Orblike Hideout 2
Summary
Second session on Orblike's hideout. Built a memory-tracking overlay, designed the hideout's geometry (circular hub with main corridor + 5 fixed-angle side rooms with randomized shapes), ported v1's wall symbol + distribution pattern systems, and added a gradient-based "flow" rotation system for symbols.
Memory tracking system (engine + Lua overlay, F3/F4):
- Added
MEMORY TRACKINGsection near the top ofAnchor2/engine/src/anchor.cwith counters for GL textures/FBOs/RBOs/programs and high-level sound/music/spritesheet counts. Physics numbers come fromb2World_GetCounters(). Windows RSS/PrivateUsage viaGetProcessMemoryInfowith#pragma comment(lib, "psapi.lib"). - Counters incremented/decremented at every
glGen*/glDelete*, sound_load/destroy, music_load/destroy, spritesheet_load/destroy, font atlas create/delete site. - Exposed
engine_mem_stats()Lua binding returning a single table. - Created
Orblike/anchor/memory.luawithmemory_tracker_new/update/toggle/capture_baseline/draw. Added Lua-side fieldslua_kb(viacollectgarbage('count')) andentitiescount. - Added
debug_layer+debug_font(LanaPixel 11px) + F3 toggle + F4 baseline-capture tomain.lua. Overlay draws after the rest of the frame, shows value + delta-from-baseline per row, non-zero deltas rendered red. - Verified:
phys_bodies,phys_shapes,gl_textures(8 stable),gl_fbosall hold at 0 delta across F5 hammering.gl_tex_bytesoscillates ±1.5KB because polygon jitter changes bbox texture sizes per reload.phys_bytesshows +304B on first reload (Box2D pool high-water mark) then flat.
F5 crash fix (texture_create divergence between Anchor/ and Anchor2/):
- First F5 post-build crashed. Root cause:
l_texture_createinAnchor2/engine/src/anchor.cwas returninglua_newuserdatawith copied Texture +free(tex), sotexture_unloadeventually calledfree()on Lua-owned userdata memory. - User had previously applied the fix in
Anchor/engine/src/anchor.c(return lightuserdata pointing to malloc'd Texture + register intexture_registry) and built from Anchor for Orblike. My build from Anchor2 regressed. - Ported the fix to Anchor2's
l_texture_create. Flagged the two-engine drift as a future unification job.
Hideout geometry evolution:
- Started with
generate_circle— jagged circular boundary. Added an Archimedean spiral on the floor (3 turns, 220 line segments, slightly brighter than floor color) and a purple portal disc at center. - Added main south corridor (ULTRAKILL-intro reference).
map_gen_archelper added tomap_generation.luafor angle-agnostic arcs. Main corridor traced as jagged rectangle attached to the circle at two exact junction vertices. - Camera snap on
load_mapso spawn doesn't lerp in from wherever the camera was. - Randomized side rooms added: initially 2-5 at random angles, then fixed 7 at all 45°-offset cardinal+ordinal directions except south, then reduced to 5 (removed SE and SW because they felt too close to the main corridor). East unlocked, others locked with doors.
Side room shapes (all-in-one polygon):
- Implemented
corridor_frame(theta)helper returning apt(along, perp)transform from corridor-local to world. - Shape-specific body functions emitting vertex traces from c1 (corridor's near-P far corner) around the room perimeter to c4 (far-P far corner). Each shape traces the LONG way around so it skips the corridor-facing edge.
- Generic
add_regular_polygon_body(verts, pt, L_cor, W_cor, R_poly, angles, flat)handles pentagon/hexagon/octagon from just a CW vertex angle list. - Tried triangle and rhombus (skewed 60°/120°) — user had me remove both.
- Final shape pool: rectangle, pentagon, hexagon, octagon, circle. Each room randomly picks shape + size.
- Size minimums raised for pentagon/hexagon/circle after user noted they sometimes looked too small (RP 40→46, RH 45→51, RR 35→42).
- Corridor width locked at 24 (was random 18-28 which felt inconsistent).
flat_mode enum for rooms:
- Replaced binary
flatflag with three-mode enum:'none'(all jagged),'room'(room body flat, corridor jagged),'all'(both flat). maybe_jagged(verts, flat, ...)helper skipsmap_gen_jagged_linewhen flat is true.- Later dropped
'all'from the random pool when user said "corridors can never be flat". Choices now{'none', 'room'}. - Overall jitter halved across the hideout (jitter: 4→2, 3→2; jitter_along: 2→1) per user request.
Door blockers:
- New
doorentity class (Orblike/door.lua). Staticwall-tagged box collider, oriented perpendicular to the corridor axis. Dimensions(thickness, width)withset_angle(corridor_angle)so thickness runs along D and width spans P. - Draw method with
layer_pushusing the door's angle; fillcolor_darken(blue, 0.35), outlinecolor_darken(blue, 0.55). - Spawned post-
map_gen_finalizeat each locked room's corridor mouth, offset slightly into the corridor fromE_mid. Door widthW_cor + 4so it overlaps jagged corridor walls and prevents squeeze-through. map:drawnow iteratesentity_idsand calls:draw(wall_layer)on any with a draw method.
Wall symbol library (v1 port — 32 symbols, F6 cycles):
- Created
Orblike/wall_symbols.luawith all 32 symbol draw functions ported verbatim from v1. Translation from v1'sground:line(...)style to v2'slayer_line(layer, ...)was direct (same argument orders for line/circle/circle_line/triangle_line). - Symbol list (cycle order): x, triangle, circle, diamond, rect, dash, dot2, dot3, tilde, caret, hash, dslash, bars, quaddot, asterisk, dtilde, zigzag, hito, yama, ki, tsuchi, chikara, siggar, zapgar, zapzap, sigket, siglus, bartis, barcol, hepdot, n_arc, barket.
- v1's
ring, plus, ampersand, at, vdots, slash, sigtar, u_arcwere defined but not in the v1 cycle — left out of the port (user confirmed focusing on cycled ones). spacing = wall_symbol_size*6 = 36andmargin = (size + width)*1.5 = 13.5preserved from v1.- Added
draw_current_wall_symbol(layer, s, w, c)dispatcher +cycle_wall_symbol()function. F6 bound viabind('cycle_symbol', 'key:f6').
Wall distribution patterns (F7 cycles):
- Created
Orblike/wall_patterns.luawith distribution functions. - Final cycle list:
poisson, grid, hex, brick, wave_rows(5 total, reduced from initial 11 per user request). wave_rowsis new in v2 — grid with each column's y shifted bysin(x/wavelength * 2π) * amplitudewhere wavelength = 5spacing and amplitude = 0.4spacing. Reads as flowing horizontal waves.scatter_wall_points(x0, y0, x1, y1, spacing)dispatcher replaced the directpoisson_disccall inscatter_wall_symbols.cycle_wall_pattern()regenerates only the scatter (not distance field or gradient) so cycling is instant.
Wall flow rotation modes (F8 cycles):
- Created
Orblike/wall_flow.luawith three modes:flow_along,flow_outward,random. sample_gradient(m, px, py)uses central differences on the cachedm.gradient_cache.distancestexture grid. O(1) per point.flow_alongreturnsmath.atan(gx, -gy)— perpendicular to gradient = tangent to nearest wall.flow_outwardreturnsmath.atan(gy, gx)— along gradient = away from nearest wall.randomuses v1's originalrandom_float(0, math.pi/2)range.- Fallback to random when sample is outside the texture or the gradient is saturated (past fade_dist).
Tip-direction standardization:
- User identified that flow_along and flow_outward seemed swapped for some symbols because v1 symbols had mixed tip directions (some tip-up, some tip-right).
- Added
rotation_offsetstable inwall_symbols.lua. Tip-up symbols (caret, triangle, hito, yama, tsuchi, ki, chikara, zapzap) get+π/2offset so their local +x axis aligns with tip direction after offset. draw_current_wall_symbolnow wraps inlayer_push(0, 0, offset)when offset is set.- Composite symbols with caret-on-right (sigket, siglus, sigtar) + hepdot (dot-on-right) + arrows (siggar, zapgar) left at offset 0 since their horizontal composition dominates.
flow_flip_x for bilateral symmetry in hideout:
- User noticed flow_along gave mirror-opposite tips across the vertical axis (left up, right down) due to the 180° ambiguity of tangent direction.
- Added
flow_flip_xfield to hideout map def (= 240, matching center_x). Whenpx >= flow_flip_x,wall_flowuses the OTHER perpendicular:math.atan(-gx, gy). - Left half of hideout uses default perpendicular; right half uses flipped. Both halves now read with tips "up."
Engine command queue overflow (dtilde drawing white):
- User reported dtilde (only) drew as white — recoloring shader wasn't applying. "Draw queue full" warning appeared once then never again despite the problem persisting.
- Root cause:
MAX_COMMAND_CAPACITY = 16384inAnchor2/engine/src/anchor.c. dtilde uses 16layer_linecalls per symbol (8 sin-wave segments × 2 parallel tildes). With ~500-1000 scatter points on the symbol layer, dtilde blows the cap. Thelayer_apply_shadercommand comes AFTER all line-draws and gets dropped first. - The
static bool warned = false; if (!warned) { warned = true; ... }pattern explains the one-shot warning — dedup-by-boot. - Bumped
MAX_COMMAND_CAPACITYfrom 16384 to 65536 (4× headroom, ~30MB across 4 layers). Rebuilt + copied binary.
Symbol-to-wall distance consistency (attempted, reverted):
- User wanted consistent first-ring distance from wall regardless of pattern. For curved walls (circle), a brick-row at fixed y has varying distance to the wall along its length.
- Implemented
scatter_contour_ring(vertices, offset, spacing)— walks the polygon's CW boundary, outward normal =(ty, -tx), places points atoffsetfrom wall spacedspacingapart along arc length. - Modified
scatter_wall_symbolsto a two-layer scatter: contour ring atmargin + wall_symbol_size, pattern atd >= ring_offset + spacing*0.5. - User said it didn't work; reverted to single-layer. Left detailed notes in
plan.mdfor next session about alternative approaches (push-out with drop, distance-binned snap, true contour-following pattern, or just bigger margin).
Key bindings added this session:
- F3: toggle memory overlay
- F4: capture memory baseline
- F5: reload map (existed)
- F6: cycle wall symbol (32 options)
- F7: cycle wall pattern (5 options)
- F8: cycle wall flow mode (3 options)
plan.md updated with Phase 1 marked done, memory tracking marked done, and a new "Before Phase 2 — Hideout visual polish" section listing the three next-session items: (1) symbol-to-wall distance fix, (2) port v1 wall color palettes (flat + edition hues), (3) pick hideout defaults for pattern/symbol/color.
Let's keep working on Orblike. Last session we finished the wall system and player for the hideout, we're missing actually figuring out how the hideout will be physically (map generation) as well as visually. I said I was going to think about it but nothing came up. Then we need to create an accurate memory tracking system so we can know for sure we're not leaking any memory when we switch between maps. Those are the 2 tasks we'll do this session. First, get up to date on the project itself.
Read (E:\a327ex\Orblike\ORBS.md)
File does not exist. Note: your current working directory is E:\a327ex.
Bash (ls E:/a327ex/Orblike/)
anchor/
anchor.exe*
assets/
design.md
main.lua
map.lua
map_generation.lua
maps/
plan.md
player.lua
reference/
run.bat
tools/
v1/
wall.lua
Read (E:\a327ex\Orblike\design.md)
1 # Orblike — Design
2
3 High-level design for the Anchor 2 rewrite. Captures locked-in decisions. Not exhaustive — downstream details (specific items, NPCs, balance numbers) live elsewhere or will emerge during implementation.
4
5 ---
6
7 ## Concept
8
9 A roguelike action RPG built on a PoE-style meta-loop. You play a sigil mage sponsored by the **Psyonian state** to cleanse regions of **null mana** corruption. Between cleansings, you return to a sponsored hideout to re-equip, craft, and plan the next expedition. Die, and everything resets — the state assigns a new mage to the post.
10
11 The game is designed as a **platform for leagues**: modular map-level mechanics that vary gameplay style (bullet-hell, tower defense, survivors, etc.) while sharing the same hideout/inventory/map shell.
12
13 ---
14
15 ## Lore (brief)
16
17 The Psyonian state sponsors null-mana cleansing. Mages with sigil/orb training are funneled into state-issued hideouts as independent contractors. The hideout is a Psyonian-run waystation: starter gear on loan, staffed NPCs, access to the teleporter network. Other NPCs at the hideout are state-employed support: a logistics/gear officer, a teleporter engineer, etc.
18
19 Maps are places in the world saturated with null mana. "Map items" are teleporter beacons attuned to a specific place. The goal of a run is to track null mana back to its source and destroy it (the final boss).
20
21 **Equipment visual identity** (from `reference/lore.md`): floating, robed, masked figure. Sigil glowing overhead. Orbs circling. Hands and feet ringed with magical bands.
