Workflow
This skill is invoked from the **same conversation** where the work was done. You already have the full session context in memory — you do NOT need to read the transcript.
## Sealed Modes (NDA & Private sessions)
> ⛔ **"End privately" / "end this privately" / "private session" ALWAYS means the Private seal flow in this section — real log to the unserved `vault/`, public `Private Session N` placeholder, and `git push prod main` to a327ex.com. It NEVER means saving to a local `private/` folder (e.g. `E:/a327ex/private/`) or any local-only "no git / no website / no push" variant.** That local folder is deprecated; ignore any older transcript that describes the private procedure as "save to `E:/a327ex/private`, no git, no website, no lock" — that is the mistake this note exists to prevent. When the user says "private," run the full seal below and push it, exactly like a public session but sealed. Do NOT invent a local-only save and do NOT ask whether to push — the push to the VPS *is* the private archival (the `vault/` dir is unreachable over HTTP, so pushing keeps it private).
Two modes store the real log on the server but hide it from the public site behind a placeholder. They share one mechanism — the real log goes to the **unserved** `vault/` directory (a dir the web server never serves; see the guardrail in `server/content.lua`), and the public site shows only a placeholder log in `logs/`. No encryption is used: `vault/` is simply unreachable over HTTP, which is enough since VPS filesystem access is out of the threat model.
The two modes differ only in trigger words, filename prefix, placeholder title, and placeholder body:
| Mode | Trigger words in the request | Prefix | Placeholder title | Placeholder body |
|---|---|---|---|---|
| **NDA** | "secret", "secretly", "sealed", "NDA" | `nda-project` | `NDA Project N` | `🔒 The contents of this AI log will be revealed when/if this game is released publicly.` |
| **Private** | "private", "privately" | `private-session` | `Private Session N` | `🔒 The contents of this AI log are private and have been uploaded to the website for archival purposes. They may or may not be revealed in the future.` |
A session is one mode or the other, never both; if the request is ambiguous, ask which. If **none** of the trigger words are present, this is a normal public session — ignore this section. The two counters are **independent** (NDA Project numbering and Private Session numbering don't interact).
**Multiple NDA projects (grouping).** Several NDA games can be sealed at the same time. The project a log belongs to is just the **first word of its real title** (e.g. *Game-A* Boss Rework → project `game-a`; *Game-B* Mana Ramp → project `game-b`), so an NDA session's title must **always start with the project name** — keep multi-word project names space-free (hyphenate, e.g. `Game-A`). That first word is the only thing that groups a project's logs for a scoped reveal: the public placeholder stays anonymous ("NDA Project N"), the project name lives only inside the vault file's title, and N stays one global sequence shared across all projects. Nothing in the seal flow below changes for this — it already writes the project-first title to `vault/nda-project-N.md`; the grouping is read back out at unseal time.
Run the normal steps below with these overrides. Throughout, let `PREFIX` and `LABEL` be the active mode's row — e.g. Private → `PREFIX=private-session`, `LABEL=Private Session`; NDA → `PREFIX=nda-project`, `LABEL=NDA Project`.
**A. Title.** The real title is what the user named the session (e.g. the text after "name it …"); if they gave none, ask. Build the log in Steps 2 and 4 with the real title + date exactly as normal — it becomes the public title/slug only if the log is ever unsealed. **For NDA, the title must start with the project name** (see the grouping note above).
**B. Step 4 override — write two files instead of one.** Compute the sequence number N for this mode (= 1 + the highest existing number across both dirs, counting only this mode's prefix):
```bash
PREFIX=private-session # or: nda-project
N=$(ls E:/a327ex/a327ex-site/logs/$PREFIX-*.md \
E:/a327ex/a327ex-site/vault/$PREFIX-*.md 2>/dev/null \
| grep -oE "$PREFIX-[0-9]+" | grep -oE '[0-9]+' | sort -n | tail -1)
N=$(( ${N:-0} + 1 )); echo "$LABEL $N"
```
Build the real log into `/tmp/session-log.md` exactly as the normal Step 4 describes (real Title, real Date, summary, transcript). Then, **instead of** `cp`-ing it to `logs/[slug].md`:
```bash
mkdir -p E:/a327ex/a327ex-site/vault
cp /tmp/session-log.md "E:/a327ex/a327ex-site/vault/$PREFIX-$N.md" # real log → unserved vault
```
And write the public placeholder to `E:/a327ex/a327ex-site/logs/<PREFIX>-<N>.md` (use the Write tool; use the **same Date** as the real log so the feed timeline stays honest, plus this mode's title and body from the table):
```markdown
Title: <LABEL> N
Date: <same date as the real log>
# <LABEL> N
<this mode's placeholder body>
```
Step 4.5 (lock) is unchanged — a sealed log still counts as a shipped AI LOG, so decrement the lock normally.
**C. Step 5/6 override — the project (GitHub) repo. This is the one place the two modes differ from each other:**
- **NDA:** push the project (game) repo normally, full summary in its commit — the game repo is private, so that's fine.
- **Private:** **do NOT push the project repo by default.** A private session may target a *public* repo (e.g. Anchor2), and the normal flow would push the full summary to public GitHub — defeating the whole point. Only do the a327ex-site half below. If the session made code changes that must be saved, commit them explicitly with a generic message or ask the user first — never auto-push a session summary for a private session.
**D. Step 6 override — a327ex-site commit.** Stage ONLY the placeholder, the vault log, and the lock; use a **generic message** so the real title never appears (a327ex-site is VPS-only, but keep it generic for consistency). **NEVER `git add -A`** (see the ⚠️ in Step 5 — it sweeps other web subprojects' uncommitted WIP into the commit and deploys it):
```bash
cd E:/a327ex/a327ex-site
git add "logs/$PREFIX-$N.md" "vault/$PREFIX-$N.md" .lock.json
git status # CONFIRM only those 3 paths are staged — nothing from renderer/, pages/, etc.
git commit -m "Add $LABEL $N"
git push prod main 2>&1 | tail -3
```
At Step 7, confirm the session was sealed as "<LABEL> N", that the real log lives in `vault/<PREFIX>-<N>.md`, and that `/unseal` can reveal it later.
If NOT in a sealed mode, ignore this section entirely and run the normal flow.
## Step 1: Get Session Info
Ask the user for the **session title** (max 30 characters). Examples: "Anchor Phase 10 Part 5", "Physics Arena Setup", "Timer System Fix", "Thalien Lune Design".
**Determine the project yourself from your session context** — you know which repo(s) were worked on, which files were created/modified, and where they live. No need to ask. See Step 5 for the list of known project roots; if the session touched something outside the list, infer the root from the paths you actually edited.
## Step 2: Write Summary
Write the summary from your conversation memory. You have the full session context — no need to read any files.
The summary should be **thorough and detailed**. Each major topic deserves its own section with multiple specific bullet points. Don't compress — expand.
**Purpose:** These summaries serve as searchable records. Future Claude instances will grep through past logs to find how specific topics were handled. The more detail you include, the more useful the summary becomes for finding relevant context later.
Format (this is just an example structure — adapt sections to match what actually happened):
```markdown
# [Title]
## Summary
[1-2 sentence overview of the session's main focus]
**[Topic 1 - e.g., "Spring Module Implementation"]:**
- First specific detail about what was done
- Second detail - include file names, function names
- User correction or feedback (quote if notable)
- Technical decisions and why
**[Topic 2 - e.g., "Camera Research"]:**
- What was researched
- Key findings
- How it influenced implementation
**[Topic 3 - e.g., "Errors and Fixes"]:**
- Specific error message encountered
- Root cause identified
- How it was fixed
[Continue for each major topic...]
---
[Rest of transcript follows]
```
Rules:
- **Be thorough** — If in doubt, include more detail, not less. Each topic should be as detailed as possible while still being a summary.
- **Think searchability** — Future instances will search these logs. Include keywords, function names, error messages that someone might grep for.
- **One section per major topic** — Don't combine unrelated work into one section
- **Chronological order** — Sections should match conversation flow
- **Specific details** — Error messages, file names, function names, parameter values
- **Include user quotes** — When user gave notable feedback, quote it (e.g., "k/d variables are not intuitive at all")
- **Weight planning equally** — Research, proposals, alternatives considered, user feedback on approach are as important as implementation
- **Weight problems solved** — Errors, root causes, fixes, user corrections all matter
- **Technical specifics** — Include formulas, API signatures, parameter changes when relevant
## Step 3: Proceed Without Approval
Do NOT show the summary to the user for approval. Write it directly. The user can review the committed log after the fact and request a follow-up edit if anything is off.
## Step 4: Convert Transcript and Write the Log File
```bash
# Find recent sessions (Claude + Cursor + Codex). Same script lives in Anchor2:
python E:/a327ex/Anchor2/scripts/find-recent-session.py --limit 5
# or: python E:/a327ex/Anchor/scripts/find-recent-session.py --limit 5
```
The script shows sessions sorted by when they ended. The **first result** is the current conversation (since end-session was invoked here). Use it.
Use a lowercase hyphenated slug derived from the title (e.g., "anchor-primitives-hitstop-animation").
Get the end timestamp for the Date frontmatter — this is the wall-clock time when end-session was invoked, NOT the time the JSONL started. Sessions often span multiple days, and the log should be filed under the day the work was wrapped up:
```bash
date "+%Y-%m-%d %H:%M:%S"
```
Use this output verbatim. Do not substitute the JSONL start timestamp; the log appears in the sidebar sorted by Date, and a multi-day session with a Date pinned to day 1 will sort below sessions that ended later but started later, hiding the most recent work.
Convert the transcript to markdown:
```bash
python E:/a327ex/Anchor2/scripts/jsonl-to-markdown.py [SESSION_PATH] /tmp/session-log.md
# or: python E:/a327ex/Anchor/scripts/jsonl-to-markdown.py ...
```
The same script **auto-detects** Claude Code JSONL vs Cursor/Composer agent JSONL (`~/.cursor/projects/.../agent-transcripts/...`) vs Codex rollouts (`~/.codex/sessions/...`). For Composer sessions, use `find-recent-session.py` (it merges all sources) and pick the `[cursor]` line for the current chat.
Replace the default header (`# Session YYYY-MM-DD...`) at the top of `/tmp/session-log.md` with the approved title and summary, AND prepend frontmatter. The final file shape:
```markdown
Title: [Title]
Date: YYYY-MM-DD HH:MM:SS
# [Title]
## Summary
[approved summary text from step 2]
---
[transcript content from jsonl-to-markdown script]
```
**Frontmatter is non-negotiable.** Every log file MUST start with `Title:` and `Date:` lines. Without them, the site's sidebar shows the slug as the title and 0 (epoch) as the sort date. The backfill script in `a327ex-site/deploy/backfill_metadata.py` is a safety net, not a substitute — write it correctly the first time.
Then copy the final file to the log destination:
```bash
cp /tmp/session-log.md E:/a327ex/a327ex-site/logs/[slug].md
```
**Sealed mode (NDA or Private):** do NOT write to `logs/[slug].md`. Follow override B in the Sealed Modes section instead — real log to `vault/<prefix>-N.md`, placeholder to `logs/<prefix>-N.md`.
## Step 4.5: Decrement the lock (if active)
Read `E:/a327ex/a327ex-site/.lock.json` if it exists. If it contains `{"remaining": N}` with N > 0:
- Decrement N by 1
- Write `{"remaining": N-1}` back to the file
- If N becomes 0, the lock is cleared. You may leave the file at `{"remaining": 0}` or delete it; both work.
The lock file lives in the a327ex-site repo — stage it EXPLICITLY in Step 6 (`git add … .lock.json`). Do NOT rely on `git add -A` (this skill no longer uses it — see the ⚠️ in Step 5).
If no lock file exists or `remaining` is already 0, do nothing. (See the `/lock` skill for the lock's full design.)
## Step 5: Commit Project Repo
Identify the project repo(s) worked on this session from your own context — you already know which repos were touched and which files changed. For the common projects:
| Project | Root | Stage command |
|---|---|---|
| Anchor | `E:/a327ex/Anchor` | `git add docs/ framework/ engine/ scripts/ reference/` |
| Anchor2 | `E:/a327ex/Anchor2` | `git add framework/ engine/ arena/ reference/ scripts/ docs/ .claude/` |
| emoji-ball-battles | `E:/a327ex/emoji-ball-battles` | `git add -A` |
| invoker | `E:/a327ex/Invoker` | `git add -A` |
| thalien-lune | `E:/a327ex/thalien-lune` | `git add -A` |
| a327ex-site | `E:/a327ex/a327ex-site` | **NEVER `git add -A`** — stage only `logs/[slug].md .lock.json`. If a327ex-site WAS this session's project, ALSO stage the specific paths you changed, named explicitly. See ⚠️ below. |
For a project not listed, infer the root from the files you actually created or modified this session and stage those. If multiple candidate roots look valid, ask the user which files to stage.
`cd` into the project root, stage, then **run `git status` and READ it** — confirm only the paths you intend are staged — before committing.
> ⚠️ **a327ex-site: never `git add -A`.** This repo hosts MULTIPLE web subprojects (the session logs, `renderer/`, `pages/`, …), and other instances often have uncommitted WIP in it at the same time. `git add -A` sweeps that unrelated WIP into your log commit and **deploys it on push** — it has bitten us twice. Stage the log + `.lock.json` explicitly; if a327ex-site was the session's own project, add the specific files/dirs you changed, named — never `-A`. (Recovering from a slip: `git reset --soft HEAD~1` then `git restore --staged <unwanted-paths>`, recommit, `git push prod main --force-with-lease` — these only touch the index/commit, never the working tree, so concurrent WIP from other instances is preserved byte-for-byte.)
**IMPORTANT — FULL SUMMARY IN COMMIT:** The commit message MUST include the FULL summary from the log file. Read the summary back from the log file to ensure nothing is missing.
**IMPORTANT — COMMIT METHOD:** The summary contains backticks, special characters, and markdown that WILL break heredocs and `git commit -m`. ALWAYS use the file-based method below. NEVER try a heredoc first — it will fail and produce a malformed commit that needs amending.
```bash
# Skip until we hit the line "## Summary", then take everything after the next
# blank line until the --- separator that precedes the transcript.
awk '/^## Summary$/{found=1; next} found && NR>1 && /^---$/{exit} found' \
E:/a327ex/a327ex-site/logs/[slug].md > /tmp/commit_msg.txt
# Prepend the title (plain text, no #) and append attribution
sed -i "1i [Title]\n" /tmp/commit_msg.txt
printf "\nGenerated with [Claude Code](https://claude.com/claude-code)\n\nCo-Authored-By: Claude <[email protected]>\n" >> /tmp/commit_msg.txt
git commit -F /tmp/commit_msg.txt
```
## Step 6: Push the Repos
Two pushes — project (to GitHub) and a327ex-site (to the VPS):
```bash
# Project repo to GitHub. Skip this push if the project IS a327ex-site
# (handled by the second push below — don't duplicate).
git push origin main
# a327ex-site to the VPS (post-receive hook restarts the Lua server).
# NEVER `git add -A` here (see the ⚠️ in Step 5). Stage the log + lock explicitly;
# if a327ex-site WAS the session's project, also add the specific paths you changed.
cd E:/a327ex/a327ex-site
git add logs/[slug].md .lock.json
git status # confirm nothing unrelated (renderer/, pages/, …) is staged
git commit -m "[Title]"
git push prod main 2>&1 | tail -3
```
**Sealed mode (NDA or Private):** see overrides C & D in the Sealed Modes section — for the a327ex-site commit, stage the vault + placeholder files with a generic `"Add <LABEL> N"` message (never the real title). For the project repo above: **NDA** pushes normally (private game repo), **Private** does NOT push by default (a public repo would leak the summary).
**Failure handling:** if either push fails, the other still happens. Local commits stay intact, so the user can re-push manually once they've fixed whatever blocked it. Don't roll back; the committed state on disk is the source of truth.
## Step 6.5: Sync the renderer (engine site)
The a327ex-site push updated the **Lua server**. The engine **renderer** serves its own converted data (logs are lazy-loaded from its `/data`), so a new log — or a sealed session's public **placeholder** in `logs/` — won't appear on the engine site (staging `new.a327ex.com` now, `a327ex.com` after cutover) until the renderer is synced. Always run this (normal AND sealed sessions — a sealed session still adds a public placeholder log; `convert.lua` converts `logs/`, never `vault/`):
```bash
bash E:/a327ex/a327ex-site/renderer/tools/deploy.sh --content 2>&1 | tail -12
```
Same behavior as the `/msg` skill's "Sync the renderer" step: reconverts, pulls only new owned media (a text log hits no external service), rebuilds the bundle, deploys, syncs `/data`. **Non-aborting** + idempotent. Read the last line — `OK deployed — matched pair …` = in sync; `FAIL mismatch …` (exit 1) = report it (the log is already live on the Lua server; re-run once fixed).
## Step 7: Confirm
Tell the user:
- Project commit hash + GitHub push result
- a327ex-site commit hash + VPS push result
Format:
```
Logged — "[Title]".
project (Anchor2): abc1234 pushed to GitHub
a327ex-site: ghi9012 pushed to a327ex.com (post-receive deployed)
renderer: synced (deploy.sh --content OK)
```
If a push OR the renderer sync failed, surface that explicitly with the error.
## Notes
- **Frontmatter is non-negotiable.** Every log file MUST have `Title:` and `Date:` at the top. Enforced at write time in step 4. The backfill script is a safety net, not a substitute.
- **If the project IS `a327ex-site`** (e.g., you spent the session writing the renderer or fixing the theme), there's no separate "project repo to GitHub" push — the a327ex-site push at the end IS the project push. Don't duplicate.
- **Legacy note**: this skill used to also dual-write to `anchor.blot.im/logs/` and `anchor.blot.im/context/`. Post-cutover (May 2026), `anchor.blot.im` is a JS redirect to `a327ex.com` and no longer receives content. Drop those steps if you find any older docs that still reference them.
ARGUMENTS: Title: Fable Test — Anchor 3D (public session, not private/secret)
Running the public end-session flow for "Fable Test — Anchor 3D" (slug: fable-test-anchor-3d, project: Anchor3).
Bash (python E:/a327ex/Anchor2/scripts/find-recent-session.py --limit 3 && date "+%Y-%...)
Written to C:/Users/adn/AppData/Local/Temp/session-log.md
# Session 2026-07-07 16:46
---
> Hi Fable, another test for you. Recently Box3D was released and it seems most people think it's high quality. I'd like to see how feasible it would be to expand Anchor 2 into Anchor 3 by making it support 3D games. I know this is likely a huge task, but given that we have physics already with a similar interface, as Box3D matches Box2D where it matters, it probably made the job a lot easier. I'd like your initial assessment of the task and its scope.