22
23 ---
24
25 ## Core Loop
26
27 1. **Spawn in empty hideout.** (New game or after death.)
28 2. **Approach gear NPC** → pick starter sigil / mask / orbs (one-time, diegetic).
29 3. **Approach map NPC** → select a map (starter map free from this NPC; others from your inventory).
30 4. **Portal appears in hideout** → step through → enter arena.
... [133 more lines]
Read (E:\a327ex\Orblike\plan.md)
1 # Orblike — Implementation Plan
2
3 Phase-by-phase plan for the Anchor 2 rewrite. See `design.md` for locked-in design decisions this plan implements.
4
5 **Strategy recap:** Build the high-level shell (hideout, menus, inventory, orbs UI, map UI, run lifecycle) in Anchor 2 first. Port the combat (arena) from v1 last. The v1 code stays functional at `v1/` for reference and comparison throughout.
6
7 **Pacing:** Incremental. Each phase should be testable on its own. User tests and gives feedback between phases. No chaining phases without check-ins.
8
9 ---
10
11 ## Phase 0 — Setup (done)
12
13 - `v1/` holds old game + old framework, runnable via `run-v1.bat`
14 - Root holds v2 starter `main.lua` + v2 framework (`anchor/`), runnable via `run.bat`
15 - Assets duplicated into `v1/assets/` for isolation
16 - Design locked in `design.md`
17
18 ---
19
20 ## Phase 1 — Hideout shell
21
22 **Goal:** A player walks around an empty room. Camera follows.
23
24 **Scope:**
25 - Port v1 player movement code (collider, input, sprite) to Anchor 2 idioms
26 - Rectangular room with wall colliders
27 - Camera follows player
28 - Background/floor rendering (solid color is fine)
29
30 **Validates:**
... [226 more lines]
Read (E:\a327ex\Orblike\main.lua)
1 require('anchor')({
2 width = 480,
3 height = 270,
4 title = "Orblike",
5 scale = 3,
6 filter = "rough",
7 })
8
9 -- SNKRX-theme reference palette. Use as building blocks for per-map colors,
10 -- entity colors, UI colors, ability colors, etc.
11 bg_color = color(17, 17, 17)
12 fg_color = color(222, 222, 222)
13 fg_alt = color(176, 168, 159)
14 yellow = color(255, 184, 51)
15 orange = color(244, 144, 62)
16 blue = color(82, 179, 203)
17 green = color(121, 177, 89)
18 red = color(216, 70, 84)
19 purple = color(178, 108, 161)
20 blue2 = color(71, 120, 186)
21 yellow2 = color(245, 159, 16)
22 white = color(255, 255, 255)
23 grey = color(128, 128, 128)
24
25 require('player')
26 require('wall')
27 require('map_generation')
28 require('map')
29 require('maps.hideout')
30
... [58 more lines]
Read (E:\a327ex\Orblike\map.lua)
1 --[[
2 Map — instance class that owns everything tied to a place: visual params
3 (palette + symbol settings + edge style + fade dist), the floor polygon
4 + chain collider, the cached distance field + gradient texture, the
5 scattered wall symbols, and any map-owned entities (NPCs, enemies,
6 projectiles, items — added later as the game grows).
7
8 Usage:
9 require('map')
10 require('maps.hideout') -- defines maps.hideout
11 load_map('hideout') -- destroys current, builds new, repositions player
12
13 Player is NOT map-owned — they persist across map swaps. load_map() moves
14 the existing player to the new map's spawn point.
15
16 All wall pipeline functions (compute_wall_distances, scatter_wall_symbols,
17 draw_wall_*) take a map instance as their first arg and read/write that
18 instance's fields. No globals.
19 ]]
20
21 maps = {}
22 current_map = nil
23
24 map = class()
25
26 function map:new(def)
27 -- Copy visual params from definition onto self
28 self.bg_color = def.bg_color
29 self.floor_color = def.floor_color
30 self.wall_color = def.wall_color
... [127 more lines]
Read (E:\a327ex\Orblike\map_generation.lua)
1 --[[
2 Map generation — boundary polygon vertex builders, triangulation, and the
3 static collider that closes off the playable floor.
4
5 Pipeline overview:
6 1. Build a CW boundary polygon by chaining `map_gen_jagged_h/v` (jagged
7 edges) and `map_gen_corner` (rounded corners) into a flat array of
8 {x1, y1, x2, y2, ...} verts.
9 2. Pass the verts to `map_gen_finalize(m, verts)`, which triangulates
10 the polygon (for floor rendering), creates a Box2D chain collider
11 for the player to bump against, runs the wall pipeline (distances,
12 gradient bake, symbol scatter), and stores results on `m`.
13
14 All functions take a map instance `m` as their first arg and write to
15 `m.floor`, `m.boundary_obj`, etc. — no globals.
16 ]]
17
18 --[[
19 triangulate(vertices)
20 Ear-clipping triangulation of a simple polygon.
21 Input: flat array {x1, y1, x2, y2, ...} (any winding; auto-detected)
22 Output: list of {i, j, k} index triples (1-based, into the vertex array)
23 ]]
24 function triangulate(vertices)
25 local n = #vertices/2
26 if n < 3 then return {} end
27
28 local indices = {}
29 for i = 1, n do indices[i] = i end
30
... [221 more lines]
Read (E:\a327ex\Orblike\wall.lua)
1 --[[
2 Wall — distance-field computation, gradient texture baking, symbol
3 scattering and drawing, edge line drawing.
4
5 The distance field is the foundation everything else builds on. For each
6 texel in a grid covering the floor polygon's bounding box (plus margin),
7 we find the minimum distance from that texel center to ANY edge of the
8 polygon. We normalize by `m.wall_gradient_fade_dist` so the value is 0
9 at the edge and 1 at fade_dist or beyond.
10
11 This distance is symmetric — texels INSIDE the polygon (floor) and texels
12 OUTSIDE (wall area) both get distance-to-nearest-edge values. The floor
13 triangles cover the inside at draw time, hiding the gradient there. Only
14 the wall band reveals the gradient.
15
16 All functions take a map instance `m` as first arg. State is stored on
17 the map (m.gradient_cache, m.wall_points), no globals.
18
19 m.gradient_cache layout:
20 distances -- flat array, normalized 0-1, row-major
21 tw, th -- texel grid dimensions
22 bx0, by0, bx1, by1, bw, bh -- world-space bounding box
23 scale -- world units per texel (one texel = scale x scale px)
24 df_texture -- grayscale RGBA texture of the distances
25 gradient_texture -- colored RGBA texture (mix of wall_color, wall_color_2 by distance)
26 ]]
27
28 --[[
29 poisson_disc(x0, y0, x1, y1, r, [k])
30 Bridson's Poisson disc sampling. Returns a flat {x1, y1, x2, y2, ...}
... [383 more lines]
Read (E:\a327ex\Orblike\player.lua)
1 player = class()
2
3 function player:new(x, y)
4 self.x, self.y = x, y
5 self.w, self.h = 10, 10
6 self.base_speed = 100
7 self.speed = self.base_speed
8 self.r = 0
9 self.visual_r = 0
10 self.sx, self.sy = 1, 1
11 self.edition = 0
12 self.moving = false
13 self.previous_moving = false
14 self.flashing = false
15 self.hp = 100
16 self.max_hp = 100
17
18 make_entity(self)
19
20 self.collider = collider(self, 'player', 'dynamic', 'box', self.w, self.h)
21 self.collider:set_gravity_scale(0)
22 self.collider:set_fixed_rotation(true)
23 self.collider:set_position(x, y)
24
25 self.timer = timer_new()
26 self.spring = spring_new()
27 spring_add(self.spring, 'hit', 1)
28 spring_add(self.spring, 'shoot', 1)
29 spring_add(self.spring, 'move', 1)
30 end
... [66 more lines]
Bash (ls E:/a327ex/Orblike/maps/)
hideout.lua
Read (E:\a327ex\Orblike\maps\hideout.lua)
1 --[[
2 Hideout — the player's home base / waystation. Currently uses v1's arena
3 rectangle perimeter as a placeholder; the actual hideout shape is future
4 design work.
5 ]]
6
7 maps.hideout = {
8 -- Visual params
9 bg_color = color(17, 17, 17),
10 floor_color = color_darken(blue, 0.18),
11 wall_color = color_darken(blue, 0.4),
12 wall_color_2 = color_darken(blue2, 0.3),
13 wall_edge_color = color_darken(blue, 0.6),
14 wall_edge_width = 2,
15 wall_symbol_size = 6,
16 wall_symbol_width = 3,
17 wall_symbol_darken = 0.175,
18 wall_gradient_fade_dist = 120,
19
20 -- Spawn
21 spawn_x = 240,
22 spawn_y = 135,
23
24 -- Generation
25 generate = function(m)
26 generate_arena_rectangle(m)
27 end,
28 }
29
Bash (ls E:/a327ex/Orblike/reference/ && ls E:/a327ex/Anchor/docs/)
001-No-title/
004/
008 - Antitower [success]/
112020/
239A5-P60B91D/
BUILDRX2/
Balatro/
Rekoyam Tsohg/
SNKRX/
SNKRX_visual_effects_catalog.md
ability_design_reference.md
ability_editions.md
ability_modifier_map.md
ability_reference.md
ai_coding_paradigms.md
anchor_usage_analysis.md
area_modifiers_analysis.md
balatro_shader_analysis.md
feature_by_feature_analysis.md
file_split_and_ownership.md
implementation_plan.md
interactions.md
lore.md
love-shadow-compare/
map_visual_system.md
mockup_book_field_manual.html
mockup_book_regional_entry.html
mockup_ui_elements.html
mockup_ui_v2_snkrx.html
orb_visual_mockup.html
... [16 more lines]
Read (E:\a327ex\Anchor\docs\FRAMEWORK_API_QUICK.md)
1 # Framework API Quick Reference
2
3 Function signatures for Lua framework classes. See `FRAMEWORK_API.md` for detailed documentation with examples.
4
5 ## Initialization
6
7 ```
8 require('anchor') {
9 width = 640, -- game resolution width (default: 480)
10 height = 360, -- game resolution height (default: 270)
11 title = "My Game", -- window title (default: "Anchor")
12 scale = 2, -- initial window scale (default: 3)
13 vsync = true, -- vertical sync (default: true)
14 fullscreen = false, -- start fullscreen (default: false)
15 resizable = true, -- window resizable (default: true)
16 filter = "rough", -- "rough" or "smooth" (default: "rough")
17 }
18 ```
19
20 ## Root Object (an)
21
22 ### Engine State (Static)
23 ```
24 an.width -> int -- game resolution width
25 an.height -> int -- game resolution height
26 an.dt -> number -- fixed delta time (1/120)
27 an.platform -> string -- "web" or "windows"
28 ```
29
30 ### Engine State (Dynamic - updated every frame)
... [613 more lines]
Bash (ls E:/a327ex/Orblike/anchor/ 2>/dev/null | head -30)
animation.lua
array.lua
camera.lua
class.lua
collider.lua
color.lua
font.lua
helpers.lua
image.lua
init.lua
input.lua
layer.lua
math.lua
object.lua
physics.lua
shake.lua
spring.lua
spritesheet.lua
timer.lua
Bash (ls E:/a327ex/Orblike/anchor/*.lua | head -5 && wc -l E:/a327ex/Orblike/anchor/in...)
E:/a327ex/Orblike/anchor/animation.lua
E:/a327ex/Orblike/anchor/array.lua
E:/a327ex/Orblike/anchor/camera.lua
E:/a327ex/Orblike/anchor/class.lua
E:/a327ex/Orblike/anchor/collider.lua
163 E:/a327ex/Orblike/anchor/init.lua
Read (E:\a327ex\Orblike\anchor\init.lua)
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 })
18
19 function update(dt)
20 sync_engine_globals() -- refresh time/frame/etc. mirrors
21 -- your game update (physics is stepped by the engine automatically
22 -- before update() is called; you just consume collision events here)
23 process_destroy_queue() -- drain deferred destruction
24 end
25
26 function draw()
27 -- ... your game draw
28 end
29
30 Framework modules are loaded in this order (dependency-driven):
... [134 more lines]
Bash (ls E:/a327ex/ | head -30)
Anchor/
Anchor-YueScript/
Anchor-lua/
Anchor2/
Danpenzero/
Null/
Orblike/
Psyonia/
RTFX/
SNKRX/
a327ex.com-blog/
anchor.blot.im/
cute_action.mp3
cute_action.wav
emoji-ball-battles/
emoji-ball-battles-generated/
it-follows/
lane-battle/
meal_prep.md
music-theory/
notes/
private/
ref1.png
ref2.png
reference/
server.md
thalien-lune/
Bash (ls E:/a327ex/Anchor2/ | head -30 && echo '---' && ls E:/a327ex/Anchor2/reference...)
app/
arena/
docs/
engine/
framework/
reference/
scripts/
---
Anchor_v1/
START_HERE.md
anchor2_plan.md
progress.md
questions_for_user.md
reference_disciplines.md
reference_system_design.md
reference_taxonomy.md
---
ENGINE_API.md
ENGINE_API_QUICK.md
FRAMEWORK_API.md
FRAMEWORK_API_QUICK.md
Bash (wc -l E:/a327ex/Anchor2/docs/*.md)
2646 E:/a327ex/Anchor2/docs/ENGINE_API.md
350 E:/a327ex/Anchor2/docs/ENGINE_API_QUICK.md
1929 E:/a327ex/Anchor2/docs/FRAMEWORK_API.md
734 E:/a327ex/Anchor2/docs/FRAMEWORK_API_QUICK.md
5659 total
Read (E:\a327ex\Anchor2\docs\ENGINE_API_QUICK.md)
1 # Engine API Quick Reference
2
3 Function signatures for all C-to-Lua bindings. See `ENGINE_API.md` for detailed documentation with examples.
4
5 ## Layer & Texture
6
7 ```
8 layer_create(name) -> layer
9 layer_rectangle(layer, x, y, w, h, color)
10 layer_rectangle_line(layer, x, y, w, h, color, line_width?)