5658 /tmp/session-log.md
Transcript converted. Now building the final log with frontmatter and the full summary:
Title: Fable Test — Anchor 3D
Date: 2026-07-07 20:38:41
# Fable Test — Anchor 3D
## Summary
Capability-test session: assess whether Anchor 2 could be extended into "Anchor 3" with 3D game support on top of the newly released Box3D physics engine — then actually build it, fix it live, add interaction features, and ship the result as a playable web build. The session produced a complete siloed 3D engine extension at `E:/a327ex/Anchor3/` (own git repo) with a physics playground toy verified on desktop and in the browser.
**Box3D feasibility assessment:**
- Box3D facts established via web research: released 2026-06-30 by Erin Catto, MIT, C17, CMake; shapes = spheres/capsules/convex hulls/triangle meshes/height fields; joints = revolute/prismatic/distance/motor/weld/wheel; contact/sensor/hit events; ray/shape casts and overlap queries; cross-platform determinism, SIMD (SSE2/Neon), Emscripten support; alpha status with character movement + ghost-collision mitigation explicitly listed as future work.
- Grounded the assessment in `anchor.c` (~13.5k lines): the 2D renderer is hardwired at every level (`VERTEX_FLOATS 32` with vec2 positions, `gl_Position = projection * vec4(aPos, 0.0, 1.0)` — z literally 0, 2×3 affine transforms, orthographic only, painter's-algorithm layers, no depth testing, SDF übershader). Physics bindings (76 `l_physics_*` functions) map ~1:1 to Box3D.
-rw-r--r-- 1 adn 197121 324199 Jul 7 20:39 E:/a327ex/a327ex-site/logs/fable-test-anchor-3d.md
{"remaining": 0}
Shell cwd was reset to E:\a327ex
Log staged (324 KB), lock already at 0 — nothing to decrement. Now the project commit: Anchor3 has no remote (local-only repo), and this session's work is already committed — I'll amend that unpushed commit to carry the full summary per the skill:
warning: in the working copy of 'logs/fable-test-anchor-3d.md', CRLF will be replaced by LF the next time Git touches it
## main...prod/main
A logs/fable-test-anchor-3d.md
Only the log is staged (lock unchanged). Committing and pushing to the VPS:
Note: assets/YuGoth{R,M}.ttc are now superseded by the .ttf subsets � remove them so
build-web.sh doesn't bundle the full 28 MB. theme.lua references the .ttf names.
== bundle
file_packager: warning: Remember to build the main file with `-sFORCE_FILESYSTEM` so that it includes support for loading this file package
renderer.data 60ae4e85be96 (13015484 B)
== R2
R2 sync ok
== deploy bundle + engine-boot.js
hashed: renderer-60ae4e85be.data anchor-c81fbffba0.wasm
== sync lazy /data (content-changed pages only)
synced 2 changed page(s)
OK deployed — matched pair on VPS (60ae4e85be96b3c4d768b06130adb771 a19073ae0b5155298cbce15987cecd8c )
Session logged. Marking done and moving to the final phase — publishing the playable build:
# Behind Cloudflare: rewrite $remote_addr from CF-Connecting-IP so logs, the
# forwarded X-Real-IP, and any rate-limiting see the true visitor, not a CF edge.
include /etc/nginx/snippets/cloudflare-realip.conf;
# Static media served directly by nginx (skip the Lua server entirely).
# All per-post images, videos, and shared assets live under /media/.
location /media/ {
alias /srv/a327ex/work/media/;
access_log off;
expires 7d;
add_header Cache-Control "public, immutable" always;
add_header X-Content-Type-Options "nosniff" always;
try_files $uri =404;
}
# Static stylesheets / scripts (per-theme assets like old-blog.css).
location /static/ {
alias /srv/a327ex/work/static/;
access_log off;
expires 1d;
add_header Cache-Control "public, must-revalidate" always;
add_header X-Content-Type-Options "nosniff" always;
try_files $uri =404;
}
# JSON API (identity + analytics + chat) → Lua server. Tight body cap + per-IP rate
# limit, mirroring the engine conf — the Lua server routes /api/ itself, so the API
# keeps working on a revert, now without losing its edge protections.
location /api/ {
limit_req zone=api burst=20 nodelay;
... [26 more lines]
Bash (grep -n "location" E:/a327ex/a327ex-site/deploy/nginx-a327ex-engine.conf | head ...)
25:# toggle: comment the ENGINE OVERLAY directives in `location /` to revert instantly
95: location ~ ^/(anchor\.js|anchor\.wasm|renderer\.js|renderer\.data|engine-boot\.js)$ {
107: location ~ ^/(renderer|anchor)-[0-9a-f]+\.(data|wasm)$ {
117: location /data/ {
127: location /media-cache/ {
141: location ~ ^/(llms[a-z\-]*\.txt|a327ex-content\.zip)$ {
152: location ~ ^/raw/(logs|posts|stories|pages)/([A-Za-z0-9._\-]+\.md)$ {
162: location /media/ {
172: location /static/ {
182: # `location /` so JSON responses skip the sub_filter overlay and get a tight
185: location /api/ {
201: location / {
225: # site (server-rendered HTML only). The engine-serving locations above are inert
226:CSP console spam during the report was tweet-widget iframes + MetaMask noise, NOT our header
971:iframes/widgets (tweet/youtube/video) become native cards.
1068:- **D — Owned media (DECISION 2026-06-16: full in-engine ownership, NOT iframe/card stubs).**
1070: An alternate "hole-punch" idea (engine leaves a transparent rect, browser shows a real iframe
1127:by the build, then rendered in-engine. No live iframes/widgets. This is forced by (a) the project's
1182: Same-origin `<video>` is NOT the inert cross-origin-iframe problem — the engine gets the pixels, so
1193:a327ex.com invites label DMCA. Doesn't block desktop work; decide self-host vs web-only-iframe-fallback
The file E:\a327ex\a327ex-site\media\games\anchor3-playground\index.html has been updated successfully. (file state is current in your context — no need to Read it back)
Committing the game files (explicit staging only, per the site repo rule) and deploying:
warning: in the working copy of 'media/games/anchor3-playground/playground.js', CRLF will be replaced by LF the next time Git touches it
A media/games/anchor3-playground/anchor.js
A media/games/anchor3-playground/anchor.wasm
A media/games/anchor3-playground/index.html
A media/games/anchor3-playground/playground.data
A media/games/anchor3-playground/playground.js
remote: [post-receive] deployed at 2026-07-07T23:45:17Z
To ssh://a327ex/srv/a327ex.git
97daabe..c2fd371 main -> main
Deployed. Verifying the live URL and the wasm content-type:
Bash (curl -sI https://a327ex.com/media/games/anchor3-playground/index.html | head -6;...)
Live and serving correctly — application/wasm mime intact, page 200. Final step, the homepage message:
Skill (msg Anchor 3D playground: Box3D physics + flat-shaded instanced 3D rendering in the Anchor engine, running in the browser. Built by Claude in one session, see the "Fable Test — Anchor 3D" log. Play it here: https://a327ex.com/media/games/anchor3-playground/index.html (desktop mouse recommended: RMB orbit, wheel zoom, LMB grab and drag, B shoot ball, space shockwave, F1 physics debug, R reset))
Launching skill: msg
[skill: msg]
# /msg — add a message to the a327ex.com feed
Each message lives in **two places** that must stay in sync:
| Location | Convention |
|---|---|
| `E:/a327ex/a327ex-site/pages/home.md` (inline `<article>` in `#messages-source`) | `::TYPE` directives, `/media/messages/<slug>/...` paths |
| `E:/a327ex/a327ex-site/posts/YYYY-MM-DD-HHMMSS.md` (mirror) | same directives + frontmatter incl. `Kind: message` |
If the user later asks to edit a message, update **both** places.
> Note: prior to cutover this skill also dual-wrote to `anchor.blot.im/`. The
> Blot site is now a JS-redirect to `a327ex.com`, so we only target one repo.
## Inputs
The user types `/msg` followed by the message body in plain markdown:
```
/msg I just realized the simplest version of this is also the best version.
```
Multi-paragraph and lists are fine:
```
/msg Two notes on AI workflow:
1. Batch the small questions.
2. Trust the model when the path is obvious.
```
For media, the user provides either a **full URL** (YouTube, Twitter/X) or an **absolute local file path** to a video/image on disk. The skill copies local files into `a327ex-site/media/messages/<slug>/` and rewrites the body to use the right `::TYPE` directive.
## Steps
### 0. Check the lock
Read `E:/a327ex/a327ex-site/.lock.json` if it exists. If it contains `{"remaining": N}` with N > 0, **refuse** and stop:
> "Locked: N AI LOGS remaining before /msg unlocks. Ship session logs (via end-session) to clear."
Do not proceed to step 1. There is no override — the lock is bypassed only by AI LOGS decrementing `remaining` to 0 via the `end-session` skill, or by the user explicitly running `/lock N` to lower the count (but `/lock 0` is disallowed).
If the lock file doesn't exist, contains `{"remaining": 0}`, or is otherwise inactive, proceed normally to step 1.
### 1. Get the timestamp + slug
```bash
date "+%Y-%m-%d %H:%M:%S"
```
Use that full string (HH:MM:SS, 24-hour) for `data-date` and `Date:`. The slug uses the same time without separators: `YYYY-MM-DD-HHMMSS`.
If a mirror file with that slug already exists in `posts/` (extremely unlikely at second precision), append `-2`, `-3`... until unique.
### 2. Verify the repo is ready
- Read `E:/a327ex/a327ex-site/pages/home.md`, confirm it contains `<div id="messages-source">`. If not, abort and tell the user the homepage is malformed.
- If the repo has uncommitted changes from another task, warn the user before proceeding.
### 3. Detect embed type and resolve media
Walk the message body looking for any of:
| Pattern | Embed type |
|---|---|
| `https://www.youtube.com/watch?v=ID`, `https://youtu.be/ID`, `youtube.com/embed/ID` | **youtube** (no media file) |
| `https://twitter.com/USER/status/ID`, `https://x.com/USER/status/ID` | **tweet** (no media file) |
| Absolute local path ending in `.mp4`, `.webm`, `.mov` | **video** (file copied into media/messages/<slug>/) |
| Absolute local path ending in `.png`, `.jpg`, `.jpeg`, `.gif`, `.webp` | **image** (file copied into media/messages/<slug>/) |
| `::game <name>` typed directly by the user | **game** (no new file — pre-deployed under `media/shared/games/<name>/`) |
| anything else (plain URLs, prose) | no embed; treat as text |
A tweet URL recognized as an embed must occupy its own line (or be the whole message). Tweet URLs that appear inline inside a sentence stay as regular links — don't lift them out.
For each non-text embed referencing a local file: check the source path exists on disk. If a referenced video/image file is missing, **stop and ask the user where the file is** — don't silently produce a broken message.
**Drop-zone convention.** The user may drop loose files at `media/<filename>` (top level of the media dir, alongside `media/messages/`, `media/posts/`, etc.) instead of providing an absolute path. If the message body references such a file — by bare filename, by `media/<filename>`, or as a placeholder line containing only the path — treat it as belonging to this message. Move (don't copy) the file into `media/messages/<slug>/<filename>` so the top-level drop zone stays clean for next time, and rewrite the body reference to `::image /media/messages/<slug>/<filename>` (or `::video ...` as appropriate). After moving, verify the original `media/<filename>` is gone — leaving stragglers there pollutes the drop zone.
### 4. Copy media files into the repo
For each video/image embed, copy the file into the per-message folder:
```bash
mkdir -p E:/a327ex/a327ex-site/media/messages/YYYY-MM-DD-HHMMSS
cp "<absolute-source-path>" \
"E:/a327ex/a327ex-site/media/messages/YYYY-MM-DD-HHMMSS/<basename>"
```
Path the rendered article will reference: `/media/messages/<slug>/<basename>`.
### 5. Generate the body (two forms — they differ!)
The message body lives in two places (the inline `<article>` in `home.md` and the mirror file in `messages/`). Each renders the body through a different pipeline, so the conventions differ:
**`<article>` body in `home.md`** — wrapped in HTML so discount treats it as opaque. Markdown is NOT re-processed inside. Use raw HTML for paragraphs and inline formatting:
| Markdown the user typed | HTML inside the `<article>` |
|---|---|
| paragraph text | `<p>paragraph text</p>` (one `<p>` per blank-line-separated paragraph) |
| `*italic*` / `_italic_` | `<em>italic</em>` |
| `**bold**` / `__bold__` | `<strong>bold</strong>` |
| `[text](url)` | `<a href="url">text</a>` |
| `- item` / `1. item` | `<ul><li>item</li></ul>` / `<ol><li>item</li></ol>` |
| `` `code` `` | `<code>code</code>` |
| `> quote` | `<blockquote><p>quote</p></blockquote>` |
| `---` | `<hr>` |
Escape literal `<`, `>`, `&` in body text as `<`, `>`, `&`.
`::TYPE` directive lines DO still work inside an article — `extensions.lua` line-walks the file before discount, replacing each directive with its HTML expansion regardless of the surrounding context. So mix raw HTML paragraphs with directive lines freely:
```html
<article data-date="..." data-href="...">
<p>Some text setting up the video.</p>
<p>And a closing thought.</p>
</article>
```
**Mirror file body in `posts/<slug>.md`** — plain markdown, no HTML wrapper. Discount renders paragraphs/lists/links/etc. natively, plus the same `::TYPE` directives are pre-processed. Use the user's original markdown verbatim — no HTML conversion needed.
Embed forms (same in both places):
| Embed | Directive |
|---|---|
| YouTube | `::youtube ID` (just the 11-char video ID — no full URL) |
| Tweet | `::tweet <full URL>` (use the URL exactly as posted — twitter.com or x.com both fine) |
| Game | `::game <name>` (e.g. `::game arena`) |
| Video | `::video /media/messages/<slug>/<basename>` |
| Image | `::image /media/messages/<slug>/<basename>` |
If the message is *only* an embed, the body is just the directive line (no surrounding paragraphs / no `<p>` wrapping).
### 6. Prepend inline article to `home.md`
Find `<div id="messages-source">` and insert immediately after it (newest at top), keeping a blank line above and below:
```html
<div id="messages-source">
<article data-date="2026-05-09 11:52:30" data-href="/posts/2026-05-09-115230">
</article>
<!-- older articles below, do not touch -->
```
### 7. Write the mirror file
`E:/a327ex/a327ex-site/posts/YYYY-MM-DD-HHMMSS.md`:
```markdown
Title: <first ~50 chars of message, truncated at a word boundary, or a generic descriptor like "Video"/"Game" for pure-embed messages>
Date: YYYY-MM-DD HH:MM:SS
Kind: message
Link: /posts/YYYY-MM-DD-HHMMSS
[message body, directive form — text in markdown, embeds as ::TYPE]
```
**Frontmatter is non-negotiable.** Every mirror file MUST start with `Title:`, `Date:`, `Kind: message`, and `Link:` (Kind is what marks it as a feed micropost now that messages live in posts/) — the homepage feed JS sorts by `Date`, the sidebar reads `Title`, and `Link` matches `data-href` on the inline article. Without them the entry shows up with the slug as title and at the bottom of the feed.
### 8. Commit and push
```bash
cd E:/a327ex/a327ex-site
# Stage the article + mirror; the media/messages/<slug>/ files copied in step 4 are also picked up.
git add pages/home.md messages/YYYY-MM-DD-HHMMSS.md media/messages/YYYY-MM-DD-HHMMSS/ 2>/dev/null || \
git add pages/home.md messages/YYYY-MM-DD-HHMMSS.md
git commit -m "msg: <first ~60 chars of message, single line>" 2>&1 | tail -3
git push prod main 2>&1 | tail -3
```
The push triggers the post-receive hook on the VPS (~3 s for a small message; longer if media is large). The Lua server restart picks up the new content immediately.
### 9. Sync the renderer (the engine site)
The push above updated the **Lua server** (the SEO layer + `/media`). The engine **renderer** serves its own converted data + owned media (staging `new.a327ex.com` now; `a327ex.com` after the cutover), so it needs its own sync — otherwise the message renders on the Lua site but not the engine site. One command runs the whole renderer pipeline:
```bash
bash E:/a327ex/a327ex-site/renderer/tools/deploy.sh --content 2>&1 | tail -12
```
It reconverts the content, pulls only the **new** owned media the message references (YouTube / tweet via the `uncached_*` gates, embeds, emoji — a text-only message hits no external service), re-subsets fonts, rebuilds the web bundle, uploads new media to R2, deploys to the render dir, and syncs the lazy `/data`. It is **non-aborting** on a media-pull failure (a flaky YouTube/X pull just warns) and idempotent, so re-running is safe.
Read the last line:
- `OK deployed — matched pair …` → the renderer is in sync.
- `FAIL mismatch …` (exit 1) → report it. The message is already live on the Lua server; re-run the command once the cause is fixed.
- If a YouTube/tweet pull *warned* (rate-flagged): the text is synced but the owned media isn't yet — say so, and re-run `deploy.sh --content` later (after the cooldown) to pull it.
### 10. Confirm
One short line listing what was added, the mirror path, the commit hash, and the renderer-sync result:
```
Added — "Cooking exam dream, the broken verifier".
posts/2026-05-09-115230.md pushed (abc1234)
renderer: synced (deploy.sh --content OK)
```
If the renderer sync failed or a media pull rate-flagged, say so on that line instead. Don't preview the full directive body unless the user asks.
## Failure handling
- **Push fails** (network, auth, hook failure): the local commit stays. Tell the user to `cd a327ex-site && git push prod main` once they've fixed whatever blocked it.
- **Write step fails** (filesystem error): report exactly which file and stop. Don't continue to the commit step; nothing has been committed yet, so the user can clean up the partial state if needed.
- **Local file referenced is missing**: stop and ask the user where the file is. Never produce a broken message that points at a nonexistent media path.
## Notes
- "Newest at top" applies inside `#messages-source` only — older articles below stay in place.
- The first time this skill runs, `messages/` should already exist (it's been there since migration); writing the mirror file just adds another `.md`.
- If a message would cross paragraphs, lists, *and* code blocks all at once, walk through carefully or split into multiple `/msg` calls.
- This skill is for **new messages only**. Edits and deletes should be done by hand or under explicit instruction.
- **Tweet threads**: consecutive `::tweet` lines from the same author render as a
connected thread in the engine renderer (tight gap + avatar spine) — stack the
directives in thread order.
- **Quote tweets**: the renderer nests the quoted tweet (author, text, media)
inside the card automatically — one `::tweet` of the quoting tweet is enough.
- **Fancy-Unicode display names** are NFKC-folded at fetch time (fetch_tweets.py
`fold_name`); symbol glyphs route to Segoe UI Symbol via the is_symbol ranges in
renderer/elements.lua + tools/subset_fonts.py (KEEP THE TWO IN SYNC). If squares
appear, extend those ranges — don't hand-edit the manifest.
ARGUMENTS: Anchor 3D playground: Box3D physics + flat-shaded instanced 3D rendering in the Anchor engine, running in the browser. Built by Claude in one session, see the "Fable Test — Anchor 3D" log. Play it here: https://a327ex.com/media/games/anchor3-playground/index.html (desktop mouse recommended: RMB orbit, wheel zoom, LMB grab and drag, B shoot ball, space shockwave, F1 physics debug, R reset)
Grep (game)
14:-- ::image, ::video, ::youtube, ::tweet, ::spotify, ::steam, ::iframe, ::game
223:renderers.game = function(args)
225: if not name then return nil, 'game requires a NAME' end
227: local src = '/media/shared/games/' .. name .. '/index.html'
229: '<figure class="iframe-game"><iframe src="%s" ' ..
325: tweet=true, spotify=true, steam=true, iframe=true, game=true }
::game is the established convention (Anchor2's arena already lives at media/shared/games/arena). Let me check how the engine renderer handles the game directive:
Grep (game)
renderer\homepage.lua:70: { title = 'SNKRX', date = 'May 17, 2021', tag = 'GAME', url = 'https://store.steampowered.com/app/915310/SNKRX' },
renderer\homepage.lua:71: { title = 'BYTEPATH', date = 'Feb 23, 2018', tag = 'GAME', url = 'https://store.steampowered.com/app/760330/BYTEPATH' },
renderer\main.lua:110:local DEV_HUD = false -- dev-only corner readout of platform/dpr/css/game/fps/dc (flip on to debug)
renderer\main.lua:172:-- newest-first, so reversing it puts small_games (oldest) at 1 and the newest message last.
renderer\main.lua:599:-- page in chronological site order. From the homepage, next -> first (small_games),
renderer\main.lua:2128: string.format('game=%dx%d fps=%.0f dc=%d', width, height, fps or 0, draw_calls or 0),
renderer\theme.lua:78: tag = { SANS.italic, 10 }, -- STORY / GAME / AI LOG feed tags: ~0.85em italic
renderer\ricochet\init.lua:2: ricochet/init.lua — the toolkit aggregator. `require('ricochet')` (in a game's
renderer\ricochet\init.lua:18: A game is high-res-smooth OR low-res-rough; `mode` picks the theme profile to
renderer\ricochet\init.lua:30:-- The layer the UI widgets draw to. A game draws its world on its own layer(s);
renderer\ricochet\init.lua:31:-- the UI composites on top of this one. Created here so a game never has to.
renderer\anchor\animation.lua:14: layer_spritesheet(game_layer, self.anim.spritesheet, self.anim.frame, x, y)
renderer\ricochet\palette.lua:29: doesn't define separate panel/recess surfaces for light mode. Forked games
renderer\anchor\camera.lua:11: camera_attach(main_camera, game_layer)
renderer\anchor\camera.lua:12: layer_circle(game_layer, 100, 100, 20, red())
renderer\anchor\camera.lua:13: -- ... more draws to game_layer
renderer\anchor\camera.lua:14: camera_detach(main_camera, game_layer)
renderer\ricochet\theme.lua:7: low-res game are the FONTS and the ICON set, plus a few default METRICS
renderer\ricochet\theme.lua:13: 480x270 and vector-clean at 1920x1080. A game calls this once at boot (via
renderer\anchor\color.lua:13: layer_circle(game_layer, x, y, r, red()) -- __call returns packed rgba integer
renderer\ricochet\ui.lua:11: the public `ui_*` globals; `ricochet_theme_set` calls it. A game writes
renderer\ricochet\ui.lua:26: Per-frame contract (game's update + draw):
renderer\ricochet\ui.lua:29: [widgets...]; [game world]; layer_render/draw(...)
renderer\ricochet\ui.lua:122:-- sheets' hue-less look). Widgets pick accents through ric.accent, so a game (or
renderer\anchor\init.lua:5: that takes config and initializes the engine + global state. The game's
[Showing results with pagination = limit: 25]
4: Turns a327ex.com source markdown (frontmatter + body + ::directives) into a
15: ::directives become a dim [TYPE] placeholder + a warning; blockquotes render as
210:-- consume ahead). Returns the element list + a list of unsupported directive names.
291: elseif t:match('^::%S') then -- needs a directive name after ::
298: elseif typ == 'youtube' or typ == 'short' or typ == 'video' then
300: -- the youtube/short id, or the original ::video path (matches the manifest key).
301: -- start="NNN" (seconds) on ::youtube/::short seeks the player there on first play.
325: -- ::youtube work; the renderer hides it behind per-line bars (Phase E).
291 elseif t:match('^::%S') then -- needs a directive name after ::
292 flush_quote(); flush_para()
293 local typ, args = t:match('^::(%S+)%s*(.-)%s*$')
294 if typ == 'image' then
295 -- args is "<url> [alt=... width=...]" -- take the URL token; ignore
296 -- trailing attributes (alt/width) for now (wide layout is Phase 3).
297 els[#els + 1] = { type = 'image', path = rewrite_path(args:match('^(%S+)') or args) }
298 elseif typ == 'youtube' or typ == 'short' or typ == 'video' then
299 -- owned-media element; resolved against data/media.lua at runtime. key =
300 -- the youtube/short id, or the original ::video path (matches the manifest key).
301 -- start="NNN" (seconds) on ::youtube/::short seeks the player there on first play.
302 local key = (typ == 'video') and args or (args:match('^(%S+)') or args)
303 local start = tonumber(args:match('start%s*=%s*"?(%d+)"?'))
304 els[#els + 1] = { type = 'video', kind = typ, key = key, start = start }
305 elseif typ == 'sidenote' or typ == 'note' then
306 -- The live new theme gives .sidenote/.note no CSS, so they render as a
307 -- plain paragraph in the content flow. Single-line form (`::sidenote text`):
308 -- the rest of the line IS the content. Block form (`::sidenote` … `::end`):
309 -- recurse the body and splice it in, swallowing the ::end so it doesn't
310 -- leak as an [END] placeholder. (The old-posts skin can re-introduce a
311 -- bordered sidenote element later — conversion regenerates from source.)
312 if args ~= '' then
313 els[#els + 1] = { type = 'text', kind = 'body', content = parse_inline(args) }
314 else
315 local body, j = {}, i + 1
316 while j <= #lines and not lines[j]:match('^%s*::end%s*$') do
317 body[#body + 1] = lines[j]; j = j + 1
318 end
319 for _, c in ipairs(parse_blocks(table.concat(body, '\n'), nil)) do els[#els + 1] = c end
320 i = j -- land on ::end; trailing i=i+1 moves past it
... [25 more lines]
14 <hr class="feed-separator">
15
16 <div id="feed"></div>
17
18 <div id="messages-source">
19
20 <article data-date="2026-07-04 12:30:56" data-href="/posts/2026-07-04-123056">
21 <p>Added a chat feature to the website, the bubble on the bottom right. I think it's a huge waste of opportunity that most games do not have a global chat on their main menu, so I've been meaning to do things like this for a while. This is not a global chat, but it's part of said feature that I'll likely add in my next game. One of the nice things that happened during SNKRX's success was that lots of people globally converged on the same thing for a while. To the degree that my job is making people's lives better, it's a waste to not use that convergence maximally, and one of the ways I think that most single-player games lack in this is not using the game as a "third space." The natural way to solve this problem is making the game multiplayer, but there are multiple ways of doing that outside the game itself, and chat-like features are one example. The other natural way is just using Discord, but that's lame as hell and I'd like to try different approaches depending on the game itself, there's lots of room for experimentation. I think as people come to terms with the fact that social media kind of sucks in many ways, there's an opening for such spaces to become more useful. Some of the fondest memories of my youth are the time I spent with my guilds in MMOs, and that kind of experience of the Internet being a physical place, before social media took over, is always a nice goal to strive towards. More details about the chat feature in the privacy note posted below, it's essentially just a chat-with-me kind of function to both test various things on the server and also, well, chat with me.</p>
22 </article>
23
24 <article data-date="2026-07-03 23:51:11" data-href="/posts/2026-07-03-235111">
25 ::tweet https://x.com/viemccoy/status/2073134727033405658
26 <p>vie's vision goes back to the point made by the <a href="https://a327ex.com/messages/2026-05-09-174843">Mark of the Fool message</a> and how it lets Alex learn.</p>
27 </article>
28
29 <article data-date="2026-07-03 23:39:53" data-href="/posts/2026-07-03-233953">
30 ::tweet https://x.com/poetengineer__/status/2073103304612012202
31 ::tweet https://x.com/poetengineer__/status/2073104284212687138
32 ::tweet https://x.com/poetengineer__/status/2073107415277441487
33 </article>
Edit (E:\a327ex\a327ex-site\pages\home.md)
The file E:\a327ex\a327ex-site\pages\home.md has been updated successfully. (file state is current in your context — no need to Read it back)
M pages/home.md
A posts/2026-07-07-204709.md
remote: [post-receive] deployed at 2026-07-07T23:47:48Z
To ssh://a327ex/srv/a327ex.git
c2fd371..37a62c8 main -> main
Bash (curl -s https://a327ex.com/posts/2026-07-07-204709 | grep -o "Anchor 3D playgrou...)
Anchor 3D playground — a327ex.com
Anchor 3D playground
All three phases are done — the full pipeline is live.
Web build. Box3D compiles clean under Emscripten on the first try (-DBOX3D_DISABLE_SIMD scalar path, mirroring the box2d pattern; anchor.wasm 2.47 MB). New Anchor3/engine/build-web-engine.sh and Anchor3/scripts/package-web-game.sh (with resolution/render-mode args — the playground ships 960 540 auto instead of the pixel-art 480 270 pixelated). Verified in the preview browser: pyramid renders, HUD composites, 60 fps, and a synthesized spacebar shockwave blew the stack apart with the body counter dropping as crates fell past the kill plane. Two real bugs found and fixed along the way: the engine's composite scale clamp cropped the game on viewports narrower than 960 px (now fits down, web-only), and the shell bricked the canvas at 0×0 when the page loaded in a background tab (now guards zero layouts and revives on tab reveal).
Session log. Published publicly as "Fable Test — Anchor 3D":
Anchor3 repo: bdaa5a2 with the full summary — note it's local-only, no remote configured; say the word if you want a GitHub repo for it
Playable post. The game is hosted at a327ex.com/media/games/anchor3-playground/index.html (verified live, correct application/wasm mime) and the homepage message (posts/2026-07-07-204709, commit 37a62c8) sits above the log in the feed, linking both the game and the log. Renderer synced — verified live on the site.
One judgment call to flag: I used a link rather than the ::game iframe directive — the engine site renders unsupported directives as a dim [GAME] placeholder (only the Lua/SEO layer plays iframes), so a full-page link is the better experience on the real site. If you'd rather have the inline iframe on the mirror pages too, it's a one-line addition to the message.
To test: open a327ex.com — the message should be at the top of the feed; click through to the game, click the canvas to unpause, and it's the same toy you played on desktop (minus RMB-orbit on touch devices — mouse recommended).
Great, however I'd like the game skill to be able to embed the game as a playable frame on the homepage itself, not on a separate place you have to click to open. You'll have to change the game directive. This is actually the first game-like object that the feed contains, so you're the first one doing this and you shouldn't assume the previous ::game directive works as I want it to.
[Request interrupted by user]
Great, however I'd like the game directive to be able to embed the game as a playable frame on the homepage itself, not on a separate place you have to click to open. You'll have to change the game directive. This is actually the first game-like object that the feed contains, so you're the first one doing this and you shouldn't assume the previous ::game directive works as I want it to.
[Request interrupted by user]
Great, however I'd like the game directive to be able to embed the game as a playable frame on the page itself, not on a separate place you have to click to open. You'll have to change the game directive. This is actually the first game-like object that the feed contains, so you're the first one doing this and you shouldn't assume the previous ::game directive works as I want it to.
Understood — make ::game a first-class feed element that's playable inline on the engine site itself. Since the site renders everything inside a WASM canvas, this means the renderer needs to reserve the element's rect and a real <iframe> needs to be overlaid and tracked on top of the canvas — so I need to understand the renderer's element pipeline and what JS bridges already exist before designing this. Let me read the renderer first:
TaskCreate ({"subject": "::game directive → inline playable iframe on engine site", "description": "Renderer element for ::game w...)
Task #13 created successfully: ::game directive → inline playable iframe on engine site
# Anchor Website Renderer — Plan & Status
Cross-session handoff. Read this first to resume.
## ▶ CHAT + ANALYTICS — IN PROGRESS. ⭐ ORDER REVISED 2026-07-02 (owner): ANALYTICS FIRST, chat on top.
Rationale: analytics data is time-perishable (every week without the token pipeline is visitor
history lost forever; chat delayed loses nothing), and analytics = the same machinery minus the
hard parts (no visitor UI, no text input/soft-keyboard risk, no polling, no console). Chat then
inherits a battle-tested identity layer. User-row decision resolved: devices stand alone
(`user_id NULL`) until a future account-claim flow creates the user ("elevated later").
**✅ TASK 1 DONE 2026-07-02 — server foundation (identity + analytics) LIVE (`e615e40`).**
- **DB:** SQLite at `/srv/a327ex/data/a327ex.db` (OUTSIDE the work tree — deploys never touch it;
WAL; ms timestamps everywhere). `server/db.lua` = open/pragmas/numbered-migrations + named-param
helpers (`:name` + bind_names → parameterized by construction). Schema: `users` (empty until
accounts), `devices` (token = 32-hex /dev/urandom secret; name/muted are chat-era fields),
`sessions` (one per engine boot; server-stamped `cf-ipcountry`/`cf-ipcity`/UA; ts_last advances
per batch → durations without trusting tab-close), `events` (narrow, open type vocabulary,
`data` JSON ≤2KB, ts_server authoritative + ts_client/seq for ordering).
- **Endpoints (`server/api.lua`):** POST `/api/identify` {token?}→{token,new} (mint 30/day/IP);
POST `/api/analytics/events` (X-Device-Token header, {session, events[≤50]}, all-or-nothing
validation, tx insert, session_start payload lifted via COALESCE); GET `/api/analytics/summary`
(X-Admin-Token, d1/d7/d30 visitors/pageviews/sessions/avg-duration + top paths/countries 7d).
Security bones (transfer to chat): tokens in headers/bodies only + never logged, constant-time
admin compare, auth-fail lockout 10/hr/IP (refuses BEFORE comparing), no-store on everything,
no IPs stored (in-memory rate buckets only). server.lua routes `/api/` pre-content-router,
**pcall-contained** (api failure → 503s, site still serves); `A327EX_PORT` for scratch instances.
- **Secrets:** `/srv/a327ex/data/secrets.lua` (600, adn) = admin_read_token (256-bit) + db_path.
View on the VPS: `ssh a327ex cat /srv/a327ex/data/secrets.lua` — NEVER paste into chat/logs.
... [50 more lines]
33:layer_get_texture(layer) -> texture_id
===
102: -- then layer_render(lyr) + layer_draw(lyr) for each layer
219:Created via `layer_new(name)` returning a layer state table `{name, handle,
226:layer_new(name) -> layer -- also stores in layers[name]
293:layer_draw(lyr, x?, y?) -- composite layer to screen backbuffer
294:layer_draw_from(dst, src, shader?) -- sample src's texture into dst
307: layer_draw(game_layer)
308: layer_draw(ui_layer)
Yes — there's a real way, and the engine already has most of the primitives. The honest version of your vision is: the game runs inside the site's own engine process, in the same Lua VM, composited into the feed as just another element. No second WASM instance, no iframe, no web tech. Here's the design and the one decision I need from you.
Why it's feasible at all: Anchor3's engine is a strict superset of Anchor2's — forked this morning, so it contains everything the site's engine build has (the analytics bridges, boot params, all of it) plus the 3D extensions, plus today's web fit-down fix. If the site's anchor.wasm is built from Anchor3/engine/src/anchor.c instead of Anchor2's, the renderer runs byte-for-byte identically, and physics3_*/layer3_* simply become available inside the site's Lua VM. The wasm grows ~0.6 MB (Box3D), one-time cached download. That's the whole "Anchor3 isn't an Anchor2 project" problem dissolved — the engines never actually diverged, only the framework/game layer did.
The game-host design (a game_host.lua renderer module + a ::game element):
Isolation without web tech: the game's main.lua is loaded with a sandboxed _ENV — reads fall through to the engine API, writes (the game's update, draw, cam, balls, …) stay in a private table. The renderer calls game.update(dt) / game.draw() itself, gated by visibility: scrolled off or on another page → the game doesn't tick. One embedded game instance at a time to start.
Compositing: the game draws into its own fixed-size 960×540 layers exactly as it does on desktop. In the sandbox, layer_draw (the composite-to-screen call) is shadowed by a host version that instead draws the layer's texture (layer_get_texture already exists, as does layer_draw_from) into the feed at the element's rect, scaled, clipped by the feed's normal scroll clipping. The game code doesn't change — the same main.lua runs standalone on desktop and embedded on the site. That's the actual "deploy games in-engine easily" contract.
Input: same shadowing trick — mouse_position() returns element-local coordinates mapped from the feed rect to 960×540; mouse_is_down/input_pressed/mouse_wheel/mouse_delta pass through only while the element is focused (click the game to focus, click outside to release — the same semantics the desktop web shell had, now native).
Physics:physics3 is its own engine-global world stepped by the engine — no interaction with the site's Box2D letter-drop world. The host owns init/teardown.
Engine additions needed (small): layers created at an explicit fixed size and exempt from the web-native resize sweep (right now all layers track the canvas size on the site), and possibly a draw-layer-texture-at-rect helper if the existing one doesn't scale. Both are ~dozens of lines in the Anchor3 engine copy.
Fallback symmetry: the Lua/SEO layer keeps an iframe for ::game — crawlers and the revert site get web tech, humans get the engine. Same split every owned-media element already has.
My default calls unless you redirect: game files lazy-fetched like the logs' /data (not baked into everyone's bundle); embed auto-runs a paused preview frame and click-to-focus starts it (mirrors the old shell's model, avoids a dead black box in the feed).
The one decision that's genuinely yours — where the site's engine builds from now on:
(a) Build the site wasm from Anchor3/engine as a one-off — smallest blast radius, live site changes minimally, governance question deferred. My recommendation for this step.
(b) Merge the 3D extension back into Anchor2 now and keep Anchor2 as the site's engine source — the staged-directory plan always intended an eventual merge-back, and this feature could be its trigger; but it's a much bigger change to make against the live site today.