11 layer_rectangle_gradient_h(layer, x, y, w, h, color1, color2)
12 layer_rectangle_gradient_v(layer, x, y, w, h, color1, color2)
13 layer_circle(layer, x, y, radius, color)
14 layer_circle_line(layer, x, y, radius, color, line_width?)
15 layer_line(layer, x1, y1, x2, y2, width, color)
16 layer_capsule(layer, x1, y1, x2, y2, radius, color)
17 layer_capsule_line(layer, x1, y1, x2, y2, radius, color, line_width?)
18 layer_triangle(layer, x1, y1, x2, y2, x3, y3, color)
19 layer_triangle_line(layer, x1, y1, x2, y2, x3, y3, color, line_width?)
20 layer_polygon(layer, vertices, color)
21 layer_polygon_line(layer, vertices, color, line_width?)
22 layer_rounded_rectangle(layer, x, y, w, h, radius, color)
23 layer_rounded_rectangle_line(layer, x, y, w, h, radius, color, line_width?)
24 layer_push(layer, x?, y?, r?, sx?, sy?)
25 layer_pop(layer)
26 layer_draw_texture(layer, texture, x, y, color?, flash?)
27 layer_set_blend_mode(layer, mode)
28 layer_stencil_mask(layer)
29 layer_stencil_test(layer)
30 layer_stencil_test_inverse(layer)
... [321 more lines]
I'm caught up. Here's where things stand:
Framework: Anchor 2 (procedural, ID-based entities, poll-don't-subscribe). Local copy at Orblike/anchor/.
What works:
main.luathin loop — loadsmaps.hideout, updates player + current map, draws walls → symbols → game in that order.- Map pipeline (map.lua, map_generation.lua, wall.lua): CW polygon → triangulated floor → chain collider → distance-field texture → gradient texture → Poisson-disc symbol scatter → wall_symbols.frag recolors by distance.
load_mapdestroys old map cleanly (textures unloaded, entities killed, kill queue drained) then repositions the persistent player.- Player ported from v1, F5 reloads.
Placeholder: maps.hideout calls generate_arena_rectangle(m) — a 480×270 jagged rectangle in the blue palette. Same shape as arena, different palette.
Missing (per plan.md): (1) actual hideout design, (2) memory tracking overlay (F3) to verify load_map leaks nothing. Then Phase 2 starts.
Proposed order: do memory tracking first, then hideout design. Rationale: the tracking overlay is concrete and mechanical (no open design questions), and once it exists we can iterate on the hideout knowing we aren't accidentally leaking when we hot-reload it. Inverting the order means we'd be designing while not knowing if our destroy path is complete.
But if you'd rather start with hideout design because thinking about visuals is more energizing and you want to let the shape marinate while we do the tracking work, I'm fine with that too.
Which order do you want? And do you want me to start asking the hideout design questions now (so you can think in the background) or wait until we actually start that task?
Sure, do the memory tracking. How do you plan to do it? Since we have the engine we can also change the C code to make this as accurate as possible instead of only doing it via Lua. But you actually might have better information than me on how to proceed here. The only thing I care about is that it is as accurate as possible. No guessing.
Here's my thinking on how to get maximum accuracy.
Ground truth layers, from most to least definitive:
Process RSS (OS-level). On Windows:
GetProcessMemoryInfo→WorkingSetSize+PrivateUsage. This is the single unfakeable number. If RSS grows across repeatedload_mapcycles, something is leaking somewhere — whether we know about it or not. Everything else is just "help me find where."Per-category counters in C. Instrument every allocation site we control. Each time the engine calls
glGenTextures/glGenFramebuffers/glCreateProgram/b2CreateBody/b2CreateShape/ma_sound_init_from_file/ font bake / spritesheet load → increment a dedicated counter. Every matching destroy → decrement. No sampling, no estimation — exact pair accounting. Same for byte totals (we know W×H×4 at texture creation, decoded PCM size at audio load, etc., so bytes cost us ~one extra field per category).Lua heap.
collectgarbage("count")in KB. Also#entities, active timer/spring counts on the Lua side — not memory per se but useful leak indicators for game-side state.
Proposed getter (single Lua-callable returning a table):
engine_mem_stats() -> {
process_rss, process_private, -- OS truth
gl_textures, gl_texture_bytes,
gl_fbos, gl_fbo_bytes,
gl_shaders, gl_programs,
physics_bodies, physics_shapes, physics_joints,
audio_sounds, audio_music,
fonts, font_bytes,
spritesheets,
}
Plus Lua-side: collectgarbage("count"), entity count, timer/spring counts.
Overlay: F3 toggles. Shows each counter, delta from previous frame, and delta from a captured baseline. A second key (F4?) recaptures baseline. Workflow: open hideout → F4 to baseline → hammer F5 a bunch → every delta should read zero.
Why instrument in C rather than trust Box2D's getters alone. Box2D v3 has b2World_GetBodyCount and similar — those are fine cross-checks, but: (a) they don't cover GL or audio, (b) instrumenting everything uniformly in one place means one mental model, (c) any future native system slots in the same way. And crucially — if our counter disagrees with Box2D's, that itself is a bug signal.
Why RSS matters even with full counters. Counters only catch leaks at sites we instrumented. A leak inside a dependency (e.g. miniaudio holding onto decoded buffers, or a stb_truetype quirk) would show up as flat counters but rising RSS. That discrepancy is actionable information. Without RSS we'd be blind to it.
Caveat I want to be upfront about. RSS is noisy — GC timing, allocator fragmentation, OS paging. A single cycle's RSS delta isn't diagnostic; you want to see RSS trend flat across many cycles. Per-category counters, by contrast, should go to exactly zero-delta after a destroy cycle since they count pair operations. So the discipline is: counters prove correctness of instrumented systems, RSS smoke-tests everything else.
Two questions before I start:
Byte tracking or just counts for v1? Counts tell you "am I leaking?" Bytes tell you "is my footprint reasonable?" I'd do both since it's maybe +10% work — we already know the sizes at allocation time. But if you want the absolute minimum viable first, count-only is defensible. Which?
Where to put the new C bindings in
anchor.c? I see it's a single ~10500-line file. Options: (a) group all the instrumentation in a new// === Memory tracking ===section near the top, with counter increments scattered into existing allocation sites; (b) keep counters private-static and expose one big getter function. I'd do (b) — counters are file-scopestaticvariables incremented inline where theglGen*/b2Create*happens, one publicengine_mem_statsfunction at the bottom that pushes a single Lua table. Fewer moving pieces. Preference?
Also worth flagging: do you want web support for this? The engine builds to web too. On web, Windows APIs don't apply — we'd need /proc/self/statm-equivalent (emscripten has mallinfo and EM_ASM to get performance.memory). For now I'd punt that — make it Windows-first, add a stub for web that returns 0s for RSS. OK?
- Both. 2. Your choice entirely, I leave everything on the C side up the instances every time. Web support works but we don't need to track memory leakage with web support. We want to make sure that we're not leaking on Windows, which will mean that the game + engine logic itself isn't leaking anything. Any specific web leaks then we'll handle on a case by case basis. Unless making it support the web properly is very little work. Your choice.
Good. Let me dig into anchor.c to plan the exact instrumentation points. I need to see what audio library is used, how textures/FBOs are created, and the Box2D bindings structure.
Bash (wc -l E:/a327ex/Anchor2/engine/src/anchor.c E:/a327ex/Anchor/engine/src/anchor.c...)
10535 E:/a327ex/Anchor2/engine/src/anchor.c
10486 E:/a327ex/Anchor/engine/src/anchor.c
21021 total
Bash (ls E:/a327ex/Anchor2/engine/ && echo '---' && ls E:/a327ex/Anchor2/engine/src/)
anchor.obj
build/
build-web.sh*
build.bat
gl.obj
include/
lib/
run-web.bat
run.bat
shell.html
src/
---
anchor.c
Read (E:\a327ex\Anchor2\engine\src\anchor.c)
1 /*
2 * Anchor Engine - Single-file C implementation
3 * SDL2 + OpenGL 3.3 (WebGL 2.0) + Lua 5.4 + Box2D 3.x
4 *
5 * FILE STRUCTURE (search for section banners):
6 *
7 * - Includes, constants, core structs (DrawCommand, Layer)
8 * - Physics foundation (tags, events, PCG32 random)
9 * - Resources (Texture, Font, Sound, Music)
10 * - Layer system (FBO, transforms, command queue, batching)
11 * - Input system (keyboard, mouse, gamepad, actions, chords, sequences, holds)
12 * - Rendering pipeline (shader execution, command processing)
13 * - Lua bindings: Rendering, Physics, Random, Input
14 * - Lua registration (register_lua_bindings)
15 * - Shader sources and compilation
16 * - Main loop, initialization, shutdown
17 */
18
19 #include <stdio.h>
20 #include <stdlib.h>
21 #include <stdbool.h>
22 #include <string.h>
23 #include <math.h>
24
25 #ifdef _WIN32
26 #include <direct.h> // _chdir
27 #include <windows.h> // RegisterHotKey, PeekMessage for global hotkeys
28 #else
29 #include <unistd.h> // chdir
30 #endif
... [90 more lines]
Grep (glGenTextures|glDeleteTextures|glGenFramebuffers|glDeleteFramebuffers|glCreateShader|glDeleteShader|glCreateProgram|glDeleteProgram)
826: glGenTextures(1, &tex->id);
853: glGenTextures(1, &tex->id);
867: if (tex->id) glDeleteTextures(1, &tex->id);
1158: glGenTextures(1, &font->atlas_texture);
1183: if (font->atlas_texture) glDeleteTextures(1, &font->atlas_texture);
1702: glGenFramebuffers(1, &layer->fbo);
1706: glGenTextures(1, &layer->color_texture);
1726: glDeleteTextures(1, &layer->color_texture);
1727: glDeleteFramebuffers(1, &layer->fbo);
1739: if (layer->color_texture) glDeleteTextures(1, &layer->color_texture);
1741: if (layer->fbo) glDeleteFramebuffers(1, &layer->fbo);
1743: if (layer->effect_texture) glDeleteTextures(1, &layer->effect_texture);
1744: if (layer->effect_fbo) glDeleteFramebuffers(1, &layer->effect_fbo);
1754: glGenTextures(1, &layer->effect_texture);
1763: glGenFramebuffers(1, &layer->effect_fbo);
8315: glGenFramebuffers(1, &capture_fbo);
8316: glGenTextures(1, &capture_texture);
8423: glGenFramebuffers(1, &capture_fbo);
8424: glGenTextures(1, &capture_texture);
9415: GLuint shader = glCreateShader(type);
9427: glDeleteShader(shader);
9440: glDeleteShader(vert);
9444: GLuint program = glCreateProgram();
9450: glDeleteShader(vert);
9451: glDeleteShader(frag);
9459: glDeleteProgram(program);
9501: if (custom_draw_shader) glDeleteProgram(custom_draw_shader);
9529: glDeleteProgram(shader);
9646: if (shader_program) { glDeleteProgram(shader_program); shader_program = 0; }
9670: if (screen_shader) { glDeleteProgram(screen_shader); screen_shader = 0; }
... [2 more lines]
Grep (b2CreateBody|b2DestroyBody|b2CreatePolygonShape|b2CreateCircleShape|b2CreateCapsuleShape|b2CreateChain|b2DestroyShape|b2DestroyChain|b2CreateWeldJoint|b2CreateRevoluteJoint|b2CreateDistanceJoint|b2DestroyJoint|ma_sound_init|ma_sound_uninit|ma_sound_init_from_file|FT_New_Face|FT_Done_Face)
1039: FT_Done_Face(face);
1060: FT_Done_Face(face);
1147: FT_Done_Face(face);
1331: ma_sound_uninit(&playing_sounds[i].sound);
1344: ma_sound_uninit(&playing_sounds[i].sound);
1394: result = ma_sound_init_from_data_source(&audio_engine, &playing_sounds[slot].decoder, 0, NULL, &playing_sounds[slot].sound);
1438: ma_sound_uninit(&playing_sounds[slot].sound);
1500: result = ma_sound_init_from_data_source(&audio_engine, &music->decoder, 0, NULL, &music->sound);
1517: ma_sound_uninit(&music->sound);
5786: b2BodyId body_id = b2CreateBody(physics_world, &body_def);
5802: b2DestroyBody(*body_id);
5908: b2ShapeId shape_id = b2CreateCircleShape(*body_id, &shape_def, &circle);
5972: b2ShapeId shape_id = b2CreatePolygonShape(*body_id, &shape_def, &box);
6036: b2ShapeId shape_id = b2CreateCapsuleShape(*body_id, &shape_def, &capsule);
6107: b2ShapeId shape_id = b2CreatePolygonShape(*body_id, &shape_def, &polygon);
6173: b2ChainId chain_id = b2CreateChain(*body_id, &chain_def);
6504: b2DestroyShape(*shape_id, update_mass);
Grep (stbi_load|stbi_image_free|ma_decoder_init|ma_decoder_uninit|spritesheet_load|texture_create|texture_load|texture_unload)
790:static Texture* texture_load(const char* path) {
803: unsigned char* data = stbi_load_from_memory(file_data, (int)file_size, &width, &height, &channels, 4);
812: stbi_image_free(data);
822: stbi_image_free(data);
835: stbi_image_free(data);
841:static Texture* texture_create_from_rgba(int width, int height, const unsigned char* data) {
882:static Spritesheet* spritesheet_load(const char* path, int frame_width, int frame_height, int padding) {
883: Texture* tex = texture_load(path);
1272: ma_result result = ma_decoder_init_memory(sound->data, sound->data_size, &decoder_config, &decoder);
1279: ma_decoder_uninit(&decoder);
1332: ma_decoder_uninit(&playing_sounds[i].decoder);
1345: ma_decoder_uninit(&playing_sounds[i].decoder);
1387: ma_result result = ma_decoder_init_memory(sound->data, sound->data_size, &decoder_config, &playing_sounds[slot].decoder);
1397: ma_decoder_uninit(&playing_sounds[slot].decoder);
1439: ma_decoder_uninit(&playing_sounds[slot].decoder);
1491: ma_result result = ma_decoder_init_memory(music->data, music->data_size, &decoder_config, &music->decoder);
1503: ma_decoder_uninit(&music->decoder);
1518: ma_decoder_uninit(&music->decoder);
4911:static int l_texture_load(lua_State* L) {
4913: Texture* tex = texture_load(path);
4925:// texture_create(width, height, pixel_data_string) -> texture userdata
4927:static int l_texture_create(lua_State* L) {
4937: Texture* tex = texture_create_from_rgba(width, height, (const unsigned char*)data);
4948:static int l_texture_unload(lua_State* L) {
4975:static int l_spritesheet_load(lua_State* L) {
4980: Spritesheet* sheet = spritesheet_load(path, frame_width, frame_height, padding);
8862: lua_register(L, "texture_load", l_texture_load);
8863: lua_register(L, "texture_create", l_texture_create);
8864: lua_register(L, "texture_unload", l_texture_unload);
8868: lua_register(L, "spritesheet_load", l_spritesheet_load);
Read (E:\a327ex\Anchor2\engine\src\anchor.c)
780 // ============================================================================
781
782 // Texture
783 typedef struct {
784 GLuint id;
785 int width;
786 int height;
787 } Texture;
788
789 // Load a texture from file using stb_image (supports zip archive)
790 static Texture* texture_load(const char* path) {
791 int width, height, channels;
792 stbi_set_flip_vertically_on_load(0); // Don't flip - we handle Y in our coordinate system
793
794 // Load file data from zip or disk
795 size_t file_size;
796 unsigned char* file_data = (unsigned char*)zip_read_file(path, &file_size);
797 if (!file_data) {
798 fprintf(stderr, "Failed to load texture: %s\n", path);
799 return NULL;
800 }
801
802 // Decode image from memory (needed for width/height even in headless)
803 unsigned char* data = stbi_load_from_memory(file_data, (int)file_size, &width, &height, &channels, 4);
804 free(file_data);
805 if (!data) {
806 fprintf(stderr, "Failed to decode texture: %s\n", path);
807 return NULL;
808 }
809
... [95 more lines]
Read (E:\a327ex\Anchor2\engine\src\anchor.c)
1680 if (headless_mode) {
1681 // Headless: no command buffer, no FBO — all draw calls become no-ops
1682 layer->commands = NULL;
1683 layer->command_count = 0;
1684 layer->command_capacity = 0;
1685 layer->current_blend = BLEND_ALPHA;
1686 return layer;
1687 }
1688
1689 // Initialize command queue (fixed size, never grows)
1690 layer->commands = (DrawCommand*)malloc(MAX_COMMAND_CAPACITY * sizeof(DrawCommand));
1691 if (!layer->commands) {
1692 free(layer);
1693 return NULL;
1694 }
1695 layer->command_count = 0;
1696 layer->command_capacity = MAX_COMMAND_CAPACITY;
1697 layer->current_blend = BLEND_ALPHA;
1698
1699 GLint tex_filter = (layer_filter == FILTER_SMOOTH) ? GL_LINEAR : GL_NEAREST;
1700
1701 // Create FBO
1702 glGenFramebuffers(1, &layer->fbo);
1703 glBindFramebuffer(GL_FRAMEBUFFER, layer->fbo);
1704
1705 // Create color texture
1706 glGenTextures(1, &layer->color_texture);
1707 glBindTexture(GL_TEXTURE_2D, layer->color_texture);
1708 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
1709 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, tex_filter);
... [60 more lines]
Read (E:\a327ex\Anchor2\engine\src\anchor.c)
1030 }
1031
1032 // Set pixel size
1033 int pixel_size = (int)(size + 0.5f);
1034 FT_Set_Pixel_Sizes(face, 0, pixel_size);
1035
1036 // Create font struct
1037 Font* font = (Font*)malloc(sizeof(Font));
1038 if (!font) {
1039 FT_Done_Face(face);
1040 free(font_data);
1041 return NULL;
1042 }
1043 memset(font, 0, sizeof(Font));
1044 strncpy(font->name, name, MAX_FONT_NAME - 1);
1045 font->size = size;
1046 font->filter = font_filter; // Store filter mode font was loaded with
1047
1048 // Get font metrics (in 26.6 fixed point, convert to pixels)
1049 font->ascent = face->size->metrics.ascender / 64.0f;
1050 font->descent = face->size->metrics.descender / 64.0f;
1051 font->line_height = face->size->metrics.height / 64.0f;
1052
1053 font->atlas_width = FONT_ATLAS_SIZE;
1054 font->atlas_height = FONT_ATLAS_SIZE;
1055
1056 // Create atlas bitmap (RGBA)
1057 unsigned char* rgba_bitmap = (unsigned char*)calloc(FONT_ATLAS_SIZE * FONT_ATLAS_SIZE * 4, 1);
1058 if (!rgba_bitmap) {
1059 free(font);
... [170 more lines]
Read (E:\a327ex\Anchor2\engine\src\anchor.c)
1240 typedef struct {
1241 char path[MAX_SOUND_PATH]; // For debug logging
1242 void* data; // Raw audio file data (WAV, OGG, etc.)
1243 size_t data_size; // Size of audio data
1244 } Sound;
1245
1246 static Sound* sound_load(const char* path) {
1247 Sound* sound = (Sound*)malloc(sizeof(Sound));
1248 if (!sound) return NULL;
1249
1250 strncpy(sound->path, path, MAX_SOUND_PATH - 1);
1251 sound->path[MAX_SOUND_PATH - 1] = '\0';
1252
1253 if (headless_mode) {
1254 // Headless: return valid pointer but skip audio data loading
1255 sound->data = NULL;
1256 sound->data_size = 0;
1257 return sound;
1258 }
1259
1260 // Load audio data from zip or disk
1261 sound->data = zip_read_file(path, &sound->data_size);
1262 if (!sound->data) {
1263 fprintf(stderr, "Failed to load sound file: %s\n", path);
1264 free(sound);
1265 return NULL;
1266 }
1267
1268 // Verify the file can be decoded by attempting to init a sound
1269 if (audio_initialized) {
... [260 more lines]
Read (E:\a327ex\Anchor2\engine\src\anchor.c)
5770 if (strcmp(type_str, "static") == 0) {
5771 body_type = b2_staticBody;
5772 } else if (strcmp(type_str, "dynamic") == 0) {
5773 body_type = b2_dynamicBody;
5774 } else if (strcmp(type_str, "kinematic") == 0) {
5775 body_type = b2_kinematicBody;
5776 } else {
5777 return luaL_error(L, "Invalid body type: %s (use 'static', 'dynamic', or 'kinematic')", type_str);
5778 }
5779
5780 // Create body definition
5781 b2BodyDef body_def = b2DefaultBodyDef();
5782 body_def.type = body_type;
5783 body_def.position = (b2Vec2){x / pixels_per_meter, y / pixels_per_meter};
5784
5785 // Create body
5786 b2BodyId body_id = b2CreateBody(physics_world, &body_def);
5787
5788 // Return body ID as userdata
5789 b2BodyId* ud = (b2BodyId*)lua_newuserdata(L, sizeof(b2BodyId));
5790 *ud = body_id;
5791
5792 return 1;
5793 }
5794
5795 static int l_physics_destroy_body(lua_State* L) {
5796 b2BodyId* body_id = (b2BodyId*)lua_touserdata(L, 1);
5797 if (!body_id) {
5798 return luaL_error(L, "Invalid body");
5799 }
... [170 more lines]
Grep (b2World_GetCounters|b2Counters|struct b2Counters)
E:\a327ex\Anchor2\engine\include\box2d\box2d.h-173-
E:\a327ex\Anchor2\engine\include\box2d\box2d.h-174-/// Get world counters and sizes
E:\a327ex\Anchor2\engine\include\box2d\box2d.h:175:B2_API b2Counters b2World_GetCounters( b2WorldId worldId );
E:\a327ex\Anchor2\engine\include\box2d\box2d.h-176-
E:\a327ex\Anchor2\engine\include\box2d\box2d.h-177-/// Set the user data pointer.
--
E:\a327ex\Anchor2\engine\include\box2d\physics_world.c-1637-}
E:\a327ex\Anchor2\engine\include\box2d\physics_world.c-1638-
E:\a327ex\Anchor2\engine\include\box2d\physics_world.c:1639:b2Counters b2World_GetCounters( b2WorldId worldId )
E:\a327ex\Anchor2\engine\include\box2d\physics_world.c-1640-{
E:\a327ex\Anchor2\engine\include\box2d\physics_world.c-1641- b2World* world = b2GetWorldFromId( worldId );
E:\a327ex\Anchor2\engine\include\box2d\physics_world.c:1642: b2Counters s = { 0 };
E:\a327ex\Anchor2\engine\include\box2d\physics_world.c-1643- s.bodyCount = b2GetIdCount( &world->bodyIdPool );
E:\a327ex\Anchor2\engine\include\box2d\physics_world.c-1644- s.shapeCount = b2GetIdCount( &world->shapeIdPool );
--
E:\a327ex\Anchor2\engine\include\box2d\types.h-524-
E:\a327ex\Anchor2\engine\include\box2d\types.h-525-/// Counters that give details of the simulation size.
E:\a327ex\Anchor2\engine\include\box2d\types.h:526:typedef struct b2Counters
E:\a327ex\Anchor2\engine\include\box2d\types.h-527-{
E:\a327ex\Anchor2\engine\include\box2d\types.h-528- int bodyCount;
--
E:\a327ex\Anchor2\engine\include\box2d\types.h-537- int taskCount;
E:\a327ex\Anchor2\engine\include\box2d\types.h-538- int colorCounts[24];
E:\a327ex\Anchor2\engine\include\box2d\types.h:539:} b2Counters;
E:\a327ex\Anchor2\engine\include\box2d\types.h-540-//! @endcond
E:\a327ex\Anchor2\engine\include\box2d\types.h-541-
Read (E:\a327ex\Anchor2\engine\include\box2d\types.h)
525 /// Counters that give details of the simulation size.