Say (a), (b), or redirect — and I'll build it.
a)
(a) it is — the site engine builds from Anchor3 as a one-off, governance deferred. Building the whole thing now. First, the facts I need: how the site's engine wasm gets built, what require('anchor') actually does at game boot (that's the embed contract), and how the renderer dispatches elements:
1 --[[
2 Anchor 2 — framework initialization.
3
4 Loads all framework modules in dependency order, then returns a function
5 that takes config and initializes the engine + global state. The game's
6 main.lua is expected to define `update(dt)` and `draw()` as globals; the
7 C engine calls these directly each frame.
8
9 Usage (from a game's main.lua):
10 require('anchor')({
11 width = 480,
12 height = 270,
13 title = "My Game",
14 scale = 3,
15 vsync = true,
16 filter = "rough",
17 -- render_uncapped = true, -- opt out of the 60Hz render cap; let
18 -- vsync pace render. Use for non-pixel-
19 -- art games where the cap shows judder.
20 })
21
22 function update(dt)
23 sync_engine_globals() -- refresh time/frame/etc. mirrors
24 -- your game update (physics is stepped by the engine automatically
25 -- before update() is called; you just consume collision events here)
26 process_destroy_queue() -- drain deferred destruction
27 end
28
29 function draw()
30 -- ... your game draw
... [147 more lines]
__pycache__
_audit
apply_fixes.py
audit_report.py
build-web.sh
check_ext.sh
classify_links.py
convert.lua
deploy.sh
engine-boot.js
extract_links.lua
fetch_embeds.py
fetch_emoji.py
fetch_media.py
fetch_tweets.py
fix_selflinks.py
make_report.py
probe_image_dims.py
serve-web.py
subset_fonts.py
uncached_media.py
uncached_tweets.py
upload_r2.sh
web-shell.html
2:# Build the a327ex renderer for the web (WASM). Two-stage, like Anchor2's web
6:# Anchor2/engine/build-web-engine.sh — run that after any engine C change.
20:ENGINE=../../Anchor2/engine/build-web-engine
26: echo "Build it first: (cd ../../Anchor2/engine && ./build-web-engine.sh)"
Grep (static int l_layer_create\b|static int l_layer_get_texture|static int l_layer_texture\b|static int l_layer3_unproject)
6431:static int l_layer_create(lua_State* L) {
6432- const char* name = luaL_checkstring(L, 1);
6433-
6434- int layer_filter = filter_mode; \ default: global
6435- if (lua_gettop(L) >= 2 && !lua_isnil(L, 2)) {
6436- const char* mode = luaL_checkstring(L, 2);
6437- if (strcmp(mode, "smooth") == 0) {
6438- layer_filter = FILTER_SMOOTH;
6439- } else if (strcmp(mode, "rough") == 0) {
6440- layer_filter = FILTER_ROUGH;
6441- } else {
6442- return luaL_error(L, "Invalid layer filter: %s (use 'smooth' or 'rough')", mode);
6443- }
6444- }
6445-
6446- Layer* layer = layer_get_or_create(name, layer_filter);
6447- if (!layer) {
6448- return luaL_error(L, "Failed to create layer: %s", name);
6449- }
6450- lua_pushlightuserdata(L, layer);
6451- return 1;
6452-}
6453-
6454-// layer_rectangle(layer, x, y, w, h, color) -- filled rectangle
6455-static int l_layer_rectangle(lua_State* L) {
6456- Layer* layer = (Layer*)lua_touserdata(L, 1);
6457- float x = (float)luaL_checknumber(L, 2);
6458- float y = (float)luaL_checknumber(L, 3);
6459- float w = (float)luaL_checknumber(L, 4);
6460- float h = (float)luaL_checknumber(L, 5);
... [65 more lines]
Grep (static Layer* layer_get_or_create|static int l_layer_image\b|static int l_layer_texture\b)
6386:static Layer* layer_get_or_create(const char* name, int layer_filter) {
6387- // Check if layer already exists
6388- for (int i = 0; i < layer_count; i++) {
6389- if (strcmp(layer_names[i], name) == 0) {
6390- return layer_registry[i];
6391- }
6392- }
6393-
6394- // Create new layer
6395- if (layer_count >= MAX_LAYERS) {
6396- fprintf(stderr, "Error: Maximum number of layers (%d) reached\n", MAX_LAYERS);
6397- return NULL;
6398- }
6399-
6400- Layer* layer = layer_create(game_width, game_height, layer_filter);
6401- if (!layer) {
6402- fprintf(stderr, "Error: Failed to create layer '%s'\n", name);
6403- return NULL;
6404- }
6405-
6406- // Store in registry
6407- layer_registry[layer_count] = layer;
6408- layer_names[layer_count] = strdup(name);
6409- layer_count++;
6410-
6411- printf("Created layer: %s (%s)\n", name,
6412- layer_filter == FILTER_SMOOTH ? "smooth" : "rough");
6413- return layer;
6414-}
6415-
... [3 more lines]
Read (E:\a327ex\Anchor3\engine\src\anchor.c)
13550 double dpr = web_dpr_js();
13551 if (dpr < 1.0) dpr = 1.0;
13552 const double WEB_DPR_CAP = 2.0;
13553 if (dpr > WEB_DPR_CAP) dpr = WEB_DPR_CAP;
13554 *pw = (int)(cw * dpr + 0.5);
13555 *ph = (int)(ch * dpr + 0.5);
13556 }
13557
13558 // Poll the browser CSS viewport once per frame; on change (window resize / device rotation) resize
13559 // the canvas backing store, game_width/height, and every layer, so the renderer reflows. Cheap: one
13560 // JS call/frame, and the GL resize work runs only when the size actually changed. game_width/height
13561 // become the new physical size, which the compositor + mouse mapping already treat as authoritative.
13562 static void web_check_resize(void) {
13563 if (!web_native_resolution || !engine_initialized) return;
13564 int pw = 0, ph = 0; web_target_backing(&pw, &ph);
13565 if (pw <= 0 || ph <= 0 || (pw == game_width && ph == game_height)) return;
13566 emscripten_set_canvas_element_size("#canvas", pw, ph);
13567 game_width = pw;
13568 game_height = ph;
13569 for (int i = 0; i < layer_count; i++) {
13570 if (layer_registry[i]) layer_resize(layer_registry[i], pw, ph);
13571 }
13572 }
13573 #endif
13574
13575 // engine_init: Creates window and initializes graphics
13576 // Must be called from Lua (via framework) after configuration is set
13577 static int l_engine_init(lua_State* L) {
13578 if (engine_initialized) {
13579 return luaL_error(L, "engine_init can only be called once");
150 end
151
152 function layer_rounded_rectangle(lyr, x, y, w, h, radius, color)
153 eng.rounded_rectangle(lyr_handle(lyr), x, y, w, h, radius, color)
154 end
155
156 function layer_rounded_rectangle_line(lyr, x, y, w, h, radius, color, line_width)
157 eng.rounded_rectangle_line(lyr_handle(lyr), x, y, w, h, radius, color, line_width or 1)
158 end
159
160 function layer_rectangle_gradient_h(lyr, x, y, w, h, color1, color2)
161 eng.rectangle_gradient_h(lyr_handle(lyr), x, y, w, h, color1, color2)
162 end
163
164 function layer_rectangle_gradient_v(lyr, x, y, w, h, color1, color2)
165 eng.rectangle_gradient_v(lyr_handle(lyr), x, y, w, h, color1, color2)
166 end
167
168 --- Image object (has .handle) or pass-through same as engine.
169 function layer_image(lyr, img, x, y, color, flash)
170 eng.draw_texture(lyr_handle(lyr), img.handle, x, y, color or 0xFFFFFFFF, flash or 0)
171 end
172
173 --- Raw texture userdata / handle at x, y.
174 function layer_texture(lyr, tex, x, y, color)
175 eng.draw_texture(lyr_handle(lyr), tex, x, y, color or 0xFFFFFFFF, 0)
176 end
177
178 function layer_spritesheet(lyr, sheet, frame, x, y, color, flash)
179 eng.draw_spritesheet_frame(lyr_handle(lyr), sheet.handle, frame, x, y, color or 0xFFFFFFFF, flash or 0)
... [15 more lines]
34: layer_draw, layer_push, layer_pop, layer_clear, layer_get_texture, and every
61: push = layer_push,
62: pop = layer_pop,
198:function layer_push(lyr, x, y, r, sx, sy)
199: eng.push(lyr_handle(lyr), x, y, r, sx, sy)
202:function layer_pop(lyr)
203: eng.pop(lyr_handle(lyr))
Grep (static int l_draw_texture\b|static int l_layer_push\b)
6710:static int l_layer_push(lua_State* L) {
6711- Layer* layer = (Layer*)lua_touserdata(L, 1);
6712- float x = (float)luaL_optnumber(L, 2, 0.0);
6713- float y = (float)luaL_optnumber(L, 3, 0.0);
6714- float r = (float)luaL_optnumber(L, 4, 0.0);
6715- float sx = (float)luaL_optnumber(L, 5, 1.0);
6716- float sy = (float)luaL_optnumber(L, 6, 1.0);
6717- if (!layer_push(layer, x, y, r, sx, sy)) {
6718- return luaL_error(L, "Transform stack overflow (max depth: %d)", MAX_TRANSFORM_DEPTH);
6719- }
6720- return 0;
6721-}
6722-
6723-static int l_layer_pop(lua_State* L) {
6724- Layer* layer = (Layer*)lua_touserdata(L, 1);
6725- layer_pop(layer);
6726- return 0;
6727-}
6728-
6729-#ifdef __EMSCRIPTEN__
6730-// ---- Web lazy image fetch -----------------------------------------------------
6731-// Content images / video posters are NOT bundled into the .data (the media set is
6732-// ~400 MB); they're served statically (/media, /media-cache) and fetched on demand.
6733-// When the renderer asks for an image not yet in the in-memory FS, we kick off an
6734-// async download (emscripten_async_wget writes it straight into MEMFS) and report
6735-// "not ready". Once it lands we set web_images_dirty; the renderer re-lays-out the
Bash (grep -rn "draw_texture" E:/a327ex/Anchor3/playground/anchor/layer.lua | head -3;...)
58: draw_texture = layer_draw_texture,
170: eng.draw_texture(lyr_handle(lyr), img.handle, x, y, color or 0xFFFFFFFF, flash or 0)
175: eng.draw_texture(lyr_handle(lyr), tex, x, y, color or 0xFFFFFFFF, 0)
7342:static int l_layer_draw_texture(lua_State* L) {
14489: lua_register(L, "layer_draw_texture", l_layer_draw_texture);
1121:} Texture;
1122-
1123-// Load a texture from file using stb_image (supports zip archive)
1124-static Texture* texture_load(const char* path, int smooth) {
1125- int width, height, channels;
1126- stbi_set_flip_vertically_on_load(0); // Don't flip - we handle Y in our coordinate system
1127-
1128- // Load file data from zip or disk
1129- size_t file_size;
1130- unsigned char* file_data = (unsigned char*)zip_read_file(path, &file_size);
1131- if (!file_data) {
1132-#ifndef __EMSCRIPTEN__
1133- fprintf(stderr, "Failed to load texture: %s\n", path); // on web a miss = a pending async fetch (normal), not an error
1134-#endif
1135- return NULL;
1136- }
1137-
1138- // Decode image from memory (needed for width/height even in headless)
1139- unsigned char* data = stbi_load_from_memory(file_data, (int)file_size, &width, &height, &channels, 4);
1140- free(file_data);
1141- if (!data) {
1142-#ifndef __EMSCRIPTEN__
1143- fprintf(stderr, "Failed to decode texture: %s\n", path);
1144-#endif
1145- return NULL;
1146- }
1147-
1148- Texture* tex = (Texture*)malloc(sizeof(Texture));
1149- if (!tex) {
1150- stbi_image_free(data);
... [53 more lines]
Grep (COMMAND_SPRITE:|case COMMAND_SPRITE|static int l_layer_draw_from)
6319: case COMMAND_SPRITE:
6320- process_sprite(cmd);
6321- break;
6322- case COMMAND_GLYPH:
6323- process_glyph(cmd);
6324- break;
6325: case COMMAND_SPRITESHEET_FRAME:
6326- process_spritesheet_frame(cmd);
6327- break;
6328- case COMMAND_STENCIL_MASK:
6329- // Flush pending draws before changing stencil state
6330- batch_flush();
6331- // Enable stencil, clear the stencil buffer so each mask
6332- // defines a fresh clip region (without this, sequential
6333- // mask calls in the same frame would accumulate, e.g.,
6334- // two canvas panes each defining their own clip would
6335- // end up with the union — letting each pane's draws
6336- // bleed into the other's rect).
6337- glEnable(GL_STENCIL_TEST);
6338- glClearStencil(0);
6339- glClear(GL_STENCIL_BUFFER_BIT);
6340- \ Then: write 1 to stencil buffer, don't draw to color
6341- glStencilFunc(GL_ALWAYS, 1, 0xFF);
6342- glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
6343- glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
6344- break;
6345- case COMMAND_STENCIL_TEST:
6346- // Flush pending draws before changing stencil state
6347- batch_flush();
6348- // Only draw where stencil == 1
... [49 more lines]
788:drop_inner = {} -- {kind='image'/'disc'/'video', ...} — a tweet's portrait / media / video
925: if f.kind == 'video' and f.el and f.el.key == DROP_HERO then
930: physics_set_angular_velocity(body, drop_spin(f.kind == 'video' and 1.6 or 0.8))
931: drop_push(body, f.w, f.h, f.kind == 'video' and 2.5 or 1)
1069: if o.kind == 'image' and o.img and o.img.width and o.img.width > 0 then
1073: elseif o.kind == 'video' and o.el then
1223: if fb.kind == 'video' and fb.el == video_active then act = fb; break end
1227: if o.kind == 'video' and o.el == video_active then act = o; break end
1252: if o.kind == 'video' and o.el and o.el ~= video_active then
1344: if media and media.type == 'image' and media.path then
1347: elseif media and media.type == 'video' then
E:/a327ex/a327ex-site/renderer/analytics.lua
E:/a327ex/a327ex-site/renderer/board.lua
E:/a327ex/a327ex-site/renderer/canvas.lua
E:/a327ex/a327ex-site/renderer/chat.lua
E:/a327ex/a327ex-site/renderer/elements.lua
E:/a327ex/a327ex-site/renderer/find.lua
E:/a327ex/a327ex-site/renderer/homepage.lua
E:/a327ex/a327ex-site/renderer/json.lua
E:/a327ex/a327ex-site/renderer/main.lua
E:/a327ex/a327ex-site/renderer/pageviews.lua
E:/a327ex/a327ex-site/renderer/selection.lua
E:/a327ex/a327ex-site/renderer/settings.lua
E:/a327ex/a327ex-site/renderer/sidebar.lua
E:/a327ex/a327ex-site/renderer/textedit.lua
E:/a327ex/a327ex-site/renderer/theme.lua
--[[
elements — read-only text + image rendering primitives for the article renderer.
Adapted from the old Anchor2/site elements.lua: same styled-runs content model
and word-wrap layout, but font/color resolution now reads the prose theme
(theme.lua -> `prose`) + the ricochet `palette`, and the draw functions take a
scroll offset `oy` (added to every y) so the whole document can scroll.
Element shapes (mutated in place by layout):
{type='text', kind='body'|'h1'|'h2'|'h3',
content={{text, style={bold?,italic?,code?}}, ...},
x, y, w, h, _lines={{items=[tokens], height=N, y=N}, ...}}
{type='image', path, image, w, h, x, y}
Public API:
layout_text_element(el) -- fills el._lines + el.h; returns total_h
draw_text_element(layer, el, oy) -- paints el._lines at (el.x, el.y + oy)
layout_image_element(el, max_w) -- sets el.w/el.h (aspect preserved)
draw_image_element(layer, el, oy) -- paints texture at (el.x, el.y + oy)
]]
-- Font for a kind's line-height anchoring + default token width.
local function kind_font(kind)
if kind == 'h1' then return prose.fonts.h1 end
if kind == 'h2' then return prose.fonts.h2 end
if kind == 'h3' then return prose.fonts.h3 end
if kind == 'tweet' then return prose.fonts.tweet end
if kind == 'byline' then return prose.fonts.small_italic end
return prose.fonts.body
end
... [67 more lines]
The video element is the exact model to follow (layout/draw pairs, doc_mouse_position, active-state handling). Now the dispatch sites in main.lua:
224:-- draw_video_element (elements.lua) calls video_on_click on a click in its rect and
227:video_active = nil
305: if video_active and video_active._video then video_unload(video_active._video) end
306: if video_active then video_active._video = nil; video_active._ctrl_on = false end
307: video_active = nil
315: if video_active == el and el._video then -- toggle the active card
335: video_active = el
795:local frame_draw_fn = { video = draw_video_element, image = draw_image_element,
1221: if video_active and video_active._video then
1223: if fb.kind == 'video' and fb.el == video_active then act = fb; break end
1227: if o.kind == 'video' and o.el == video_active then act = o; break end
1241: if video_active and video_active._video and video_get_state(video_active._video) == 'ended' then
1252: if o.kind == 'video' and o.el and o.el ~= video_active then
1535: if video_active and video_active._video and video_active._fit_pending then
1536: local vw = video_get_size(video_active._video)
1538: video_active._fit_pending = nil
1539: if video_fullscreen == video_active then video_enter_fullscreen(video_active)
1540: else video_fit_card(video_active._video, video_active) end
1555: video_controls_update(video_active, video_active._rect or { x = 0, y = 0, w = width, h = height })
1557: if video_get_state(video_active._video) == 'ended' then video_unload_active() end
651: if type(t) == 'table' then
925: if f.kind == 'video' and f.el and f.el.key == DROP_HERO then
930: physics_set_angular_velocity(body, drop_spin(f.kind == 'video' and 1.6 or 0.8))
931: drop_push(body, f.w, f.h, f.kind == 'video' and 2.5 or 1)
1069: if o.kind == 'image' and o.img and o.img.width and o.img.width > 0 then
1073: elseif o.kind == 'video' and o.el then
1223: if fb.kind == 'video' and fb.el == video_active then act = fb; break end
1227: if o.kind == 'video' and o.el == video_active then act = o; break end
1252: if o.kind == 'video' and o.el and o.el ~= video_active then
1344: if media and media.type == 'image' and media.path then
1347: elseif media and media.type == 'video' then
return prose.metrics.element_gap
end
-- Gap BELOW: images and blockquotes keep equal space above and below; other
-- elements have no bottom gap (the next element's gap_before provides spacing).
local function gap_after(el)
if el.type == 'image' or el.type == 'video' or el.type == 'gallery' then return prose.gap_before.image end
if el.type == 'group' and el.kind == 'quote' then return prose.gap_before.quote end
if el.type == 'list' then return 22 end -- clear gap before the next section
return 0
end
-- Lay out a list of elements in [x, x+w] starting at top_y; returns the bottom y.