526 typedef struct b2Counters
527 {
528 int bodyCount;
529 int shapeCount;
530 int contactCount;
531 int jointCount;
532 int islandCount;
533 int stackUsed;
534 int staticTreeHeight;
535 int treeHeight;
536 int byteCount;
537 int taskCount;
538 int colorCounts[24];
539 } b2Counters;
540 //! @endcond
541
542 /// Joint type enumeration
543 ///
544 /// This is useful because all joint types use b2JointId and sometimes you
Grep (lua_register(L, "engine_)
9057: lua_register(L, "engine_get_frame", l_engine_get_frame);
9058: lua_register(L, "engine_get_step", l_engine_get_step);
9059: lua_register(L, "engine_get_time", l_engine_get_time);
9060: lua_register(L, "engine_get_dt", l_engine_get_dt);
9061: lua_register(L, "engine_get_unscaled_dt", l_engine_get_unscaled_dt);
9062: lua_register(L, "engine_get_time_scale", l_engine_get_time_scale);
9063: lua_register(L, "engine_set_time_scale", l_engine_set_time_scale);
9064: lua_register(L, "engine_get_width", l_engine_get_width);
9065: lua_register(L, "engine_get_height", l_engine_get_height);
9066: lua_register(L, "engine_get_window_size", l_engine_get_window_size);
9067: lua_register(L, "engine_get_scale", l_engine_get_scale);
9068: lua_register(L, "engine_is_fullscreen", l_engine_is_fullscreen);
9069: lua_register(L, "engine_get_platform", l_engine_get_platform);
9070: lua_register(L, "engine_get_fps", l_engine_get_fps);
9071: lua_register(L, "engine_get_draw_calls", l_engine_get_draw_calls);
9074: lua_register(L, "engine_set_game_size", l_engine_set_game_size);
9075: lua_register(L, "engine_set_title", l_engine_set_title);
9076: lua_register(L, "engine_set_scale", l_engine_set_scale);
9077: lua_register(L, "engine_set_vsync", l_engine_set_vsync);
9078: lua_register(L, "engine_set_fullscreen", l_engine_set_fullscreen);
9079: lua_register(L, "engine_set_resizable", l_engine_set_resizable);
9080: lua_register(L, "engine_set_headless", l_engine_set_headless);
9081: lua_register(L, "engine_get_headless", l_engine_get_headless);
9082: lua_register(L, "engine_get_render_mode", l_engine_get_render_mode);
9083: lua_register(L, "engine_render_setup", l_engine_render_setup);
9084: lua_register(L, "engine_render_save_frame", l_engine_render_save_frame);
9085: lua_register(L, "engine_record_start", l_engine_record_start);
9086: lua_register(L, "engine_record_frame", l_engine_record_frame);
9087: lua_register(L, "engine_record_stop", l_engine_record_stop);
9088: lua_register(L, "engine_get_args", l_engine_get_args);
... [2 more lines]
Read (E:\a327ex\Anchor2\engine\src\anchor.c)
120 extern const char* vertex_shader_source;
121 extern const char* fragment_shader_source;
122 extern const char* screen_vertex_source;
123 extern const char* screen_fragment_source;
124
125 // ============================================================================
126 // ZIP ARCHIVE SUPPORT (Desktop only - single exe distribution)
127 // Detects zip data appended to executable and reads assets from it
128 // ============================================================================
129
130 #ifndef __EMSCRIPTEN__
131 static mz_zip_archive zip_archive;
132 static bool zip_initialized = false;
133 static unsigned char* zip_data = NULL;
134 static size_t zip_data_size = 0;
135
136 // Initialize zip archive from executable if present
137 // Returns true if zip was found and initialized, false otherwise
138 static bool zip_init(const char* exe_path) {
139 FILE* f = fopen(exe_path, "rb");
140 if (!f) return false;
141
142 // Get file size
143 fseek(f, 0, SEEK_END);
144 long file_size = ftell(f);
145 if (file_size < 22) { // Minimum size for zip end-of-central-dir header
146 fclose(f);
147 return false;
148 }
149
... [60 more lines]
Bash (find E:/a327ex/Orblike/assets E:/a327ex/Anchor2/arena/assets 2>/dev/null -name "...)
E:/a327ex/Orblike/assets/FatPixelFont.ttf
E:/a327ex/Orblike/assets/LanaPixel.ttf
E:/a327ex/Anchor2/arena/assets/LanaPixel.ttf
Bash (ls E:/a327ex/Orblike/assets/)
ARROW_Hit_Body_stereo.ogg
ARROW_Hit_Body_stereo.wav
ARROW_Hit_Body_stereo_lightmed.ogg
ARROW_Hit_Wood_Shield_stereo.ogg
ARROW_Hit_Wood_Shield_stereo.wav
ARROW_Hit_Wood_Shield_stereo_lightmed.ogg
Arrow Impact wood 1.ogg
Arrow Impact wood 1.wav
Arrow Impact wood 1_lightmed.ogg
Arrow Impact wood 3.ogg
Arrow Impact wood 3.wav
Arrow Impact wood 3_lightmed.ogg
BOW_Release_Arrow_Large_mono.ogg
BOW_Release_Arrow_Large_mono.wav
BOW_Release_Arrow_Large_mono_lightmed.ogg
BOW_Release_Arrow_mono.ogg
BOW_Release_Arrow_mono.wav
BOW_Release_Arrow_mono_lightmed.ogg
Bloody punches 10.ogg
Bloody punches 10_lightmed.ogg
Bloody punches 3.ogg
Bloody punches 3_lightmed.ogg
Bloody punches 7.ogg
Bloody punches 7_lightmed.ogg
Body Fall 18.wav
Body Fall 2.ogg
Body Fall 2_lightmed.ogg
Body Head (Headshot) 1.ogg
Body Head (Headshot) 1_lightmed.ogg
Buff 12.ogg
... [352 more lines]
Read (E:\a327ex\Anchor2\engine\build.bat)
1 @echo off
2 setlocal
3
4 cd /d "%~dp0"
5
6 :: Find and run vcvarsall.bat for Visual Studio
7 if exist "C:\Program Files\Microsoft Visual Studio\18\Community\VC\Auxiliary\Build\vcvarsall.bat" (
8 call "C:\Program Files\Microsoft Visual Studio\18\Community\VC\Auxiliary\Build\vcvarsall.bat" x64 >nul 2>&1
9 ) else if exist "C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Auxiliary\Build\vcvarsall.bat" (
10 call "C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Auxiliary\Build\vcvarsall.bat" x64 >nul 2>&1
11 ) else if exist "C:\Program Files\Microsoft Visual Studio\2022\Professional\VC\Auxiliary\Build\vcvarsall.bat" (
12 call "C:\Program Files\Microsoft Visual Studio\2022\Professional\VC\Auxiliary\Build\vcvarsall.bat" x64 >nul 2>&1
13 ) else if exist "C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Auxiliary\Build\vcvarsall.bat" (
14 call "C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Auxiliary\Build\vcvarsall.bat" x64 >nul 2>&1
15 ) else (
16 echo ERROR: Could not find Visual Studio
17 exit /b 1
18 )
19
20 if not exist build mkdir build
21
22 :: Build Lua library if it doesn't exist
23 if not exist lib\lua.lib (
24 echo Building Lua library...
25 if not exist build\lua_obj mkdir build\lua_obj
26 cl.exe /nologo /O2 /W3 /c /I"include/lua" ^
27 include/lua/lapi.c include/lua/lauxlib.c include/lua/lbaselib.c ^
28 include/lua/lcode.c include/lua/lcorolib.c include/lua/lctype.c ^
29 include/lua/ldblib.c include/lua/ldebug.c include/lua/ldo.c ^
30 include/lua/ldump.c include/lua/lfunc.c include/lua/lgc.c ^
... [76 more lines]
Bash (ls -la E:/a327ex/Orblike/anchor.exe E:/a327ex/Anchor2/engine/build/anchor.exe E:...)
-rwxr-xr-x 1 adn 197121 4177408 Apr 17 10:31 E:/a327ex/Anchor2/arena/anchor.exe*
-rwxr-xr-x 1 adn 197121 4177408 Apr 17 10:27 E:/a327ex/Anchor2/engine/build/anchor.exe*
-rwxr-xr-x 1 adn 197121 4175872 Apr 21 00:31 E:/a327ex/Orblike/anchor.exe*
Read (E:\a327ex\Orblike\run.bat)
1 @echo off
2 cd /d "%~dp0"
3 .\anchor.exe . %*
4
Grep (spritesheet_destroy|spritesheet_load|static Spritesheet)
882:static Spritesheet* spritesheet_load(const char* path, int frame_width, int frame_height, int padding) {
909:static void spritesheet_destroy(Spritesheet* sheet) {
4975:static int l_spritesheet_load(lua_State* L) {
4980: Spritesheet* sheet = spritesheet_load(path, frame_width, frame_height, padding);
8868: lua_register(L, "spritesheet_load", l_spritesheet_load);
Read (E:\a327ex\Anchor2\engine\src\anchor.c)
905 path, sheet->frames_per_row, rows, sheet->total_frames);
906 return sheet;
907 }
908
909 static void spritesheet_destroy(Spritesheet* sheet) {
910 if (!sheet) return;
911 texture_destroy(sheet->texture);
912 free(sheet);
913 }
914
915 // Font - TTF font with baked glyph atlas
916 // Global filter mode (smooth = anti-aliased, rough = hard pixel edges)
917 // Affects shapes and fonts - must be declared before font code
918 enum {
919 FILTER_SMOOTH = 0,
920 FILTER_ROUGH,
921 };
922 static int filter_mode = FILTER_ROUGH; // Default to pixel-perfect
923
924 #define MAX_FONT_NAME 64
925 #define FONT_ATLAS_SIZE 512
926 #define FONT_FIRST_CHAR 32
Read (E:\a327ex\Anchor2\engine\src\anchor.c)
9400 " FragColor = texture(screenTexture, TexCoord);\n"
9401 "}\n";
9402
9403 // Compile a shader and return its ID (0 on failure)
9404 // Automatically prepends platform-specific header
9405 static GLuint compile_shader(GLenum type, const char* source) {
9406 const char* header = (type == GL_VERTEX_SHADER) ? SHADER_HEADER_VERT : SHADER_HEADER_FRAG;
9407
9408 // Concatenate header + source
9409 size_t header_len = strlen(header);
9410 size_t source_len = strlen(source);
9411 char* full_source = (char*)malloc(header_len + source_len + 1);
9412 memcpy(full_source, header, header_len);
9413 memcpy(full_source + header_len, source, source_len + 1);
9414
9415 GLuint shader = glCreateShader(type);
9416 glShaderSource(shader, 1, (const char**)&full_source, NULL);
9417 glCompileShader(shader);
9418
9419 free(full_source);
9420
9421 GLint success;
9422 glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
9423 if (!success) {
9424 char info_log[512];
9425 glGetShaderInfoLog(shader, sizeof(info_log), NULL, info_log);
9426 fprintf(stderr, "Shader compilation failed: %s\n", info_log);
9427 glDeleteShader(shader);
9428 return 0;
9429 }
... [40 more lines]
Read (E:\a327ex\Anchor2\engine\src\anchor.c)
9470 if (!buffer) {
9471 fprintf(stderr, "Failed to open file: %s\n", path);
9472 return NULL;
9473 }
9474 // Ensure null termination (realloc to add space for null if needed)
9475 char* result = (char*)realloc(buffer, size + 1);
9476 if (!result) {
9477 free(buffer);
9478 return NULL;
9479 }
9480 result[size] = '\0';
9481 return result;
9482 }
9483
9484 // Create an effect shader program from fragment source (uses screen_vertex_source)
9485 static GLuint effect_shader_load_string(const char* frag_source) {
9486 return create_shader_program(screen_vertex_source, frag_source);
9487 }
9488
9489 // Replace the default draw shader with a custom fragment shader (uses the same vertex shader).
9490 // The projection matrix and AA width are set every frame in the render loop, so they'll
9491 // automatically apply to the new shader.
9492 static GLuint custom_draw_shader = 0;
9493 static int l_set_draw_shader(lua_State* L) {
9494 if (headless_mode) return 0;
9495 const char* path = luaL_checkstring(L, 1);
9496 char* source = read_file_to_string(path);
9497 if (!source) return luaL_error(L, "Failed to read draw shader: %s", path);
9498 GLuint shader = create_shader_program(vertex_shader_source, source);
9499 free(source);
... [50 more lines]
Read (E:\a327ex\Anchor2\engine\src\anchor.c)
9635 // Insert zip_searcher at position 1
9636 lua_pushcfunction(L, zip_searcher);
9637 lua_rawseti(L, -2, 1);
9638
9639 lua_pop(L, 2); // Pop searchers and package
9640 }
9641
9642 static void engine_shutdown(void) {
9643 // Game rendering resources
9644 if (vbo) { glDeleteBuffers(1, &vbo); vbo = 0; }
9645 if (vao) { glDeleteVertexArrays(1, &vao); vao = 0; }
9646 if (shader_program) { glDeleteProgram(shader_program); shader_program = 0; }
9647 // Layers
9648 for (int i = 0; i < layer_count; i++) {
9649 layer_destroy(layer_registry[i]);
9650 free(layer_names[i]);
9651 layer_registry[i] = NULL;
9652 layer_names[i] = NULL;
9653 }
9654 layer_count = 0;
9655 // Textures
9656 for (int i = 0; i < texture_count; i++) {
9657 texture_destroy(texture_registry[i]);
9658 texture_registry[i] = NULL;
9659 }
9660 texture_count = 0;
9661 // Effect shaders
9662 for (int i = 0; i < effect_shader_count; i++) {
9663 effect_shader_destroy(effect_shader_registry[i]);
9664 effect_shader_registry[i] = 0;
... [15 more lines]
Grep (^static int texture_count|^static int font_count|^static int layer_count|^static int effect_shader_count|^static.texture_registry|^static.layer_registry|texture_registry[|layer_registry[)
953:static int font_count = 0;
2328:static Layer* layer_registry[MAX_LAYERS];
2330:static int layer_count = 0;
2334:static Texture* texture_registry[MAX_TEXTURES];
2335:static int texture_count = 0;
2340:static int effect_shader_count = 0;
4572: return layer_registry[i];
4589: layer_registry[layer_count] = layer;
4919: texture_registry[texture_count++] = tex;
4953: if (texture_registry[i] == tex) {
4954: texture_registry[i] = texture_registry[--texture_count];
8378: Layer* layer = layer_registry[i];
8485: Layer* layer = layer_registry[i];
9649: layer_destroy(layer_registry[i]);
9651: layer_registry[i] = NULL;
9657: texture_destroy(texture_registry[i]);
9658: texture_registry[i] = NULL;
9885: layer_clear_commands(layer_registry[i]);
10046: layer_reset_effects(layer_registry[i]);
10056: Layer* layer = layer_registry[i];
10274: if (layer_registry[i]->commands) {
10275: layer_registry[i]->command_count = 0;
10326: layer_clear_commands(layer_registry[i]);
10421: glBindTexture(GL_TEXTURE_2D, layer_get_texture(layer_registry[i]));
10494: layer_reset_effects(layer_registry[i]);
10500: Layer* layer = layer_registry[i];
Read (E:\a327ex\Anchor2\engine\src\anchor.c)
4910
4911 static int l_texture_load(lua_State* L) {
4912 const char* path = luaL_checkstring(L, 1);
4913 Texture* tex = texture_load(path);
4914 if (!tex) {
4915 return luaL_error(L, "Failed to load texture: %s", path);
4916 }
4917 // Register for cleanup on shutdown
4918 if (texture_count < MAX_TEXTURES) {
4919 texture_registry[texture_count++] = tex;
4920 }
4921 lua_pushlightuserdata(L, tex);
4922 return 1;
4923 }
4924
4925 // texture_create(width, height, pixel_data_string) -> texture userdata
4926 // pixel_data_string is a binary string of width*height*4 bytes (RGBA)
4927 static int l_texture_create(lua_State* L) {
4928 int width = (int)luaL_checkinteger(L, 1);
4929 int height = (int)luaL_checkinteger(L, 2);
4930 size_t data_len;
4931 const char* data = luaL_checklstring(L, 3, &data_len);
4932
4933 if ((int)data_len < width * height * 4) {
4934 return luaL_error(L, "Pixel data too short: expected %d bytes, got %d", width * height * 4, (int)data_len);
4935 }
4936
4937 Texture* tex = texture_create_from_rgba(width, height, (const unsigned char*)data);
4938 if (!tex) {
4939 return luaL_error(L, "Failed to create texture");
... [30 more lines]
Good findings from code spelunking, some of which change the plan slightly:
- Box2D gives us body/shape/joint counts AND
byteCountfor free viab2World_GetCounters. No hand-counting physics. - Shaders are deleted right after link — transient. Only program count matters.
- Font atlases are fixed size (
FONT_ATLAS_SIZE² × 4), so font bytes falls out offont_count. - Layer FBOs have color texture + stencil RBO + optional effect texture + effect FBO. I'll track raw GL handle counts separately from "logical layer" so we see the full picture.
psapi.libneeds linking forGetProcessMemoryInfo— I'll use#pragma comment(lib, "psapi.lib")so build.bat doesn't change.
Counters (all prefixed mem_ to avoid collision with existing globals like texture_count):
Raw GL: mem_gl_texture_count, mem_gl_texture_bytes, mem_gl_fbo_count, mem_gl_rbo_count, mem_gl_program_count.
High-level: mem_sound_count, mem_sound_bytes, mem_music_count, mem_music_bytes, mem_spritesheet_count.
Read directly: font_count (existing), playing_sounds[].in_use iter, b2World_GetCounters.
Execution plan:
- C changes (one build): section block near top of file, inline
++/--at eachglGen*/glDelete*/ma_*_init/sound_load/etc.,l_engine_mem_statsgetter. - Build engine, copy binary to Orblike.
Orblike/anchor/memory.luamodule + wire F3 toggle / F4 baseline into main.lua. Needs a small font load (will useLanaPixel.ttfwhich is already in assets).- You run, hammer F5, we look at deltas.
Let me load TodoWrite + start.
ToolSearch
[
{
"type": "tool_reference",
"tool_name": "TodoWrite"
}
]
TodoWrite
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
Starting with the C engine changes. First the psapi include + counter declarations.
Edit (E:\a327ex\Anchor2\engine\src\anchor.c)
The file E:\a327ex\Anchor2\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Anchor2\engine\src\anchor.c)
The file E:\a327ex\Anchor2\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
Now the texture instrumentation. Three sites: texture_load, texture_create_from_rgba, texture_destroy.
Edit (E:\a327ex\Anchor2\engine\src\anchor.c)
The file E:\a327ex\Anchor2\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Anchor2\engine\src\anchor.c)
The file E:\a327ex\Anchor2\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
Now font atlas texture. Font has two glTexImage sites (atlas create at 1158, and cleanup at 1183).
Edit (E:\a327ex\Anchor2\engine\src\anchor.c)
The file E:\a327ex\Anchor2\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Anchor2\engine\src\anchor.c)
The file E:\a327ex\Anchor2\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
Grep (^typedef struct {\n[\s\S]{0,500}GLuint fbo|struct Layer {|^static Layer|layer->width|layer->height)
446:typedef struct {
447: GLuint fbo;
1712:static Layer* layer_create(int width, int height, int layer_filter) {
1716: layer->width = width;
1717: layer->height = height;
1803: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
2375:static Layer* layer_registry[MAX_LAYERS];
2401:static LayerDrawCommand layer_draw_queue[MAX_LAYER_DRAWS];
3726: glViewport(0, 0, layer->width, layer->height);
4471: glViewport(0, 0, layer->width, layer->height);
4615:static Layer* layer_get_or_create(const char* name, int layer_filter) {
5562: glViewport(0, 0, layer->width, layer->height);
5578: glViewport(0, 0, layer->width, layer->height);
TodoWrite
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
Edit (E:\a327ex\Anchor2\engine\src\anchor.c)
The file E:\a327ex\Anchor2\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
Now the effect buffer (ping-pong) glGen sites:
Read (E:\a327ex\Anchor2\engine\src\anchor.c)
1790
1791 static void layer_destroy(Layer* layer) {
1792 if (!layer) return;
1793 if (layer->commands) free(layer->commands);
1794 if (layer->color_texture) {
1795 glDeleteTextures(1, &layer->color_texture);
1796 mem_gl_texture_count--;
1797 mem_gl_texture_bytes -= (size_t)layer->width * (size_t)layer->height * 4;
1798 }
1799 if (layer->stencil_rbo) {
1800 glDeleteRenderbuffers(1, &layer->stencil_rbo);
1801 mem_gl_rbo_count--;
1802 }
1803 if (layer->fbo) {
1804 glDeleteFramebuffers(1, &layer->fbo);
1805 mem_gl_fbo_count--;
1806 }
1807 // Effect ping-pong buffers
1808 if (layer->effect_texture) {
1809 glDeleteTextures(1, &layer->effect_texture);
1810 mem_gl_texture_count--;
1811 mem_gl_texture_bytes -= (size_t)layer->width * (size_t)layer->height * 4;
1812 }
1813 if (layer->effect_fbo) {
1814 glDeleteFramebuffers(1, &layer->effect_fbo);
1815 mem_gl_fbo_count--;
1816 }
1817 free(layer);
1818 }
1819
Read (E:\a327ex\Anchor2\engine\src\anchor.c)
1820 // Ensure effect buffer exists (lazy creation)
1821 static void layer_ensure_effect_buffer(Layer* layer) {
1822 if (layer->effect_fbo != 0) return; // Already created
1823
1824 // Create effect texture (filter matches layer mode)
1825 GLint tex_filter = (layer->filter_mode == FILTER_SMOOTH) ? GL_LINEAR : GL_NEAREST;
1826 glGenTextures(1, &layer->effect_texture);
1827 glBindTexture(GL_TEXTURE_2D, layer->effect_texture);
1828 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, layer->width, layer->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
1829 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, tex_filter);
1830 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, tex_filter);
1831 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1832 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1833
1834 // Create effect FBO
1835 glGenFramebuffers(1, &layer->effect_fbo);
1836 glBindFramebuffer(GL_FRAMEBUFFER, layer->effect_fbo);
1837 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, layer->effect_texture, 0);
1838
1839 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
1840 if (status != GL_FRAMEBUFFER_COMPLETE) {
1841 fprintf(stderr, "Effect framebuffer incomplete: 0x%x\n", status);
1842 }
1843
1844 glBindFramebuffer(GL_FRAMEBUFFER, 0);
1845 glBindTexture(GL_TEXTURE_2D, 0);
1846 }
1847
1848 // Get the current result texture (accounts for ping-pong state)
1849 static GLuint layer_get_texture(Layer* layer) {
... [5 more lines]
Edit (E:\a327ex\Anchor2\engine\src\anchor.c)
The file E:\a327ex\Anchor2\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
Now the capture fbo/texture. Two sites: engine_init and render_setup. And the shutdown cleanup.