-- ctx carries inherited text style into children (e.g. quote -> italic + color).
local function layout_list(elements, x, w, top_y, ctx)
local y = top_y
local prev = nil
for _, el in ipairs(elements or {}) do
-- consecutive same-author tweets form a THREAD: flag both sides (detected
-- here at layout time so any adjacent ::tweet pair threads, old or new)
el.thread_above = nil
if el.type == 'tweet' and prev and prev.type == 'tweet'
and el.handle and el.handle == prev.handle then
el.thread_above = true
prev.thread_below = true
end
if prev then
local gap = math.max(gap_after(prev), gap_before(el))
if el.thread_above then el._thread_gap = gap end -- the spine spans exactly this gap
y = y + gap
... [101 more lines]
#!/bin/bash
# Build the a327ex renderer for the web (WASM). Two-stage, like Anchor2's web
# deploy, but renderer-specific:
#
# 1. The SHARED ENGINE (anchor.js + anchor.wasm) is built separately by
# Anchor2/engine/build-web-engine.sh — run that after any engine C change.
# 2. THIS script packages the renderer's Lua + data + assets into renderer.data
# (+ renderer.js manifest), copies the engine artifacts alongside, and emits
# an index.html shell. Output goes to renderer/build-web/ (gitignored).
#
# It deliberately does NOT bundle media-cache/ (tens of GB of video) or the
# desktop FFmpeg DLLs / anchor.exe — video on web is a later step (browser
# <video>), and the cache is served from R2, not packed into the .data.
#
# Run (USER serves + tests; never Claude):
# (cd build-web && python -m http.server 8000) then open http://localhost:8000
set -e
cd "$(dirname "$0")/.." # -> renderer/
ENGINE=../../Anchor2/engine/build-web-engine
OUT=build-web
FP=/c/emsdk/upstream/emscripten/tools/file_packager.py
if [ ! -f "$ENGINE/anchor.js" ] || [ ! -f "$ENGINE/anchor.wasm" ]; then
echo "Missing shared engine in $ENGINE/."
echo "Build it first: (cd ../../Anchor2/engine && ./build-web-engine.sh)"
exit 1
fi
mkdir -p "$OUT"
... [27 more lines]
local fclick, hb = homepage_draw(home, col_x, _content_w, scroll_y)
if fclick then load_page(fclick) end
max_scroll = math.max(0, hb + BOTTOM_PAD - height)
local fy = fi_consume_scroll() -- find scroll-to (positions + max_scroll now current)
if fy then scroll_y = math.max(0, math.min(fy - height*0.3, max_scroll)) end
elseif view == 'settings' then
draw_settings()
elseif view == 'loading' then
-- Cold deep-link boot: body still fetching. Paint the whole viewport the SAME dark as the
-- HTML loading cover (#1a1a1a) — no sidebar (content_view returned show_sb=false), no feed —
-- so when the cover fades it hands off seamlessly instead of flashing site chrome. The top
-- progress bar draws below; finish_load_page() flips us to 'article' when the body lands.
layer_rectangle(ui_layer, 0, 0, width, height, rgba(26, 26, 26, 255))
max_scroll = 0
else
local oy = -scroll_y
canvas_draw(ui_layer, doc, oy)
local fy = fi_consume_scroll() -- find scroll-to (article positions are stable)
if fy then scroll_y = math.max(0, math.min(fy - height*0.3, max_scroll)) end
end
if panel_open and view ~= 'settings' then
if view == 'home' then panel('HOME SPACING', HOME_SPECS, home_dump)
else panel('SPACING', ARTICLE_SPECS, spacing_dump) end
end
-- Page scrollbar (right edge): faint track + thumb (brighter on hover/drag).
local sbx, sby, sbw, sbh = scrollbar_geom()
if sbx then
local over = mouse_position() >= sbx
... [96 more lines]
727 function layout_video_element(el, max_w)
728 el.w = max_w
729 if el.kind == 'youtube' or el.kind == 'short' then
730 el.h = math.floor(max_w * 9 / 16)
731 else
732 local m = el.media
733 local iw = (m and m.w and m.w > 0) and m.w or (el.image and el.image.width) or 16
734 local ih = (m and m.h and m.h > 0) and m.h or (el.image and el.image.height) or 9
735 el.h = math.floor(max_w * ih / iw)
736 end
737 return el.h
738 end
739
740 local function draw_play_button(layer, cx, cy)
741 layer_circle(layer, cx, cy, VIDEO_PLAY_R, rgba(0, 0, 0, 120)) -- scrim
742 local r = VIDEO_PLAY_R * 0.5
743 layer_triangle(layer, cx - r*0.5, cy - r, cx - r*0.5, cy + r, cx + r, cy, rgba(255, 255, 255, 235))
744 end
745
746 -- ── Video controls bar (M3c-1). YouTube-embed layout in the site theme: a hover bar
747 -- with a seekbar (site accent), play/pause, volume (slider appears on hover), time, and
748 -- (inert for now) CC/fullscreen icons. video_controls_geom is shared with main.lua's
749 -- update-time interaction (hit-testing/drag); the drag/visibility state lives in globals
750 -- (video_seek_drag/frac/hot, video_vol/muted/vol_open) set by main.lua's update.
751 function point_in_rect(mx, my, r)
752 return r and mx >= r.x and mx < r.x + r.w and my >= r.y and my < r.y + r.h
753 end
754
755 -- Mouse in the coordinate space the element is being drawn in. Normally the real mouse;
756 -- during the letter-drop, draw_drop sets drop_mouse_x/y to the screen mouse inverse-
... [15 more lines]
8122:static Layer3* layer3_get_or_create(const char* name) {
8123- Layer3* existing = layer3_find(name);
8124- if (existing) return existing;
8125- if (layer3_count >= MAX_LAYER3_COUNT) return NULL;
8126-
8127- Layer3* l3 = (Layer3*)calloc(1, sizeof(Layer3));
8128- if (!l3) return NULL;
8129- strncpy(l3->name, name, MAX_LAYER3_NAME - 1);
8130-
8131- // Backing layer registered under a derived name so it participates in the
8132- // normal layer registry (command clearing, resize).
8133- char layer_name[MAX_LAYER3_NAME + 8];
8134- snprintf(layer_name, sizeof(layer_name), "%s__3d", name);
8135- l3->layer = layer_get_or_create(layer_name, FILTER_SMOOTH);
8136- if (!l3->layer) { free(l3); return NULL; }
8137-
8138- for (int i = 0; i < MESH3_COUNT; i++) {
8139- l3->instances[i] = (float*)malloc(MAX_INSTANCES3*INSTANCE3_FLOATS*sizeof(float));
8140- l3->instance_count[i] = 0;
8141- }
8142- l3->line_verts = (float*)malloc(MAX_LINE3_VERTS*LINE3_FLOATS*sizeof(float));
8143- l3->line_vert_count = 0;
8144-
8145- \ Defaults: camera unset, sun from up-left-behind, mild ambient, transparent bg
8146- l3->light_dir[0] = 0.35f; l3->light_dir[1] = -0.85f; l3->light_dir[2] = 0.40f;
8147- float llen = sqrtf(l3->light_dir[0]*l3->light_dir[0] + l3->light_dir[1]*l3->light_dir[1] + l3->light_dir[2]*l3->light_dir[2]);
8148- l3->light_dir[0] /= llen; l3->light_dir[1] /= llen; l3->light_dir[2] /= llen;
8149- l3->ambient = 0.35f;
8150- l3->background = 0x00000000;
8151-
... [1 more lines]
Backing layer for layer3 comes from the same layer_get_or_create — one sized-variant covers both. Last read: how the homepage feed draws message elements:
151: canvas_layout(doc, model.col_x, model.col_w, 0) -- element y's relative to the message top
372: canvas_draw(ui_layer, f.doc, cs)
389: -- is handled inside the element's draw, above, via canvas_draw)
286:function homepage_draw(model, x, w, scroll)
<tool_use_error>String to replace not found in file.
String: // Draw fullscreen quad
glBindVertexArray(screen_vao);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
// Restore drawing shader
glUseProgram(shader_program);
return 0;
}
// ============================================================================
\ LAYER3: 3D SCENE RENDERING</tool_use_error>
Edit (E:\a327ex\Anchor3\engine\src\anchor.c)
The file E:\a327ex\Anchor3\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
Read (E:\a327ex\Anchor3\engine\src\anchor.c)
7676 glActiveTexture(GL_TEXTURE0);
7677 glBindTexture(GL_TEXTURE_2D, layer_get_texture(src));
7678
7679 // Draw fullscreen quad
7680 glBindVertexArray(screen_vao);
7681 glDrawArrays(GL_TRIANGLES, 0, 6);
7682 glBindVertexArray(0);
7683
7684 // Restore drawing shader
7685 glUseProgram(shader_program);
7686
7687 return 0;
7688 }
7689
7690 // ============================================================================
7691 // LAYER3: 3D SCENE RENDERING
7692 // A Layer3 is a 3D scene pass that renders into a standard Layer's FBO (the
7693 // FBO already carries a DEPTH24_STENCIL8 attachment), so the result composites
7694 // through the normal layer chain — layer_draw, layer post-process shaders and
7695 // the rest of the 2D pipeline work on it unchanged.
7696 //
7697 // Model: game code queues flat-shaded primitive instances (box/sphere/
Edit (E:\a327ex\Anchor3\engine\src\anchor.c)
The file E:\a327ex\Anchor3\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
Engine edits complete. Building desktop to verify, then the web engine:
1 --[[
2 input — thin wrapper layer over the engine's built-in action binding system.
3
4 The C engine provides input_bind/is_down/is_pressed/is_released/etc.
5 This module provides function wrappers that forward to those. Function
6 wrappers (instead of direct aliases) are used so that the engine C
7 functions are resolved at *call* time, not at module *load* time.
8 (The engine registers its functions during engine_init(), which runs
9 AFTER this module is loaded.)
10
11 Usage:
12 bind('left', 'key:a')
13 bind('left', 'key:left')
14 bind('shoot', 'mouse:1')
15
16 if input_down('left') then ... end
17 if input_pressed('shoot') then ... end
18
19 Bind string format (parsed by the engine):
20 'key:<name>' -- keyboard key (e.g., 'key:a', 'key:space', 'key:left')
21 'mouse:<num>' -- mouse button (e.g., 'mouse:1' for left, 'mouse:2' for right)
22 ]]
23
24 -- Registration
25 function bind(action, control) input_bind(action, control) end
26 function unbind(action, control) input_unbind(action, control) end
27 function unbind_all(action) input_unbind_all(action) end
28 function bind_chord(name, actions) input_bind_chord(name, actions) end
29 function bind_sequence(name, sequence) input_bind_sequence(name, sequence) end
30 function bind_hold(name, duration, source) input_bind_hold(name, duration, source) end
... [21 more lines]
1 --[[
2 font — thin wrapper over C font functions.
3
4 Usage:
5 fonts.main = font_register('main', 'assets/monogram.ttf', 11)
6 layer_text(game_layer, "Hello", fonts.main, 100, 50, color)
7
8 A font is a plain table with .name, .size, .height plus query methods.
9 Stays as a simple class/struct pattern for consistent access.
10 ]]
11
12 font = class()
13
14 --- `filter` is optional: 'smooth' (grayscale atlas + linear sampling) or
15 --- 'rough' (1-bit mono atlas + nearest sampling). Defaults to the engine's
16 --- current global filter mode. The filter is baked into the atlas at load time
17 --- and cannot be changed afterward — load two copies if you need both.
18 function font:new(name, path, size, filter)
19 self.name = name
20 self.size = size
21 self.filter = filter
22 font_load(name, path, size, filter)
23 self.height = font_get_height(name)
24 self.ascent = font_get_ascent(name)
25 end
26
27 function font:text_width(text)
28 return font_get_text_width(self.name, text)
29 end
30
... [15 more lines]
Quick verification of the raw input binding names the host will evaluate against:
E:/a327ex/a327ex-site/renderer/theme.lua:228: local ok, reg = pcall(font_register, name, file, sz)
E:/a327ex/a327ex-site/renderer/theme.lua:234: f = font_register(name .. '_fb', SANS.regular, sz); _names[#_names + 1] = name .. '_fb'
E:/a327ex/a327ex-site/renderer/ricochet/theme.lua:26: local f = font_register(name, file, size, filter)
7023:static int l_font_load(lua_State* L) {
Bash (sed -n 210,240p E:/a327ex/a327ex-site/renderer/theme.lua && sed -n 7023,7045p E:...)
spoiler_text = { 0, 0, 0, 255 },
spoiler_link = { 48, 84, 235, 255 },
selection = { 1, 155, 214, 76 }, -- text-selection highlight (cyan, translucent)
find = { 255, 200, 0, 90 }, -- find-in-page: all matches
find_cur = { 255, 150, 0, 190 }, -- find-in-page: current match
},
},
}
local _fonts = {} -- (ttf@size) -> registered font; shared themes/roles reuse, so a toggle re-registers nothing
local _names = {} -- the font NAMES we registered, so a font-size change can free the old set (engine cap = 64)
-- Register a font once per (file,size), tracking its name. `fallback_handle` (CJK/symbol):
-- on a failed load reuse an already-registered handle instead of a new font (no leak / boxes,
-- no crash). Else fall back to the bundled sans at the same size.
local function reg_font(key, name, file, sz, fallback_handle)
local f = _fonts[key]
if not f then
local ok, reg = pcall(font_register, name, file, sz)
if ok and reg then
f = reg; _names[#_names + 1] = name
elseif fallback_handle then
f = fallback_handle
else
f = font_register(name .. '_fb', SANS.regular, sz); _names[#_names + 1] = name .. '_fb'
end
_fonts[key] = f
end
return f
end
... [24 more lines]
Bash (grep -n "reg_font(" E:/a327ex/a327ex-site/renderer/theme.lua | head -20; grep -r...)
Command running in background with ID: b90ihlc1b. Output is being written to: C:\Users\adn\AppData\Local\Temp\claude\E--a327ex\1248d5a7-d186-47d1-8aca-ed6809b6e803\tasks\b90ihlc1b.output. You will be notified when it completes. To check interim output, use Read on that file path.
-- image (resampled to display size, like content images)
if (el._img_h or 0) > 0 and el.path then
local iw = el._img_w or innerw
ensure_fit(el, iw, el._img_h)
if el.image then
local ky = cy + oy
layer_push(layer, ix + iw*0.5, ky + el._img_h*0.5, 0, iw/el.image.width, el._img_h/el.image.height)
layer_image(layer, el.image, 0, 0)
layer_pop(layer)
else
layer_rectangle(layer, ix, math.floor(cy + oy), iw, el._img_h, prose.color.off_bg())
end
cy = cy + el._img_h + TW_BODY_GAP
end
if el._title_el then
el._title_el.x = ix; el._title_el.y = cy
draw_text_element(layer, el._title_el, oy)
cy = cy + el._title_el.h + 2
end
layer_text(layer, el._label or '', prose.fonts.small, ix, math.floor(cy + oy), prose.color.dim())
-- Whole-frame click -> open the steam/spotify page in a new tab.
if ui_mouse_pressed and open_url then
local cx, cyy = mouse_position()
local u = embed_url(el)
if u and point_in_rect(cx, cyy, { x = el.x, y = top, w = el.w, h = el.h }) then
open_url(u); ui_mouse_pressed = false
end
end
end
The file E:\a327ex\a327ex-site\renderer\tools\convert.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now the main.lua wiring. Reading the exact update/wheel/menu spots:
Bash (sed -n 1489,1500p E:/a327ex/a327ex-site/renderer/main.lua; echo ....; sed -n 167...)
function update(dt)
sync_engine_globals()
ui_capture_input() -- capture mouse edges for the UI
hover_link = nil -- set below only when hovering a link (drawn bottom-left)
-- Right/middle-click + Ctrl captured here (edge events are update-only) so the homepage
-- feed's draw-time hit dispatch can read them, mirroring ui_mouse_pressed. LATCHED like
-- ui_mouse_pressed (set on the edge, cleared in ui_end at end-of-draw): update runs 2x per
-- draw (120Hz fixed step vs 60Hz frames), so a plain per-update re-assign erased the edge
-- in the second update before draw could ever see it.
if input_pressed('rmb') then ui_rmb_pressed = true end
if input_pressed('mmb') then ui_mmb_pressed = true end
ui_ctrl_down = input_down('mod_ctrl')
....
elseif input_pressed('pan') then
if zone then lightbox_nav(zone) else lightbox = nil end
ui_mouse_pressed = false
end
return
end
local mx, my = mouse_position()
local _, wy = mouse_wheel() -- frame wheel delta (y>0 = scroll up)
-- Fullscreen video: the document underneath is frozen; only the controls + Esc are live.
if video_fullscreen and video_fullscreen._video then
if input_pressed('fs_exit') then video_exit_fullscreen()
else
video_controls_update(video_active, video_active._rect or { x = 0, y = 0, w = width, h = height })
if engine_set_cursor then engine_set_cursor(video_ctrl_hot and 'hand' or 'arrow') end
if video_get_state(video_active._video) == 'ended' then video_unload_active() end
... [31 more lines]
1972 function draw()
1973 if drop.mode == 'fall' or drop.mode == 'return' then -- letter-drop: fallen / tweening home
1974 if video_fullscreen and video_fullscreen._video then -- fullscreen from a fallen card:
1975 ui_begin() -- the normal axis-aligned player,
1976 draw_fullscreen_video() -- drawn instead of the scene
1977 layer_render(ui_layer); layer_draw(ui_layer); ui_end()
1978 else
1979 draw_drop()
1980 end
1981 return
1982 end
1983 local _capturing = (drop.mode == 'capture') -- record every glyph + frame/rule this draw emits
1984 if _capturing then
1985 if engine_glyph_capture then engine_glyph_capture(true) end
1986 drop_capturing = true; drop_frames = {}; drop_tweets = {}; drop_inner = {}; drop_rules = {}
1987 drop_links = {}; drop_blast_rects = {}; drop_carets = {}
1988 end
1989 ui_begin() -- ui_state_begin_frame + effect_clear(ui_layer)
1990 if view == 'admin' then -- owner analytics board: self-contained page
1991 board_draw()
1992 layer_render(ui_layer); layer_draw(ui_layer); ui_end()
1993 return
1994 end
1995 if video_fullscreen and video_fullscreen._video then
1996 draw_fullscreen_video()
Edit (E:\a327ex\a327ex-site\renderer\main.lua)
The file E:\a327ex\a327ex-site\renderer\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\a327ex-site\renderer\main.lua)
The file E:\a327ex\a327ex-site\renderer\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\a327ex-site\renderer\main.lua)
The file E:\a327ex\a327ex-site\renderer\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now the update-side hook and input gating:
Edit (E:\a327ex\a327ex-site\renderer\main.lua)
The file E:\a327ex\a327ex-site\renderer\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
248 eng.clear(lyr_handle(lyr))
249 end
250
251 --- Process queued draw commands into this layer's FBO.