Read (E:\a327ex\Anchor2\engine\src\anchor.c)
8360 }
8361 window_resizable = lua_toboolean(L, 1);
8362 return 0;
8363 }
8364
8365 static int l_engine_set_headless(lua_State* L) {
8366 if (engine_initialized) {
8367 return luaL_error(L, "engine_set_headless must be called before engine_init");
8368 }
8369 headless_mode = lua_toboolean(L, 1);
8370 return 0;
8371 }
8372
8373 static int l_engine_get_headless(lua_State* L) {
8374 lua_pushboolean(L, headless_mode);
8375 return 1;
8376 }
8377
8378 static int l_engine_get_render_mode(lua_State* L) {
8379 lua_pushboolean(L, render_mode);
8380 return 1;
8381 }
8382
8383 static int l_engine_render_setup(lua_State* L) {
8384 const char* dir = luaL_checkstring(L, 1);
8385 strncpy(capture_output_dir, dir, sizeof(capture_output_dir) - 1);
8386 capture_output_dir[sizeof(capture_output_dir) - 1] = '\0';
8387 capture_frame_number = 0;
8388
8389 // Create capture FBO at native game resolution
... [70 more lines]
Grep (glGenFramebuffers(1, &capture_fbo)|glGenTextures(1, &capture_texture)|glDeleteFramebuffers(1, &capture_fbo)|glDeleteTextures(1, &capture_texture))
8390: glGenFramebuffers(1, &capture_fbo);
8391: glGenTextures(1, &capture_texture);
8498: glGenFramebuffers(1, &capture_fbo);
8499: glGenTextures(1, &capture_texture);
10592: if (capture_fbo) { glDeleteFramebuffers(1, &capture_fbo); capture_fbo = 0; }
10593: if (capture_texture) { glDeleteTextures(1, &capture_texture); capture_texture = 0; }
Read (E:\a327ex\Anchor2\engine\src\anchor.c)
8485 stbi_write_png(filename, game_width, game_height, 4, capture_buffer, game_width * 4);
8486
8487 lua_pushinteger(L, capture_frame_number);
8488 capture_frame_number++;
8489 return 1;
8490 }
8491
8492 // Live recording: pipe raw frames to ffmpeg for real-time encoding
8493 static int l_engine_record_start(lua_State* L) {
8494 const char* output_path = luaL_checkstring(L, 1);
8495
8496 // Set up capture FBO if not already done
8497 if (!capture_fbo) {
8498 glGenFramebuffers(1, &capture_fbo);
8499 glGenTextures(1, &capture_texture);
8500 glBindTexture(GL_TEXTURE_2D, capture_texture);
8501 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, game_width, game_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
8502 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
8503 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
8504 glBindFramebuffer(GL_FRAMEBUFFER, capture_fbo);
8505 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, capture_texture, 0);
8506 glBindFramebuffer(GL_FRAMEBUFFER, 0);
8507 }
8508 if (!capture_buffer) {
8509 capture_buffer = (unsigned char*)malloc(game_width * game_height * 4);
8510 }
8511
8512 char cmd[1024];
8513 snprintf(cmd, sizeof(cmd),
8514 "ffmpeg -y -f rawvideo -pixel_format rgba -video_size %dx%d -framerate 60 "
Edit (E:\a327ex\Anchor2\engine\src\anchor.c)
The file E:\a327ex\Anchor2\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Anchor2\engine\src\anchor.c)
The file E:\a327ex\Anchor2\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Anchor2\engine\src\anchor.c)
The file E:\a327ex\Anchor2\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
Grep (glCreateProgram|glDeleteProgram)
9525: GLuint program = glCreateProgram();
9540: glDeleteProgram(program);
9582: if (custom_draw_shader) glDeleteProgram(custom_draw_shader);
9610: glDeleteProgram(shader);
9727: if (shader_program) { glDeleteProgram(shader_program); shader_program = 0; }
9751: if (screen_shader) { glDeleteProgram(screen_shader); screen_shader = 0; }
Read (E:\a327ex\Anchor2\engine\src\anchor.c)
9515 static GLuint create_shader_program(const char* vert_src, const char* frag_src) {
9516 GLuint vert = compile_shader(GL_VERTEX_SHADER, vert_src);
9517 if (!vert) return 0;
9518
9519 GLuint frag = compile_shader(GL_FRAGMENT_SHADER, frag_src);
9520 if (!frag) {
9521 glDeleteShader(vert);
9522 return 0;
9523 }
9524
9525 GLuint program = glCreateProgram();
9526 glAttachShader(program, vert);
9527 glAttachShader(program, frag);
9528 glLinkProgram(program);
9529
9530 // Shaders can be deleted after linking
9531 glDeleteShader(vert);
9532 glDeleteShader(frag);
9533
9534 GLint success;
9535 glGetProgramiv(program, GL_LINK_STATUS, &success);
9536 if (!success) {
9537 char info_log[512];
9538 glGetProgramInfoLog(program, sizeof(info_log), NULL, info_log);
9539 fprintf(stderr, "Shader program linking failed: %s\n", info_log);
9540 glDeleteProgram(program);
9541 return 0;
9542 }
9543 return program;
9544 }
Edit (E:\a327ex\Anchor2\engine\src\anchor.c)
The file E:\a327ex\Anchor2\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
Read (E:\a327ex\Anchor2\engine\src\anchor.c)
9580 if (!source) return luaL_error(L, "Failed to read draw shader: %s", path);
9581 GLuint shader = create_shader_program(vertex_shader_source, source);
9582 free(source);
9583 if (!shader) return luaL_error(L, "Failed to compile draw shader: %s", path);
9584 if (custom_draw_shader) glDeleteProgram(custom_draw_shader);
9585 custom_draw_shader = shader;
9586 shader_program = shader;
9587 printf("Custom draw shader loaded: %s\n", path);
9588 return 0;
9589 }
9590
9591 // Get the current draw shader ID (so Lua can set uniforms on it via layer_shader_set_*)
9592 static int l_get_draw_shader(lua_State* L) {
9593 lua_pushinteger(L, (lua_Integer)shader_program);
9594 return 1;
9595 }
9596
9597 // Create an effect shader program from a fragment shader file
9598 static GLuint effect_shader_load_file(const char* path) {
9599 char* source = read_file_to_string(path);
9600 if (!source) return 0;
9601 GLuint shader = effect_shader_load_string(source);
9602 free(source);
9603 if (shader) {
9604 printf("Loaded effect shader: %s\n", path);
9605 }
9606 return shader;
9607 }
9608
9609 // Destroy an effect shader program
... [5 more lines]
Edit (E:\a327ex\Anchor2\engine\src\anchor.c)
The file E:\a327ex\Anchor2\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Anchor2\engine\src\anchor.c)
The file E:\a327ex\Anchor2\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Anchor2\engine\src\anchor.c)
The file E:\a327ex\Anchor2\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Anchor2\engine\src\anchor.c)
The file E:\a327ex\Anchor2\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
Grep (shader_program =|screen_shader =)
2397:static GLuint shader_program = 0;
2418:static GLuint screen_shader = 0;
8669: shader_program = create_shader_program(vertex_shader_source, fragment_shader_source);
8721: screen_shader = create_shader_program(screen_vertex_source, screen_fragment_source);
9589: shader_program = shader;
9733: if (shader_program) { glDeleteProgram(shader_program); shader_program = 0; mem_gl_program_count--; }
9757: if (screen_shader) { glDeleteProgram(screen_shader); screen_shader = 0; mem_gl_program_count--; }
Now audio + spritesheet instrumentation.
Edit (E:\a327ex\Anchor2\engine\src\anchor.c)
The file E:\a327ex\Anchor2\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Anchor2\engine\src\anchor.c)
The file E:\a327ex\Anchor2\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Anchor2\engine\src\anchor.c)
The file E:\a327ex\Anchor2\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Anchor2\engine\src\anchor.c)
The file E:\a327ex\Anchor2\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
TodoWrite
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
Now the engine_mem_stats binding. Let me find a good insertion point near other engine getters.
Grep (^static int l_engine_get_draw_calls|static int l_engine_quit)
8315:static int l_engine_get_draw_calls(lua_State* L) {
8622:static int l_engine_quit(lua_State* L) {
Read (E:\a327ex\Anchor2\engine\src\anchor.c)
8315 static int l_engine_get_draw_calls(lua_State* L) {
8316 lua_pushinteger(L, draw_calls);
8317 return 1;
8318 }
8319
8320 static int l_perf_time(lua_State* L) {
8321 lua_pushnumber(L, (double)SDL_GetPerformanceCounter() / (double)SDL_GetPerformanceFrequency());
8322 return 1;
8323 }
8324
8325 // ============================================================================
8326 // ENGINE CONFIGURATION (called before engine_init)
8327 // ============================================================================
8328
8329 static bool engine_initialized = false;
8330
8331 static int l_engine_set_game_size(lua_State* L) {
8332 if (engine_initialized) {
8333 return luaL_error(L, "engine_set_game_size must be called before engine_init");
8334 }
8335 game_width = luaL_checkinteger(L, 1);
8336 game_height = luaL_checkinteger(L, 2);
8337 return 0;
8338 }
8339
8340 static int l_engine_set_title(lua_State* L) {
8341 const char* title = luaL_checkstring(L, 1);
8342 strncpy(window_title, title, sizeof(window_title) - 1);
8343 window_title[sizeof(window_title) - 1] = '\0';
8344 // If window already exists, update title immediately
Grep (^static bool physics_initialized|^static b2WorldId physics_world|^b2WorldId physics_world|physics_initialized = true)
496:static b2WorldId physics_world = {0};
497:static bool physics_initialized = false;
5708: physics_initialized = true;
Edit (E:\a327ex\Anchor2\engine\src\anchor.c)
The file E:\a327ex\Anchor2\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
Now register the Lua binding:
Edit (E:\a327ex\Anchor2\engine\src\anchor.c)
The file E:\a327ex\Anchor2\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
Now build.
TodoWrite
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
Bash (cd E:/a327ex/Anchor2/engine && ./build.bat 2>&1 | tail -40)
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(282): 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(1087): 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(1299): 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(2554): 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(2548): warning C4267: 'initializing': conversion from 'size_t' to 'int', possible loss of data
src/anchor.c(2945): 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(3223): 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(3229): 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(3339): 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(3348): 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(3442): 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(3444): 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(4681): 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(5757): 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(6642): warning C4244: 'initializing': conversion from 'lua_Number' to 'float', possible loss of data
src/anchor.c(6643): warning C4244: 'initializing': conversion from 'lua_Number' to 'float', possible loss of data
src/anchor.c(8416): warning C4244: '=': conversion from 'lua_Integer' to 'int', possible loss of data
src/anchor.c(8417): warning C4244: '=': conversion from 'lua_Integer' to 'int', possible loss of data
src/anchor.c(8423): 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(8482): 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(9749): 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(9753): 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(9758): 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(9762): 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(9768): 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(9772): 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(9778): 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(9782): 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.
... [8 more lines]
Build passed (only pre-existing warnings). Copying binary to Orblike.
Bash (cp E:/a327ex/Anchor2/engine/build/anchor.exe E:/a327ex/Orblike/anchor.exe && ls ...)
-rwxr-xr-x 1 adn 197121 4179968 Apr 21 09:56 E:/a327ex/Orblike/anchor.exe*
TodoWrite
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
Bash (grep -rn "layer_text|layer_draw_text|font_load" E:/a327ex/Orblike/anchor/ E:/a...)
E:/a327ex/Orblike/anchor/font.lua:6: layer_text(game_layer, "Hello", fonts.main, 100, 50, color)
E:/a327ex/Orblike/anchor/font.lua:17: font_load(name, path, size)
E:/a327ex/Orblike/anchor/layer.lua:58: draw_texture = layer_draw_texture,
E:/a327ex/Orblike/anchor/layer.lua:60: draw_text = layer_draw_text,
E:/a327ex/Orblike/anchor/layer.lua:170:function layer_texture(lyr, tex, x, y, color)
E:/a327ex/Orblike/anchor/layer.lua:189:function layer_text(lyr, text, f, x, y, color)
Read (E:\a327ex\Orblike\anchor\font.lua)
1 --[[
2 font — thin wrapper over C font functions.
3
4 Usage:
5 fonts.main = font_register('main', 'assets/LanaPixel.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 function font:new(name, path, size)
15 self.name = name
16 self.size = size
17 font_load(name, path, size)
18 self.height = font_get_height(name)
19 end
20
21 function font:text_width(text)
22 return font_get_text_width(self.name, text)
23 end
24
25 function font:char_width(codepoint)
26 return font_get_char_width(self.name, codepoint)
27 end
28
29 function font:glyph_metrics(codepoint)
30 return font_get_glyph_metrics(self.name, codepoint)
... [9 more lines]
Read (E:\a327ex\Orblike\anchor\layer.lua)
180 lyr_handle(lyr),
181 animation_object.spritesheet.handle,
182 animation_object.frame,
183 x, y,
184 color or 0xFFFFFFFF,
185 flash or 0
186 )
187 end
188
189 function layer_text(lyr, text, f, x, y, color)
190 local font_name = type(f) == 'string' and f or f.name
191 eng.draw_text(lyr_handle(lyr), text, font_name, x, y, color)
192 end
193
194 function layer_push(lyr, x, y, r, sx, sy)
195 eng.push(lyr_handle(lyr), x, y, r, sx, sy)
196 end
197
198 function layer_pop(lyr)
199 eng.pop(lyr_handle(lyr))
Bash (grep -n "entities" E:/a327ex/Orblike/anchor/object.lua | head -20)
5: plain tables with a numeric id; the global `entities` table maps id to
25: local t = entities[self.target_id]
42: entities are still accessible during the rest of the frame, which
44: - If destroy() is not defined on the entity, only the entities table
45: entry is cleared. That's fine for simple data entities.
49:entities = {}
70: Assigns e.id and registers e in the global entities table.
77: entities[e.id] = e
95: more kills via polling in other entities' destroy methods).
104: if e.id then entities[e.id] = nil end
Read (E:\a327ex\Orblike\anchor\object.lua)
40 - kill() marks the entity dead and queues it. The real cleanup runs
41 at end-of-frame via process_destroy_queue. This means dead-marked
42 entities are still accessible during the rest of the frame, which
43 prevents mid-frame state divergence bugs.
44 - If destroy() is not defined on the entity, only the entities table
45 entry is cleared. That's fine for simple data entities.
46 ]]
47
48 -- Global entity registry
49 entities = {}
50
51 -- Auto-incrementing ID counter (never reused)
52 local next_id = 1
53
54 -- Pending destruction queue, drained by process_destroy_queue
55 local destroy_queue = {}
56
57 --[[
58 Default kill method installed on every entity at make_entity time.
59 If a class defines its own kill method before calling make_entity,
60 that takes precedence.
61 ]]
62 local function default_kill(self)
63 if self._dying then return end
64 self._dying = true
65 destroy_queue[#destroy_queue + 1] = self
66 end
67
68 --[[
69 make_entity(e)
... [40 more lines]
Write (E:\a327ex\Orblike\anchor\memory.lua)
File created successfully at: E:\a327ex\Orblike\anchor\memory.lua (file state is current in your context — no need to Read it back)
TodoWrite
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
Edit (E:\a327ex\Orblike\anchor\memory.lua)
The file E:\a327ex\Orblike\anchor\memory.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Orblike\anchor\init.lua)
The file E:\a327ex\Orblike\anchor\init.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
TodoWrite
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
Grep (font_unload|for.*font_count)
1039: for (int i = 0; i < font_count; i++) {
1224:static void font_unload(const char* name) {
1225: for (int i = 0; i < font_count; i++) {
1235: for (int j = i; j < font_count - 1; j++) {
1247: for (int i = 0; i < font_count; i++) {
5158:static int l_font_unload(lua_State* L) {
5160: font_unload(name);
9053: lua_register(L, "font_unload", l_font_unload);
Read (E:\a327ex\Anchor2\engine\src\anchor.c)
9800 free(script_data);
9801
9802 // Return the compiled chunk (loader function)
9803 lua_pushstring(L, path); // Second return value: file path
9804 return 2;
9805 }
9806
9807 // Register the zip searcher as the first searcher in package.searchers
9808 static void register_zip_searcher(lua_State* L) {
9809 // Get package.searchers table
9810 lua_getglobal(L, "package");
9811 lua_getfield(L, -1, "searchers");
9812
9813 // Shift existing searchers down (1->2, 2->3, etc.)