252 function layer_render(lyr)
253 eng.render(lyr_handle(lyr))
254 end
255
256 function layer_draw_from(lyr, source, shader)
257 eng.draw_from(lyr_handle(lyr), lyr_handle(source), shader)
258 end
259
The file E:\a327ex\a327ex-site\renderer\anchor\layer.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\a327ex-site\renderer\main.lua)
The file E:\a327ex\a327ex-site\renderer\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
One bug to fix in the host: require('anchor') must resolve to anchor/init.lua (my mapper only tried anchor.lua):
The file E:\a327ex\a327ex-site\renderer\tools\build-web.sh has been updated successfully. (file state is current in your context — no need to Read it back)
The file E:\a327ex\a327ex-site\renderer\tools\build-web.sh has been updated successfully. (file state is current in your context — no need to Read it back)
The file E:\a327ex\a327ex-site\renderer\tools\build-web.sh has been updated successfully. (file state is current in your context — no need to Read it back)
Now the content updates — move the standalone build to the ::game fallback path and rewrite the message to use the directive:
The file E:\a327ex\a327ex-site\posts\2026-07-07-204709.md has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\a327ex-site\pages\home.md)
The file E:\a327ex\a327ex-site\pages\home.md has been updated successfully. (file state is current in your context — no need to Read it back)
Background task noted — already handled. Syntax-checking all edited Lua, then reconverting content for a local test:
Bash (for f in E:/a327ex/a327ex-site/renderer/game_host.lua E:/a327ex/a327ex-site/rend...)
OK E:/a327ex/a327ex-site/renderer/game_host.lua
OK E:/a327ex/a327ex-site/renderer/elements.lua
OK E:/a327ex/a327ex-site/renderer/canvas.lua
OK E:/a327ex/a327ex-site/renderer/main.lua
OK E:/a327ex/a327ex-site/renderer/tools/convert.lua
OK E:/a327ex/a327ex-site/renderer/anchor/layer.lua
E:\a327ex\Anchor\reference\love-compare\tools\lua54.exe: attempt to index a nil value
stack traceback:
[C]: in for iterator 'for iterator'
tools/convert.lua:485: in upvalue 'serialize_runs'
tools/convert.lua:578: in upvalue 'serialize_element'
tools/convert.lua:595: in upvalue 'serialize'
tools/convert.lua:645: in local 'convert_one'
tools/convert.lua:720: in main chunk
The serializer needs a game branch — it fell through to a text-like default. Looking at serialize_element:
540 for _, child in ipairs(el.children or {}) do
541 for _, line in ipairs(serialize_element(child, pad .. ' ')) do out[#out + 1] = line end
542 end
543 out[#out + 1] = pad .. '}},'
544 elseif el.type == 'gallery' then
545 out[#out + 1] = pad .. '{type = "gallery", cols = ' .. tostring(el.cols or 2) .. ', children = {'
546 for _, child in ipairs(el.children or {}) do
547 for _, line in ipairs(serialize_element(child, pad .. ' ')) do out[#out + 1] = line end
548 end
549 out[#out + 1] = pad .. '}},'
550 elseif el.type == 'details' then
551 out[#out + 1] = pad .. '{type = "details", summary = {' .. serialize_runs(el.summary or {}) .. '}, children = {'
552 for _, child in ipairs(el.children or {}) do
553 for _, line in ipairs(serialize_element(child, pad .. ' ')) do out[#out + 1] = line end
554 end
555 out[#out + 1] = pad .. '}},'
556 elseif el.type == 'list' then
557 out[#out + 1] = pad .. '{type = "list", ordered = ' .. tostring(el.ordered and true or false) .. ', children = {'
558 for _, child in ipairs(el.children or {}) do
559 for _, line in ipairs(serialize_element(child, pad .. ' ')) do out[#out + 1] = line end
560 end
561 out[#out + 1] = pad .. '}},'
562 elseif el.type == 'item' then
563 out[#out + 1] = pad .. '{type = "item", ordered = ' .. tostring(el.ordered and true or false) ..
564 ', index = ' .. tostring(el.index or 1) .. ', children = {'
565 for _, child in ipairs(el.children or {}) do
566 for _, line in ipairs(serialize_element(child, pad .. ' ')) do out[#out + 1] = line end
567 end
568 out[#out + 1] = pad .. '}},'
569 elseif el.type == 'tweet' then
... [30 more lines]
The file E:\a327ex\a327ex-site\renderer\tools\convert.lua has been updated successfully. (file state is current in your context — no need to Read it back)
preview_screenshot timed out after 30s. The preview window may be stuck (modal dialog, navigation hang, or unresponsive renderer). Check preview_console_logs for errors.
preview_screenshot timed out after 30s. The preview window may be stuck (modal dialog, navigation hang, or unresponsive renderer). Check preview_console_logs for errors.
Exit code 2
/usr/bin/bash: -c: line 1: unexpected EOF while looking for matching `''
mcpClaude_Previewpreview_eval ({"serverId": "421dc6dd-e854-4e96-b642-09b268c51e74", "expression": "(function() {\n var b = window.__capData.substri...)
Eval failed: ReferenceError: require is not defined
at <anonymous>:4:12
at <anonymous>:6:3
File created successfully at: C:\Users\adn\AppData\Local\Temp\claude\E--a327ex\1248d5a7-d186-47d1-8aca-ed6809b6e803\scratchpad\snap_part1.txt (file state is current in your context — no need to Read it back)
File created successfully at: C:\Users\adn\AppData\Local\Temp\claude\E--a327ex\1248d5a7-d186-47d1-8aca-ed6809b6e803\scratchpad\snap2_a.txt (file state is current in your context — no need to Read it back)
Only 4.7 KB decoded — my manual transcription lost content. Switching to small cropped captures that fit in one transfer. First, a fresh crop around the expected game area:
Fair question — I owe you an honest answer: the last stretch was me disappearing down a verification-tooling rabbit hole, and I should have pulled up sooner.
What's actually done (all local, nothing committed or deployed — the live site is untouched):
Engine (Anchor3): fixed-size layers exempt from the web resize sweep, layer3_create with explicit size, layer_render no-clear second pass, and layer_draw_into(dst, src, x, y, w, h) — the rect composite. Desktop and web engines both build; the playground still passes headless verify.
Renderer:game_host.lua — the sandboxed in-VM game runner (private _ENV, shadowed require/engine-init/layers/layer_draw/input/resource paths, focus model, physics3 gating); ::game element in convert.lua (parse + serialize), elements.lua (layout/draw/cover), canvas.lua dispatch, main.lua wiring (update hook, wheel/right-click stand-down, mid-frame composite + no-clear final render); build-web.sh now builds from Anchor3's engine and preloads the game package.
Content: playground package under renderer/games/, standalone build moved to media/shared/games/ (the Lua/SEO iframe fallback path), message rewritten to use ::game, data reconverted.
What's verified: the site boots on the new engine with zero errors, and the feed renders the game element correctly — I have a capture showing the cover panel (play button, "anchor3-playground / click to play") sitting in the feed exactly where it should be.
What's not verified: clicking the cover to actually start the game, and the live composite. That's where I got stuck — and the tooling, not the code, became the work. The preview browser's tab is permanently document.hidden: rAF freezes, so the engine loop doesn't tick; screenshots time out; timers get throttled. I ended up forcing the loop with a MessageChannel hack and relaying screenshots as base64 chunks by hand — slow, error-prone (I corrupted one transfer), and my synthesized clicks produced no game-start logs, which could be a real bug in my click/focus logic or an artifact of the zombie-tab environment. I can't distinguish the two from here. Notably, the renderer's own PLAN.md already codifies this exact lesson from the analytics session: "the headless preview can't tick the engine loop (rAF/focus), so update()-path bugs are only observable in a real browser." I re-learned that the expensive way.
My recommendation: this is the point where your real browser is worth more than another hour of my puppeteering. The local server config already exists — I start serve-web.py, you open localhost:8001, click the game in the feed, and we know in ten seconds whether the click/focus path works (and if it doesn't, I add two debug prints to game_host.lua and we see exactly which stage fails in your console). Once it works locally, I commit and deploy the whole thing — engine wasm, bundle, content — in one pass.
Alternative if you'd rather not test: I do one bounded debug-print pass in the preview environment (console logs don't need pixels, so it dodges the screenshot mess), but a false negative there could send me chasing ghosts in code that's actually fine.
Say which — or redirect.
Yes, let's test this portion together.
Let me add a few one-shot diagnostic prints to the host first so your console tells us exactly which stage fires (or doesn't), then rebuild and start the server:
Command running in background with ID: b1cx5mzak. Output is being written to: C:\Users\adn\AppData\Local\Temp\claude\E--a327ex\1248d5a7-d186-47d1-8aca-ed6809b6e803\tasks\b1cx5mzak.output. You will be notified when it completes. To check interim output, use Read on that file path.
Server's up. Open http://localhost:8001 in your browser — the full engine site running locally with the new Anchor3-based wasm.
What to test, in order:
Feed: the Anchor 3D playground message should be at the top with a dark game panel in it (play button, "anchor3-playground / click to play") instead of the old link.
Click the panel — the pyramid scene should appear inside the feed rect, running live (this is the moment of truth: physics3 boots, fixed-size layers get created, and the composite lands in the element).
Play it: LMB grab-and-drag a crate, B to shoot a ball at the cursor, space for shockwave, R reset. The focus ring around the frame should be bright while focused.
Wheel over the game should zoom the camera, not scroll the page; RMB-drag over it should orbit, not open the site's context menu. Click anywhere outside the game to release focus (ring dims, "click to control" hint appears) — then wheel/RMB should act on the page again.
Scroll the game off-screen and back — it should pause (physics frozen) while away and resume where it left off.
If anything misbehaves, F12 → console: you should see game_host: registered anchor3-playground at load, then on click game_host: click in rect (...), game_host: started ..., and game_host: compositing 2 layer(s) into rect (...). Whichever of those lines is missing tells us exactly which stage failed — paste what you see and I'll take it from there.
The detection is wonky. Left click, right click etc works if the panel is selected, but also selects text outside of it. So holding left click and moving a box left will also select some text above or below the frame. If the game is selected wheel also works properly. But it seems to me like the selection should be more natural. Press key while HOVERING the game alone, it captures it, otherwise the key goes to the website behavior. And then the text selection bug needs to be fixed. Additionally, we want the game to take over the screen horizontally if possible, essentially the game shouldn't be scaled horizontally, and so it should actually take over the sidebar as well. On mobile or other resolutions I don't know how it should go, but on Desktop it should be constrained to the feed width.
All three are clear fixes. The input model becomes hover-based capture (with a drag latch so a grab that slips outside the frame doesn't drop), the site's click/selection machinery stands down while the game captures, and the element breaks out of the text column to native 960 px on desktop. Let me check how the selection drag starts before wiring the gates:
local keep, no_arm = false, true
if input_pressed('pan') then -- gates only matter on the press edge
local _, _, ssb = content_view()
keep = mx >= width - SB_W or chat_hovered() -- scrollbar/chat: browsers KEEP the selection
local over_media = (view == 'article') and canvas_clickable_at(doc, -scroll_y, mx, my)
or (view == 'home') and sel_home_media_at(mx, my, -scroll_y)
no_arm = keep or over_media -- media/cards own their clicks
or over_copy or video_ctrl_hot
or (ssb and mx < left_col_w) -- sidebar pane
end
local v = sel_update(mx, my, -scroll_y, not no_arm, keep)
if v ~= 0 then scroll_y = scroll_y + v*dt end -- drag-autoscroll near the edges
end
-- Inline link under the cursor (article view): hand cursor + click dispatch (open_link
-- routes internal targets to load_page, external ones to the browser via open_url).
local link_url = (view == 'article' and doc) and canvas_link_at(doc, -scroll_y, mx, my) or nil
hover_link = link_url -- drawn as a bottom-left URL readout
if link_url then
-- Ctrl/⌘+click or middle-click → new tab (browser convention); plain click → navigate.
if ui_mmb_pressed or (ui_mouse_clicked and ui_ctrl_down) then
open_link_new_tab(link_url); ui_mmb_pressed = false; ui_mouse_clicked = false; ui_mouse_pressed = false; return
elseif ui_mouse_clicked then
open_link(link_url); ui_mouse_clicked = false; ui_mouse_pressed = false; return
end
end
540:function sel_update(mxp, myp, oy, press_ok, keep_sel)
The selection arms on the raw input_pressed('pan') with a no_arm list for regions that own their clicks — the game joins that list, exactly like media cards do. Implementing all three changes:
1878 layer_image(layer, el.image, 0, 0)
1879 layer_pop(layer)
1880 else
1881 layer_rectangle(layer, ix, math.floor(cy + oy), iw, el._img_h, prose.color.off_bg())
1882 end
1883 cy = cy + el._img_h + TW_BODY_GAP
1884 end
1885 if el._title_el then
1886 el._title_el.x = ix; el._title_el.y = cy
1887 draw_text_element(layer, el._title_el, oy)
1888 cy = cy + el._title_el.h + 2
1889 end
1890 layer_text(layer, el._label or '', prose.fonts.small, ix, math.floor(cy + oy), prose.color.dim())
1891
1892 -- Whole-frame click -> open the steam/spotify page in a new tab.
1893 if ui_mouse_pressed and open_url then
1894 local cx, cyy = mouse_position()
1895 local u = embed_url(el)
1896 if u and point_in_rect(cx, cyy, { x = el.x, y = top, w = el.w, h = el.h }) then
1897 open_url(u); ui_mouse_pressed = false
1898 end
1899 end
1900 end
1901
1902 -- ── ::game — an Anchor 3 game embedded IN-ENGINE (see game_host.lua): the
1903 -- game's Lua runs sandboxed in this same VM, draws into fixed-size layers,
1904 -- and is composited into the document at exactly this element's rect after
1905 -- the content bake. This draw paints the frame/cover; the live game pixels
1906 -- land on top via game_host_composite in main.lua's draw.
1907
... [55 more lines]
The file E:\a327ex\a327ex-site\renderer\elements.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (for f in game_host elements main; do E:/a327ex/Anchor/reference/love-compare/too...)
OK game_host.lua
OK elements.lua
OK main.lua
-rw-r--r-- 1 adn 197121 13214680 Jul 7 22:42 renderer.data
Rebuilt — the server's still running, so just hard-refresh (Ctrl+Shift+R, so the new bundle re-fetches). What changed:
Hover capture. No more click-to-focus: the game owns mouse and keys whenever the cursor is inside its frame, and the site gets everything back the moment you leave. A drag latch keeps capture while any mouse button is held, so dragging a crate out past the frame edge doesn't drop the grab mid-pull (capture releases when you let go outside). The ring brightens on hover as the affordance; the "click to control" hint is gone. The cover still starts with a click.
Selection/click leak fixed — two gates: while the game captures, the page's click dispatch is suppressed (ui_mouse_pressed cleared), and the text-selection system's arm check got the game added to its no_arm list (the same mechanism media cards and the sidebar already use), so a drag that starts over the game can never start a selection.
Native width. The element now lays out at the game's true 960 px (no horizontal scaling), centered in the window and breaking out of the text column — over the sidebar if the window is narrow enough to need it. Viewports narrower than 960 (phones, small windows) scale down to fit with a 12 px margin. One nuance to eyeball: the width math is in physical pixels, so on a hi-DPI display 960 game pixels render 1:1 crisp but visually smaller; on your DPR-1 desktop it's exactly 960 CSS px.
Retest: hard-refresh → click the cover → confirm: (a) the frame is now 960 wide, centered, extending past the column; (b) LMB-drag a crate left across the frame edge and out — no text selection anywhere, grab holds until you release; (c) wheel zooms only while the cursor is over the game, scrolls the page otherwise — no click needed either way; (d) RMB orbit works over the game, still opens the site menu elsewhere.
[Pasted image/png]
There doesn't need to be a highlighted border on hover activation, actually no border at all, I think that will look better. Everything seems to work correctly now, I'll only test it later to see it what it looks like on mobile. Also, mobile keys don't exist to mobile visitors can't test by pressing keys, which is fine, since most visitors are not on mobile from what I gather, or is there an easy way to make all the keys work there? Style wise the 960px size looks perhaps a bit off? Do you think there's another way to make the game take over the screen in a more... stylistic way, perhaps? Like I'd imagine a horizontal strip as the game that captures everything from left to right would probably look better, but then sometimes it'd go over the sidebar...? I don't know how we'd solve that.
Border removed — the live game now draws nothing at all around it (the cover keeps its thin rim since it'd be invisible against the page background otherwise, but the running game is frameless):
Mobile keys — yes, there's a clean way, and it falls out of the architecture almost for free. The host already owns the game's bind registry (when the playground calls bind('shockwave', 'key:space'), that lands in my host-side table, not the engine). So the host knows every keyboard action a game has, by name. On touch devices the element can render a row of small tappable chips under the frame — ball, shockwave, debug, reset — and a tap injects that action's pressed-edge for one update tick through the same is_pressed shadow the keyboard flows through. Zero changes to any game's code, works for every future embedded game automatically, and desktop never sees it. It's maybe an hour of work. Given you said mobile traffic is minor I haven't built it — say the word if you want it now, or it can wait until after you've seen mobile at all.
The 960 px look — I agree it's off, and I think you're right about the strip. The current version is a rectangle floating between the column and the window edges, committed to neither — that in-between-ness is what reads as awkward. Three ways to resolve it:
(a) Full-bleed band, game centered inside it. The element paints a window-edge-to-window-edge band in the game's own background color (that near-black #181a22), with the actual 960×540 game pixels centered in it. Because the letterbox sides are the same color as the game's sky, it reads as one seamless wide strip — "the feed stops, a world runs through here, the feed resumes." The sidebar gets covered for those 540 px of scroll, but that's exactly how full-bleed hero images behave in every editorial layout; it doesn't fight the sidebar, it just passes over it. Capture stays hover-over-the-game-pixels only, so the inert side bands still scroll the page. This is ~15 lines in the element draw and no new machinery.
(b) True edge-to-edge scene. Instantiate the game's layers at (window width × 540) instead of 960×540 — the playground is resolution-agnostic (HUD and camera read width/height), so the 3D scene itself would genuinely span the whole window, no letterboxing at all. Strictly the coolest version of "takes over the screen." Costs: the fixed-size layers are created at start, so a big window resize mid-session leaves the game at a stale width (fixable by re-instantiating on resize-end, which resets the toy — acceptable for a physics sandbox, wrong for games with progress), and it commits future embedded games to being width-agnostic.
(c) Bleed from the content edge rightward only — preserves the sidebar completely, but it's asymmetric and I suspect it'll look like a layout bug rather than a choice.
My recommendation: (a) now — it solves the "off" feeling with the band trick, treats the sidebar the way editorial full-bleed always has, and it's cheap; (b) is the aspirational upgrade and I'd hold it until a game is designed for banner aspect ratios rather than retrofitting the playground. Pick one (or redirect) and I'll build it.
I think b) is better.
Building (b) — the scene itself spans the window edge to edge, no scaling. The clean mechanism: layers get created at (window width × 540) at start, and on window resize the host resizes the game's fixed layers in place (no restart — physics world and state survive; the camera and HUD adapt because the playground reads its width/height every frame). That needs one engine addition: a Lua binding for the existing C layer_resize. Checking it doesn't already exist:
Bash (grep -n '"layer_resize"|static int l_layer_resize|static void layer_resize' E:...)
3346:static void layer_resize(Layer* layer, int w, int h) {
Edit (E:\a327ex\Anchor3\engine\src\anchor.c)
The file E:\a327ex\Anchor3\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Anchor3\engine\src\anchor.c)
The file E:\a327ex\Anchor3\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
Done — hard-refresh and the strip should now run edge to edge. What changed under the hood:
The scene itself is full-bleed: when you click play, the game's layers are created at (your window width × 540) instead of 960×540 — the camera, ground plane, and HUD genuinely span the window because the playground reads its resolution live. No letterboxing, no scaling; 1:1 pixels.
Window resize is handled in place: a new layer_resize engine binding lets the host resize the game's framebuffers after the window width settles (~¼ s of stability), so the scene re-spans without restarting — crates stay where they were, physics state intact. During the brief settle window the composite stretches, then snaps crisp.
The cover (pre-click) is the same full-width band, and the border on the live game is gone entirely from the previous round.
Test: refresh → click play → the strip should span the full window including over the sidebar region, HUD text at the far left edge. Then resize the browser window narrower/wider and give it a beat — you should see game_host: resized game surface to WxH in the console and the scene re-fit without resetting (crates you scattered stay scattered). Wheel/RMB/keys still hover-gated as before.
One note on the aesthetic: with the scene now wide, the camera shows a lot more ground plane left and right of the pyramid — the composition is naturally "centered subject, wide stage," which I think is exactly the strip look you described. If the ground slab's edges (it's 40 m wide) become visible at very wide windows and you'd rather they didn't, the playground's ground size is one number to bump.
It looks incorrect, let's try a) instead.
Reverting to (a) — fixed 960×540 game centered on a window-wide band in the game's own background color. Game surface back to constant size (no resize machinery), capture stays on the game pixels only so the band sides remain inert page:
The file E:\a327ex\a327ex-site\renderer\elements.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (for f in game_host elements; do E:/a327ex/Anchor/reference/love-compare/tools/lu...)
OK game_host.lua
OK elements.lua
-rw-r--r-- 1 adn 197121 13215647 Jul 7 23:03 renderer.data
Rebuilt — hard-refresh. Now it's option (a): a window-wide band painted in the game's own sky color (24,26,34), with the 960×540 game surface centered on it at native size. Since the band and the game's background are the same color, the seam is invisible — it should read as one wide strip where the world just happens to have its action in the middle. Details worth checking:
Capture is only over the actual game pixels (the center 960) — hovering the letterbox sides scrolls the page normally, which also gives you a natural "park the cursor to the side to scroll past" affordance.
The cover state uses the same band, so the pre-click and playing states have identical footprint — no layout jump on start.
Windows narrower than 960 scale the surface down to fit (aspect kept); the band always spans fully.
The game surface is back to fixed 960×540 — no resize machinery in play anymore (the layer_resize engine binding stays for the future; it's the right primitive to have).
If the strip reads well now, the remaining step when you're happy is the deploy: commit the renderer + engine work, push, and run the content/bundle deploy so a327ex.com serves the new wasm and the ::game message. Say when.
Actually, the right move is b), but the way you did b) previously made the text + content look stretched, when it should look like it does now but the sides just show more of the game. Do you know why it was wrong before?
Good question — and I have a strong suspicion, but let me verify it in the engine before asserting. The symptom "same look as now but the sides show more world" is exactly what a correct aspect-aware projection gives you; stretching means something rendered assuming 16:9 and got displayed at ~32:9. The candidates are the layer3 perspective matrix and the 2D batch's ortho. Checking both:
15936- (SDL_GetWindowFlags(window) & (SDL_WINDOW_MINIMIZED | SDL_WINDOW_HIDDEN)) != 0;
15937- if (window_unpresentable) should_render = false;
15938- #endif
15939-
15940- if (should_render) {
15941- if (render_uncapped) {
15942- render_lag = 0.0;
15943- } else {
15944- render_lag -= RENDER_RATE;
15945- }
15946- frame++;
15947- draw_calls = 0; // Reset draw call counter for this frame
15948-
15949- // Advance any playing videos (decode + upload the due frame to its
15950- // texture) before draw() so this frame samples the freshest frame.
15951- video_pump_all(dt);
15952-
15953- // Calculate FPS from dt_history average
15954- if (dt_history_filled) {
15955- double avg_dt = 0;
15956- for (int i = 0; i < DT_HISTORY_COUNT; i++) avg_dt += dt_history[i];
15957- avg_dt /= DT_HISTORY_COUNT;
15958- fps = (avg_dt > 0) ? 1.0 \ avg_dt : 0;
15959- }
15960-
15961: // Set up orthographic projection (game coordinates)
15962- // Maps (0,0) at top-left to (width, height) at bottom-right
15963- float projection[16] = {
15964- 2.0f / game_width, 0.0f, 0.0f, 0.0f,
15965- 0.0f, -2.0f / game_height, 0.0f, 0.0f,
... [63 more lines]
Grep (static void layer_render(Layer* layer))
6152:static void layer_render(Layer* layer) {
6153- batch_vertex_count = 0;
6154- current_batch_texture = 0;
6155- uint8_t current_blend = BLEND_ALPHA; // Start with default
6156- apply_blend_mode(current_blend);
6157-
6158- // Set u_aa_width for this layer's filter mode. The default draw shader is
6159- // shared across all layers, so we rebind the uniform each time a layer is
6160- // rendered so smooth and rough layers can coexist in the same frame.
6161- // Shape and sprite/glyph branches both branch on u_aa_width.
6162- glUseProgram(shader_program);
6163- GLint aa_loc = glGetUniformLocation(shader_program, "u_aa_width");
6164- float aa_width = (layer->filter_mode == FILTER_SMOOTH) ? 1.0f : 0.0f;
6165- glUniform1f(aa_loc, aa_width);
6166- // (Text coverage gamma is baked into the atlas in font_blit_to_buffer, not applied
6167- \ via a per-draw uniform — see the note there: such a uniform gets stripped by some
6168- // GLSL linkers and blanks all AA text.)
6169-
6170- for (int i = 0; i < layer->command_count; i++) {
6171- const DrawCommand* cmd = &layer->commands[i];
6172-
6173- // Handle uniform setting commands
6174- // These need to temporarily switch programs, so flush batch first and restore after
6175- if (cmd->type == COMMAND_SET_UNIFORM_FLOAT ||
6176- cmd->type == COMMAND_SET_UNIFORM_VEC2 ||
6177- cmd->type == COMMAND_SET_UNIFORM_VEC4 ||
Edit (E:\a327ex\Anchor3\engine\src\anchor.c)
The file E:\a327ex\Anchor3\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
Rebuilt everything — hard-refresh and try (b) again.
Why it was wrong before, in one paragraph: the engine set the 2D batch's orthographic projection once per frame from the canvas size and reused it for every layer. All normal layers are canvas-sized, so the assumption held for the site's entire life — until the first layer with its own resolution showed up. Your game's HUD layer was rendering its commands through an ortho built for ~1920×930 into a 1920×540 framebuffer: x mapped 1:1, y got compressed to ~58% — hence text that looked horizontally stretched. It was actually subtly wrong in the 960 version too (near-uniform ~0.5×, so it just read as "fine"). The 3D scene was never the problem — its perspective already reads the layer's own aspect. The fix is in the engine where it belongs: layer_render now rebinds the projection from the layer's own dimensions, exactly like it already rebinds u_aa_width per layer (same shared-shader rationale, and it's a no-op for every canvas-sized layer).
What you should see now: the strip spans the window, the HUD text is crisp and correctly proportioned at the far left, and the scene shows more world at the sides at the same scale — the pyramid dead center looks identical to the 960 version. Resize the window and after ~¼ s the surface re-fits with state intact.
One thing to eyeball critically: with a ~32:9 frustum at the same vertical FOV, crates near the far left/right edges will show some elongation — that's rectilinear perspective at high horizontal FOV (same effect as an ultrawide monitor in an FPS), not a bug. If it bothers you, the knob is the playground camera's FOV (lower vertical FOV = less edge stretch, tighter view).
Pressing F1 on the website activates a UI panel, remove that please. And then let's change the message itself.
Below is what Fable did in 2! (two) turns when I asked it to turn my engine, Anchor, which was built to be 2D from the start, no plans of it ever being 3D at all, into a 3D engine by using the just released Box3D. It just did it and it really just works, which is super impressive to me. We spent the rest of the session doing work related to getting this working on the website, one of the benefits of having the website rendered with my engine is that rendering games also uses the engine so doing both at the same time is technically trivial. This allows lots of other cool things, like, for instance, I could make the boxes that fall off the arena also fall down the website, and many other such silly things, but I need to sleep so I didn't get Claude to do that, I don't think it would be hard.
And then redo the end session skill on the Anchor 3D log so it includes all this extra work you did.
Three things: kill the site's F1 panel, rewrite the message with your text, and regenerate the log with the full session. Starting with F1:
Bash (grep -n "f1|panel_open" E:/a327ex/a327ex-site/renderer/main.lua | head -10)
133:bind('ui_toggle', 'key:f1') -- show/hide the spacing tuner
192:local panel_open = false -- F1 toggles the spacing tuner
1649: if input_pressed('ui_toggle') then panel_open = not panel_open end
2061: if panel_open and view ~= 'settings' then
Edit (E:\a327ex\a327ex-site\renderer\main.lua)
The file E:\a327ex\a327ex-site\renderer\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
F1 gone (unbound actions just read false). Now the message — your text verbatim, game embedded below it:
The file E:\a327ex\a327ex-site\posts\2026-07-07-204709.md has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\a327ex-site\pages\home.md)
The file E:\a327ex\a327ex-site\pages\home.md has been updated successfully. (file state is current in your context — no need to Read it back)
Title: Fable Test — Anchor 3D
Date: 2026-07-07 20:38:41
# Fable Test — Anchor 3D
604854 E:/a327ex/a327ex-site/logs/fable-test-anchor-3d.md
Shell cwd was reset to E:\a327ex
Log regenerated (original Date kept so the feed order stays message-above-log). Now the commits and deploy. First Anchor3 — a plan entry and the commit:
Edit (E:\a327ex\Anchor3\reference\plan.md)
The file E:\a327ex\Anchor3\reference\plan.md has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Anchor3.claude\CLAUDE.md)
The file E:\a327ex\Anchor3\.claude\CLAUDE.md has been updated successfully. (file state is current in your context — no need to Read it back)
warning: in the working copy of '.claude/CLAUDE.md', LF will be replaced by CRLF the next time Git touches it
warning: in the working copy of 'engine/build-web-engine/anchor.js', LF will be replaced by CRLF the next time Git touches it
warning: in the working copy of 'reference/plan.md', LF will be replaced by CRLF the next time Git touches it
bd29028 Fable Test — Anchor 3D (full session)
warning: in the working copy of 'logs/fable-test-anchor-3d.md', CRLF will be replaced by LF the next time Git touches it
warning: in the working copy of 'renderer/anchor/layer.lua', CRLF will be replaced by LF the next time Git touches it
warning: in the working copy of 'renderer/games/anchor3-playground/anchor/array.lua', CRLF will be replaced by LF the next time Git touches it
warning: in the working copy of 'renderer/games/anchor3-playground/anchor/helpers.lua', CRLF will be replaced by LF the next time Git touches it
warning: in the working copy of 'renderer/games/anchor3-playground/anchor/layer.lua', CRLF will be replaced by LF the next time Git touches it
warning: in the working copy of 'renderer/games/anchor3-playground/anchor/math.lua', CRLF will be replaced by LF the next time Git touches it
M logs/fable-test-anchor-3d.md
R media/games/anchor3-playground/anchor.js -> media/shared/games/anchor3-playground/anchor.js
R media/games/anchor3-playground/anchor.wasm -> media/shared/games/anchor3-playground/anchor.wasm
R media/games/anchor3-playground/index.html -> media/shared/games/anchor3-playground/index.html
R media/games/anchor3-playground/playground.data -> media/shared/games/anchor3-playground/playground.data
R media/games/anchor3-playground/playground.js -> media/shared/games/anchor3-playground/playground.js
M pages/home.md
M posts/2026-07-07-204709.md
M renderer/anchor/layer.lua
M renderer/canvas.lua
M renderer/elements.lua
A renderer/game_host.lua
A renderer/games/anchor3-playground/anchor/animation.lua
A renderer/games/anchor3-playground/anchor/array.lua
A renderer/games/anchor3-playground/anchor/camera.lua
A renderer/games/anchor3-playground/anchor/camera3.lua
A renderer/games/anchor3-playground/anchor/class.lua
A renderer/games/anchor3-playground/anchor/collider.lua
A renderer/games/anchor3-playground/anchor/collider3.lua
A renderer/games/anchor3-playground/anchor/color.lua
A renderer/games/anchor3-playground/anchor/font.lua
A renderer/games/anchor3-playground/anchor/helpers.lua
A renderer/games/anchor3-playground/anchor/image.lua
A renderer/games/anchor3-playground/anchor/init.lua
... [1 more lines]
# ── 3. rebuild the bundle (always) ──────────────────────────────────────────
echo "== bundle"; bash tools/build-web.sh >/dev/null
echo " renderer.data $(md5sum build-web/renderer.data | cut -c1-12) ($(stat -c%s build-web/renderer.data) B)"
# ── 4. R2 upload (only when we fetched new media) ────────────────────────────
if [ "$FETCH" = 1 ]; then
rclone_bin="$(ls /c/Users/adn/AppData/Local/Microsoft/WinGet/Packages/Rclone.Rclone_*/rclone*/rclone.exe 2>/dev/null | head -1 || true)"
if [ -n "$rclone_bin" ]; then
echo "== R2"; PATH="$(dirname "$rclone_bin"):$PATH" bash tools/upload_r2.sh >/dev/null && echo " R2 sync ok" || warn "R2 upload failed"
else warn "rclone not found — skipped R2 upload (media won't serve until uploaded)"; fi
fi
# ── 5. deploy to the render dir ──────────────────────────────────────────────
# Content-hashed copies of the two big binaries (renderer-<h>.data / anchor-<h>.wasm) are
# what browsers actually fetch: engine-boot.js's ASSET_VER map is rewritten (in a staged
# copy — the tools/ source keeps plain dev names) to point at them, nginx serves them
# `immutable`, and the CF cache rule edge-caches them. A redeploy = a NEW name, so nothing
# is ever purged and a loader can never pair with a stale bundle. The plain names stay
# deployed (no-cache) as the fallback/debug path + for the matched-pair verify below.
echo "== deploy bundle + engine-boot.js"
DH="$(md5sum build-web/renderer.data | cut -c1-10)"
cp build-web/renderer.data "$TMP/renderer-$DH.data"
gzip -6 -c build-web/renderer.data > "$TMP/renderer-$DH.data.gz" # gzip_static: ~44% smaller pulls
if [ "$ENGINE" = 1 ]; then
WH="$(md5sum build-web/anchor.wasm | cut -c1-10)"
cp build-web/anchor.wasm "$TMP/anchor-$WH.wasm"
gzip -6 -c build-web/anchor.wasm > "$TMP/anchor-$WH.wasm.gz"
else # no engine rebuild: keep pointing at the wasm already live
WH="$(ssh "$VPS" "ls -t $RENDER/anchor-*.wasm 2>/dev/null | head -1" | sed 's/.*anchor-//; s/\.wasm$//')"
fi
... [10 more lines]
The file E:\a327ex\a327ex-site\renderer\tools\deploy.sh has been updated successfully. (file state is current in your context — no need to Read it back)
Next: package a game with scripts/package-web-game.sh
== bundle
file_packager: warning: Remember to build the main file with `-sFORCE_FILESYSTEM` so that it includes support for loading this file package
renderer.data 04b3a0f28b08 (13216554 B)
== deploy bundle + engine-boot.js
hashed: renderer-04b3a0f28b.data anchor-5708aa19d1.wasm
OK deployed — matched pair on VPS (04b3a0f28b083e24423a0e9255da4e08 3b721b0e5b8787d1cf8a91c4423f8e63 )
The Anchor3 engine (anchor-5708aa19d1.wasm) is now live. Committing the deploy.sh fix and verifying:
2dee27f..2574209 main -> main
Below is what Fable did in 2
anchor-5708aa19d1.wasm
Live and verified. Wrapping up — stopping the local test server and updating the persistent memory notes (the engine-source switch is critical for future sessions):
F1 fixed — the site's spacing-tuner bind is removed entirely (the tuner code stays; rebind ui_toggle if it's ever needed), so F1 now reaches the game's debug draw when hovering.
Message rewritten — your text verbatim in both home.md and the mirror post, with the game embedded below it. The old controls parenthetical is gone — the game's own HUD lists the controls anyway. Verified serving live.
Log regenerated — Fable Test — Anchor 3D now contains the full session: the original assessment/build/web arc plus everything after — the in-engine ::game embedding design, the sandboxed game_host, the input-model iterations (click-focus → hover capture with drag latch), the sizing iterations, and the per-layer projection bug we found in the engine along the way. Original Date kept so the feed order stays message-above-log. Summary also went into the Anchor3 commit (bd29028).
Deploy note — one real catch:deploy.sh --content doesn't ship engine artifacts; it points the boot at whatever wasm is already on the VPS, so my first deploy briefly served the new bundle against the old engine. Caught it from the hash in the deploy output, fixed deploy.sh --engine to build from Anchor3 (it still pointed at Anchor2), and redeployed — a327ex.com now serves anchor-5708aa19d1.wasm, the Anchor3 engine, verified in the live engine-boot.js.
Also wrapped: site commits 2dee27f + 2574209 pushed and deployed, memory updated with the two critical facts for future sessions (the site's wasm builds from Anchor3/engine now — engine changes there can reach the live site; and the ::game/game_host architecture), the local test server stopped, and the falling-boxes-down-the-website idea is on record in your message for another day. Sleep well — the pyramid's holding the fort in the feed.
Hmm, make the background color for the game itself match either the sidebar color or the background color for the website, give me a key to change between both so I can see which looks better.
[Request interrupted by user]
Oops, continue.
The game's sky color is set inside the playground, so the toggle lives there — I need the site's two actual colors first:
if _last_eff and eff ~= _last_eff and font_unload then
-- font_scale or dpr changed: free the previous set (the engine has a hard 64-font cap, no GC),
-- so re-registering at the new size can't overflow it.
for _, nm in ipairs(_names) do font_unload(nm) end
_fonts, _names = {}, {}
end
_last_eff = eff
local t = assert(THEMES[name], 'unknown theme: ' .. tostring(name))
theme_active = name
prose.cjk = prose.cjk or {}
prose.kr = prose.kr or {}
prose.symbol = prose.symbol or {}
for role, def in pairs(t.fonts) do
local sz = math.max(1, math.floor(def[2] * eff + 0.5)) -- point size * font_scale * dpr
-- Register under a name unique to the (file,size) — themes share role names (h1, body, ...).
local f = reg_font(def[1] .. '@' .. sz, 'f_' .. (def[1]:gsub('[^%w]+', '_')) .. '_' .. sz, def[1], sz)
prose.fonts[role] = f
E:/a327ex/a327ex-site/renderer/main.lua:65: theme_apply(name, font_scale, text_width)
The file E:\a327ex\a327ex-site\renderer\games\anchor3-playground\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
The file E:\a327ex\a327ex-site\renderer\games\anchor3-playground\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
The file E:\a327ex\a327ex-site\renderer\games\anchor3-playground\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
The file E:\a327ex\a327ex-site\renderer\games\anchor3-playground\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
The file E:\a327ex\a327ex-site\posts\2026-07-07-204709.md has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\a327ex-site\pages\home.md)
The file E:\a327ex\a327ex-site\pages\home.md has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (for f in E:/a327ex/a327ex-site/renderer/games/anchor3-playground/main.lua E:/a32...)
OK
OK
OK
VERIFY OK: 56 bodies, 55 crates, top crate y=4.50
converted posts/2026-07-07-204709 -> data/2026-07-07-204709.lua (2 elements)
converted pages/home -> data/home.lua (206 elements)
-rw-r--r-- 1 adn 197121 13217459 Jul 7 23:51 renderer.data
M pages/home.md
M posts/2026-07-07-204709.md
M renderer/elements.lua
M renderer/game_host.lua
M renderer/games/anchor3-playground/main.lua
2574209..faaffc5 main -> main
warning: in the working copy of 'playground/main.lua', LF will be replaced by CRLF the next time Git touches it
9f43895 Playground: theme-aware site-matching background (T swaps page/sidebar surface)
Default: the game's sky = the site's page background (#111 in dark theme), so the strip melts into the page. T swaps it to the sidebar surface (#1a1a1a — the page bg with the sidebar's white wash, which is what your loading cover color comes from too). Toggle while playing and see which sits better; the HUD hint now lists T bg.
Theme-aware: the game reads the renderer's theme_active global live through the sandbox each frame, so switching the site to light mode in settings inverts the game instantly — page-bg mode becomes white, sidebar mode #fafafa, and the HUD text flips to dark ink so it stays readable. Running the playground standalone on desktop (no site around it) falls back to the dark palette.
The cover band (pre-click state) now paints with prose.color.bg() directly, so it's flush with the page in both themes automatically.
The message text fix is live: "…so I didn't get Claude to do that, but I don't think it would be hard."
Both repos committed and pushed (site faaffc5 deployed, Anchor3 9f43895), bundle renderer-b94ab630a7 live against the Anchor3 wasm. Tell me which background wins and I'll bake it in as the only mode — or leave the toggle as a little easter egg.
Sorry.
No apology needed — nothing's pending on my side. Everything is deployed and stable, and the T toggle will be there whenever you feel like comparing. If that "sorry" was the start of a longer message that got cut off, just send the rest.
Sidebar bg wins, remove the toggle.
Baking sidebar as the one true background and stripping the toggle:
The file E:\a327ex\a327ex-site\renderer\games\anchor3-playground\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
The file E:\a327ex\a327ex-site\renderer\games\anchor3-playground\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
The file E:\a327ex\a327ex-site\renderer\games\anchor3-playground\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
The file E:\a327ex\a327ex-site\renderer\games\anchor3-playground\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
The cover band should match the sidebar surface too — same two-layer paint the site's sidebar column uses:
faaffc5..e38992b main -> main
warning: in the working copy of 'playground/main.lua', LF will be replaced by CRLF the next time Git touches it
== sync lazy /data (content-changed pages only)
/data already current
OK deployed — matched pair on VPS (2076dbc846944c463d189e2234ad2240 50f89ecd5bc4cecb00dc5ff2bb27e4ab )
Done and live — hard-refresh to see it. The game's background is now permanently the sidebar surface (#1a1a1a dark / #fafafa light, tracking theme flips live), the T toggle is gone from the binds and the HUD line, and the cover band paints the exact same surface (page bg + the sidebar's off_bg wash) so cover, playing state, and site all sit flush in both themes. Committed to both repos (site e38992b, Anchor3 local) and deployed. Good night — the pyramid's on watch.
Change the date of the message when you last changed the text.
[Request interrupted by user]
Change the date of the message to when you last changed its text.
The file E:\a327ex\a327ex-site\posts\2026-07-07-204709.md has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\a327ex-site\pages\home.md)
The file E:\a327ex\a327ex-site\pages\home.md has been updated successfully. (file state is current in your context — no need to Read it back)
Done. The mirror page itself doesn't render a visible date (only the feed shows date stamps — that's why curl finds nothing to grep), but the change is through everywhere it matters: Date: 2026-07-07 23:51:40 in the mirror's frontmatter, data-date on the inline article, the full index reconverted (390 pages), new bundle 02cbdc25bc04 deployed, and the lazy data synced (1 changed page). The feed now stamps the message at the moment its text was last edited — a few hours after the log, which honestly reflects how the evening actually went. Site commit 2f0a686 pushed.
You said mobile had a solution but I don't think you did anything there, clicking things doesn't work on mobile, but visually it all seems fine.
Right — I only flagged the mobile keys idea, never built any touch support, and the tap path clearly isn't reaching the host. Let me see how the site itself handles taps (link clicks work on mobile, so there's an established touch→click path to mirror):
1150:-- pure draw-side. When it lands, the drop clears and the untouched page simply resumes.
1516: -- Drain the engine's touch-scroll accumulator EVERY frame, up front. The modal branches
1520: local touch_dy = engine_get_touch_scroll and engine_get_touch_scroll() or 0
1528: board_update(dt, touch_dy)
1828: if touch_dy ~= 0 then
1829: if chat_hovered() then chat_scroll_px(touch_dy)
1830: elseif show_sb and mx < left_col_w then sb_scroll = sb_scroll - touch_dy
1831: else scroll_y = scroll_y - touch_dy end
E:/a327ex/a327ex-site/renderer/main.lua:532: ui_mouse_pressed = false -- consume the navigating click so it can't bleed into the
E:/a327ex/a327ex-site/renderer/main.lua:533: ui_mouse_clicked = false -- new page's hit-tests (e.g. a poster at the click spot auto-playing)
E:/a327ex/a327ex-site/renderer/main.lua:549: ui_mouse_pressed = false -- consume the navigating click (don't bleed into the homepage feed)
E:/a327ex/a327ex-site/renderer/main.lua:550: ui_mouse_clicked = false
E:/a327ex/a327ex-site/renderer/main.lua:573: ui_mouse_pressed = false
E:/a327ex/a327ex-site/renderer/main.lua:714: ui_mouse_pressed = false
E:/a327ex/a327ex-site/renderer/main.lua:1045: ui_mouse_pressed = false
E:/a327ex/a327ex-site/renderer/main.lua:1088: ui_mouse_pressed = press_saved
E:/a327ex/a327ex-site/renderer/main.lua:1512: if dx*dx + dy*dy <= 16 and not sel_dragged() then ui_mouse_clicked = true end
E:/a327ex/a327ex-site/renderer/main.lua:1671: lightbox = nil; ui_mouse_pressed = false
-- Right/middle-click + Ctrl captured here (edge events are update-only) so the homepage
-- feed's draw-time hit dispatch can read them, mirroring ui_mouse_pressed. LATCHED like
-- ui_mouse_pressed (set on the edge, cleared in ui_end at end-of-draw): update runs 2x per
-- draw (120Hz fixed step vs 60Hz frames), so a plain per-update re-assign erased the edge
-- in the second update before draw could ever see it.
if input_pressed('rmb') then ui_rmb_pressed = true end
if input_pressed('mmb') then ui_mmb_pressed = true end
ui_ctrl_down = input_down('mod_ctrl')
-- Browser-style CLICK = release without drag (≤4px travel, no text-selection drag).
-- Links/permalinks/tweet frames act on THIS instead of the press, so a drag that
-- starts on them selects text instead of navigating. Latched like ui_mouse_pressed
-- (cleared in ui_end) so draw-time dispatch sites can read it too.
do
local cmx, cmy = mouse_position()
if input_pressed('pan') then click_px, click_py = cmx, cmy end
if input_released('pan') and click_px then
local dx, dy = cmx - click_px, cmy - click_py
if dx*dx + dy*dy <= 16 and not sel_dragged() then ui_mouse_clicked = true end
click_px = nil
end
end
-- Drain the engine's touch-scroll accumulator EVERY frame, up front. The modal branches
-- below (letter-drop, lightbox, fullscreen video) return early — if the drain lived in the
-- normal path only, swipes during a modal would pile up in the engine counter and land as
-- one violent scroll jump when the modal closes. Drained here, applied in the normal path.
local touch_dy = engine_get_touch_scroll and engine_get_touch_scroll() or 0
4084:// 1:1 vertical scroll delta (touch_scroll_dy, drained by engine_get_touch_scroll);
4089:#define TOUCH_TAP_SLOP 10.0f // window-px travel above which a touch is a drag, not a tap
4095:static int touch_scroll_dy = 0; // accumulated drag this frame (window px); drained on read
4099:// decay after lift so a flick "slides" like native touch scrolling. The coast feeds touch_scroll_dy
14084:// engine_get_touch_scroll() -> dy. Accumulated one-finger vertical drag since the last
14086:static int l_engine_get_touch_scroll(lua_State* L) {
14087: lua_pushinteger(L, touch_scroll_dy);
14088: touch_scroll_dy = 0;
14947: lua_register(L, "engine_get_touch_scroll", l_engine_get_touch_scroll);
15751: if (event.type == SDL_FINGERDOWN) {
15770: if (event.type == SDL_FINGERMOTION && touch_active && event.tfinger.fingerId == touch_id) {
15776: (fabsf(fx - touch_start_x) + fabsf(fy - touch_start_y)) > TOUCH_TAP_SLOP) {
15780: touch_scroll_dy += (int)ddy; // 1:1 vertical scroll (renderer routes it)
15790: if (event.type == SDL_FINGERUP && touch_active && event.tfinger.fingerId == touch_id) {
15884: // Inertial scroll coast: after a flick, feed the decaying velocity into touch_scroll_dy
Read (E:\a327ex\Anchor3\engine\src\anchor.c)
15751 if (event.type == SDL_FINGERDOWN) {
15752 audio_try_unlock();
15753 if (!touch_active) {
15754 // tfinger.x/y are normalized 0..1; game_width/height is the backing store (=the
15755 // space mouse_x/mouse_y and hit-testing use), so scale by that, not the window size.
15756 touch_active = true;
15757 touch_id = event.tfinger.fingerId;
15758 touch_start_x = touch_last_x = event.tfinger.x * game_width;
15759 touch_start_y = touch_last_y = event.tfinger.y * game_height;
15760 touch_moved = false;
15761 mouse_x = (int)touch_start_x; // put the cursor at the touch point (hover/hit-test)
15762 mouse_y = (int)touch_start_y;
15763 last_input_type = INPUT_TYPE_MOUSE;
15764 touch_vel_y = 0;
15765 touch_last_ticks = SDL_GetTicks();
15766 touch_suppress_click = fling_active; // catching a coast: this touch stops it, doesn't click
15767 fling_active = false; // a new touch cancels any coast
15768 }
15769 }
15770 if (event.type == SDL_FINGERMOTION && touch_active && event.tfinger.fingerId == touch_id) {
15771 float fx = event.tfinger.x * game_width, fy = event.tfinger.y * game_height;
15772 float ddy = fy - touch_last_y;
15773 touch_last_x = fx; touch_last_y = fy;
15774 mouse_x = (int)fx; mouse_y = (int)fy;
15775 if (!touch_moved &&
15776 (fabsf(fx - touch_start_x) + fabsf(fy - touch_start_y)) > TOUCH_TAP_SLOP) {
15777 touch_moved = true; // it's a drag now, not a tap
15778 }
15779 if (touch_moved) {
15780 touch_scroll_dy += (int)ddy; // 1:1 vertical scroll (renderer routes it)
... [35 more lines]
Bash (grep -n "synth_click" E:/a327ex/Anchor3/engine/src/anchor.c | head -12)
4085:// a tap (down+up with little travel) synthesizes a left click via synth_click_state.
4096:static int synth_click_state = 0; // tap->click state machine: 0 idle, 1 emit-press, 2 emit-release
4097:static int synth_click_x = 0, synth_click_y = 0; // where the synthesized click lands (window px)
15791: if (!touch_moved && synth_click_state == 0 && !touch_suppress_click) { // a real tap -> click
15792: synth_click_x = (int)touch_last_x;
15793: synth_click_y = (int)touch_last_y;
15794: synth_click_state = 1;
15897: if (synth_click_state == 1) {
15898: mouse_x = synth_click_x; mouse_y = synth_click_y;
15900: synth_click_state = 2;
15901: } else if (synth_click_state == 2) {
15903: synth_click_state = 0;
Read (E:\a327ex\Anchor3\engine\src\anchor.c)
15893 // Drive a pending synthetic tap-click across two steps so the update-time edge
15894 // detectors (mouse_is_pressed / mouse_is_released) see a clean press then release
15895 // at the tap location. input_post_update() snapshots current->previous at each
15896 // step's end, so step 1 reads as pressed and step 2 as released.
15897 if (synth_click_state == 1) {
15898 mouse_x = synth_click_x; mouse_y = synth_click_y;
15899 mouse_buttons_current[0] = true;
15900 synth_click_state = 2;
15901 } else if (synth_click_state == 2) {
15902 mouse_buttons_current[0] = false;
15903 synth_click_state = 0;
15904 }
15905
15906 // Call Lua update (skip if in error state)
15907 if (!error_state) {
15908 lua_pushcfunction(L, traceback);
Edit (E:\a327ex\Anchor3\engine\src\anchor.c)
The file E:\a327ex\Anchor3\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Anchor3\engine\src\anchor.c)
The file E:\a327ex\Anchor3\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Anchor3\engine\src\anchor.c)
The file E:\a327ex\Anchor3\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Anchor3\engine\src\anchor.c)
The file E:\a327ex\Anchor3\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Anchor3\engine\src\anchor.c)
The file E:\a327ex\Anchor3\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
-rw-r--r-- 1 adn 197121 2471590 Jul 8 00:21 anchor.wasm
-rw-r--r-- 1 adn 197121 13220549 Jul 8 00:21 renderer.data
M renderer/elements.lua
M renderer/game_host.lua
2f0a686..bf3571a main -> main
warning: in the working copy of 'engine/build-web-engine/anchor.js', LF will be replaced by CRLF the next time Git touches it
renderer.data 434a60f21641 (13220549 B)
== deploy bundle + engine-boot.js
hashed: renderer-434a60f216.data anchor-b77fd996f4.wasm
OK deployed — matched pair on VPS (434a60f216413517ed5d0b2a8ba6b7e0 a1ac63c7d3fca4673ceb667eda6b4e0e )
Deployed — new engine wasm (anchor-b77fd996f4) and bundle are live. What mobile gets now, and an honest accounting of what was wrong:
What was actually missing: taps only ever synthesized a single one-tick click (enough to start the game, nothing else), touch drags fed the page-scroll accumulator and never touched mouse state, and the keyboard actions had no touch equivalent at all. So the game was inert on a phone. My earlier "falls out almost for free" was about the chips idea only, and even that wasn't built — fair call.
Now built, in three layers:
Engine — touch-mouse region (engine_set_touch_mouse_region): while a game is running on screen, a finger that lands inside its rect becomes the left mouse button for that touch's whole lifetime — press on touch-down, position tracks the finger, release on lift — and it bypasses the scroll machinery. So dragging a crate with your finger grabs it instead of scrolling the page. Scrolling past the strip still works from the content above/below it.
Host: registers that region every frame the game is visible, clears it otherwise.
Chips: on mobile only, the element grows a small row under the strip with ball / boom / reset pills — a tap injects that action's pressed-edge through the exact same shadowed input path the keyboard uses, so the game code needed zero changes. Desktop layout is untouched.
Still not possible on touch (by design, for now): camera orbit and zoom — RMB and wheel have no touch mapping. Two-finger drag → orbit and pinch → zoom would be the natural follow-ups; the fixed default camera angle is fine for playing meanwhile.
One caveat: I built this against the engine's touch machinery by reading it, not by testing on glass — I can't produce real finger input from here. On your phone: hard-refresh, tap the strip to start, drag a crate around, flick a crate off the edge, tap boom, and check that normal page scrolling still works when your finger starts outside the strip. If the cover tap still doesn't start the game, that's a different bug than anything I've touched — tell me and I'll dig from that symptom.
A small change, is there a way we could initialize the game by default without having to click on it? And then it auto goes back to idle when offscreen, and auto-restarts when on screen?
Most of this already exists — offscreen pause and on-screen resume are the current behavior. The only real change: start on first visibility instead of on click, and drop the cover affordance (which would otherwise just flash for one frame). State stays intact across scroll-away (I'm reading "back to idle" as paused, not scene-reset — say the word if you want a fresh pyramid on every re-entry instead):
Live wasm verified current — it contains the touch-region and composite bindings, so the earlier hash mismatch was just two back-to-back builds of the same source (the --engine deploy rebuilds the engine itself, and its upload landed a few minutes after the first one; the boot pointer ended up on the newer of the two, which is fine).
The change you asked for is live: the game now auto-starts the moment its strip is first on screen — no cover, no play button, the band shows for a single boot frame and then the pyramid is just there, running. Scrolling it off-screen freezes it (physics world disabled, no update ticks); scrolling back resumes exactly where it left off — scattered crates stay scattered. Hover/touch capture, chips, everything else unchanged.
To test: reload a327ex.com — the pyramid should be live in the feed immediately with no interaction. Scroll down a couple of posts and back up; the scene should be frozen mid-state and resume on return. If you'd rather it reset to a fresh pyramid each time it comes back on screen (a literal "restart" reading of your ask), that's a two-line change in the host — say so.