9814 int n = (int)lua_rawlen(L, -1);
9815 for (int i = n; i >= 1; i--) {
9816 lua_rawgeti(L, -1, i);
9817 lua_rawseti(L, -2, i + 1);
9818 }
9819
9820 // Insert zip_searcher at position 1
9821 lua_pushcfunction(L, zip_searcher);
9822 lua_rawseti(L, -2, 1);
9823
9824 lua_pop(L, 2); // Pop searchers and package
9825 }
9826
9827 static void engine_shutdown(void) {
9828 // Game rendering resources
9829 if (vbo) { glDeleteBuffers(1, &vbo); vbo = 0; }
... [50 more lines]
Done. Summary:
Engine side (Anchor2/engine/src/anchor.c):
MEMORY TRACKINGsection (near top) declaresmem_gl_texture_count/bytes,mem_gl_fbo_count,mem_gl_rbo_count,mem_gl_program_count,mem_sound_count/bytes,mem_music_count/bytes,mem_spritesheet_count.- Every
glGen*/glDelete*for textures/FBOs/RBOs/programs, everysound_load/sound_destroy,music_load/music_destroy,spritesheet_load/spritesheet_destroy, and the font atlas create/delete pair now touch these counters. - Physics numbers come from
b2World_GetCounters(bodies / shapes / joints / contacts / byteCount). - Windows RSS + PrivateUsage via
GetProcessMemoryInfo(psapi linked via pragma). - New binding
engine_mem_stats()returns a table with all fields. - Built clean, binary copied to
Orblike/anchor.exe.
Lua side:
- anchor/memory.lua —
memory_tracker_new/update/toggle/capture_baseline/draw. Snapshot includeslua_kb(Lua GC heap) andentities(count of alive entities) on top of engine stats. Overlay renders label / value / baseline-delta per row; non-zero delta rendered in red. - Added
require('anchor.memory')to anchor/init.lua. - main.lua:
debug_layer+debug_font(LanaPixel 11px) +mem_tracker, F3 toggle, F4 baseline, overlay drawn last.
Workflow to verify: run, press F3, press F4 to capture baseline, hammer F5. Every delta should stay 0. If anything trends up, that row names the leaking subsystem.
Expected noise you should ignore:
lua_heapwill jitter a few KB — Lua GC runs non-deterministically. Worry only if it trends upward over many F5 presses.process_rss/process_privare OS-level and noisier still. Trend matters, not single-cycle delta.playing_soundsis transient by design — goes up when a sound plays, back to 0 when it finishes. Irrelevant for map-reload leak testing since we don't play sounds there.
Known pre-existing quirk (not a new leak): The first call to set_draw_shader in main.lua overwrites the default shader_program without deleting it. So at startup gl_programs will show 2 alive programs (screen_shader + default) + whatever your custom shader added = likely 3. Flat across F5 spam. Only mentioning so you don't hunt it.
Your turn — build? You already have the binary. Just run and let me know what the overlay says when you F3 + F4 + F5×10.
F5 crashes the program.
Let me look at exactly what happens on F5 in the texture path — I suspect a pre-existing free-on-userdata bug that's biting differently now.
Read (E:\a327ex\Anchor2\engine\src\anchor.c)
4940 float y = (float)luaL_checknumber(L, 3);
4941 float w = (float)luaL_checknumber(L, 4);
4942 float h = (float)luaL_checknumber(L, 5);
4943 float radius = (float)luaL_checknumber(L, 6);
4944 uint32_t color = (uint32_t)luaL_checkinteger(L, 7);
4945 float line_width = (float)luaL_optnumber(L, 8, 1.0);
4946 layer_add_rounded_rectangle(layer, x, y, w, h, radius, line_width, color);
4947 return 0;
4948 }
4949
4950 static int l_color_rgba(lua_State* L) {
4951 int r = (int)luaL_checkinteger(L, 1);
4952 int g = (int)luaL_checkinteger(L, 2);
4953 int b = (int)luaL_checkinteger(L, 3);
4954 int a = (int)luaL_optinteger(L, 4, 255);
4955 uint32_t color = ((r & 0xFF) << 24) | ((g & 0xFF) << 16) | ((b & 0xFF) << 8) | (a & 0xFF);
4956 lua_pushinteger(L, color);
4957 return 1;
4958 }
4959
4960 static int l_set_filter_mode(lua_State* L) {
4961 const char* mode = luaL_checkstring(L, 1);
4962 if (strcmp(mode, "smooth") == 0) {
4963 filter_mode = FILTER_SMOOTH;
4964 } else if (strcmp(mode, "rough") == 0) {
4965 filter_mode = FILTER_ROUGH;
4966 } else {
4967 return luaL_error(L, "Invalid filter mode: %s (use 'smooth' or 'rough')", mode);
4968 }
4969 return 0;
... [25 more lines]
Grep (^static int l_texture_create|^static int l_texture_unload|^static int l_texture_load)
5002:static int l_texture_load(lua_State* L) {
5018:static int l_texture_create(lua_State* L) {
5039:static int l_texture_unload(lua_State* L) {
Read (E:\a327ex\Anchor2\engine\src\anchor.c)
5000 }
5001
5002 static int l_texture_load(lua_State* L) {
5003 const char* path = luaL_checkstring(L, 1);
5004 Texture* tex = texture_load(path);
5005 if (!tex) {
5006 return luaL_error(L, "Failed to load texture: %s", path);
5007 }
5008 // Register for cleanup on shutdown
5009 if (texture_count < MAX_TEXTURES) {
5010 texture_registry[texture_count++] = tex;
5011 }
5012 lua_pushlightuserdata(L, tex);
5013 return 1;
5014 }
5015
5016 // texture_create(width, height, pixel_data_string) -> texture userdata
5017 // pixel_data_string is a binary string of width*height*4 bytes (RGBA)
5018 static int l_texture_create(lua_State* L) {
5019 int width = (int)luaL_checkinteger(L, 1);
5020 int height = (int)luaL_checkinteger(L, 2);
5021 size_t data_len;
5022 const char* data = luaL_checklstring(L, 3, &data_len);
5023
5024 if ((int)data_len < width * height * 4) {
5025 return luaL_error(L, "Pixel data too short: expected %d bytes, got %d", width * height * 4, (int)data_len);
5026 }
5027
5028 Texture* tex = texture_create_from_rgba(width, height, (const unsigned char*)data);
5029 if (!tex) {
... [30 more lines]
Bash (ls -la E:/a327ex/Anchor2/engine/src/anchor.c E:/a327ex/Anchor2/engine/build/anch...)
-rw-r--r-- 1 adn 197121 381402 Apr 21 00:29 E:/a327ex/Anchor/engine/src/anchor.c
-rwxr-xr-x 1 adn 197121 4179968 Apr 21 09:56 E:/a327ex/Anchor2/engine/build/anchor.exe*
-rw-r--r-- 1 adn 197121 391577 Apr 21 09:56 E:/a327ex/Anchor2/engine/src/anchor.c
Grep (l_texture_create|l_texture_unload|static void texture_destroy)
864:static void texture_destroy(Texture* tex) {
865- if (!tex) return;
866- if (tex->id) glDeleteTextures(1, &tex->id);
867- free(tex);
868-}
869-
870-// Spritesheet - texture with frame grid for animations
871-typedef struct {
872- Texture* texture;
873- int frame_width;
874- int frame_height;
875- int padding;
876- int frames_per_row;
877- int total_frames;
878-} Spritesheet;
879-
880-// Load a spritesheet from file with frame dimensions
881-static Spritesheet* spritesheet_load(const char* path, int frame_width, int frame_height, int padding) {
882- Texture* tex = texture_load(path);
883- if (!tex) return NULL;
884-
885- Spritesheet* sheet = (Spritesheet*)malloc(sizeof(Spritesheet));
886- if (!sheet) {
887- texture_destroy(tex);
888- return NULL;
889- }
890-
891- sheet->texture = tex;
892- sheet->frame_width = frame_width;
893- sheet->frame_height = frame_height;
... [52 more lines]
Bash (cat E:/a327ex/Anchor/engine/build.bat 2>/dev/null | head -20 && echo '---' && gr...)
@echo off
setlocal
cd /d "%~dp0"
:: Find and run vcvarsall.bat for Visual Studio
if exist "C:\Program Files\Microsoft Visual Studio\18\Community\VC\Auxiliary\Build\vcvarsall.bat" (
call "C:\Program Files\Microsoft Visual Studio\18\Community\VC\Auxiliary\Build\vcvarsall.bat" x64 >nul 2>&1
) else if exist "C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Auxiliary\Build\vcvarsall.bat" (
call "C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Auxiliary\Build\vcvarsall.bat" x64 >nul 2>&1
) else if exist "C:\Program Files\Microsoft Visual Studio\2022\Professional\VC\Auxiliary\Build\vcvarsall.bat" (
call "C:\Program Files\Microsoft Visual Studio\2022\Professional\VC\Auxiliary\Build\vcvarsall.bat" x64 >nul 2>&1
) else if exist "C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Auxiliary\Build\vcvarsall.bat" (
call "C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Auxiliary\Build\vcvarsall.bat" x64 >nul 2>&1
) else (
echo ERROR: Could not find Visual Studio
exit /b 1
)
if not exist build mkdir build
---
Bash (tail -30 E:/a327ex/Anchor/engine/build.bat)
echo Box2D library creation failed!
exit /b 1
)
rmdir /s /q build\box2d_obj
echo Box2D library built.
)
:: Build anchor (static linking - no DLLs needed)
cl.exe /nologo /O2 /W3 ^
/I"include" /I"include/SDL2" /I"include/lua" /I"include/glad" /I"include/KHR" /I"include/stb" /I"include/box2d" /I"include/freetype" ^
src/anchor.c include/glad/gl.c ^
/Fe"build/anchor.exe" ^
/link /LIBPATH:"lib" ^
lua.lib box2d.lib freetype.lib SDL2-static.lib SDL2main.lib ^
opengl32.lib kernel32.lib user32.lib gdi32.lib winmm.lib imm32.lib ^
ole32.lib oleaut32.lib version.lib uuid.lib advapi32.lib setupapi.lib shell32.lib ^
/SUBSYSTEM:CONSOLE
if %ERRORLEVEL% neq 0 (
echo Build failed!
exit /b 1
)
echo Build successful: build/anchor.exe
:: Copy to emoji-ball-battles if it exists
if exist "E:\a327ex\emoji-ball-battles\tools" (
copy /Y "build\anchor.exe" "E:\a327ex\emoji-ball-battles\tools\anchor.exe" >nul
echo Copied to emoji-ball-battles/tools/
)
Bash (diff -q E:/a327ex/Anchor/engine/src/anchor.c E:/a327ex/Anchor2/engine/src/anchor...)
Files E:/a327ex/Anchor/engine/src/anchor.c and E:/a327ex/Anchor2/engine/src/anchor.c differ
---
10486 E:/a327ex/Anchor/engine/src/anchor.c
10729 E:/a327ex/Anchor2/engine/src/anchor.c
21215 total
Bash (diff E:/a327ex/Anchor/engine/src/anchor.c E:/a327ex/Anchor2/engine/src/anchor.c ...)
27a28,29
> #include <psapi.h> // GetProcessMemoryInfo for memory tracking
> #pragma comment(lib, "psapi.lib")
103a106,136
> // ============================================================================
> // MEMORY TRACKING
> // ============================================================================
> // Per-category counters and byte totals, incremented/decremented at each
> // native allocation site (glGen*/glDelete*, sound/music/font/spritesheet
> // load/unload). Exposed to Lua via engine_mem_stats() for leak detection.
> //
> // Physics counters come straight from b2World_GetCounters — we don't duplicate.
> // Font bytes derive from font_count * atlas_size^2 * 4 — not tracked here.
> // Playing-sound slot count is read by iterating playing_sounds[].in_use.
> //
> // The accounting discipline: each glGen*/glDelete* pair touches a counter
> // exactly once (increment at glGen, decrement at glDelete, wherever they
> // occur). Same for ma_decoder_init/uninit on Sound/Music structs. After a
> // map reload cycle, every counter here should return to the same value it
> // had before the cycle.
>
> // Raw GL resource counts (one per handle alive)
> static int mem_gl_texture_count = 0;
> static size_t mem_gl_texture_bytes = 0; // sum of RGBA upload sizes for live textures
> static int mem_gl_fbo_count = 0;
> static int mem_gl_rbo_count = 0;
> static int mem_gl_program_count = 0;
>
> // High-level resource counts
> static int mem_sound_count = 0; // Sound* structs alive
... [50 more lines]
Found it. The texture_create fix was applied to Anchor/engine/src/anchor.c (Apr 21 00:29) but never ported to Anchor2/engine/src/anchor.c — which is the source I've been editing. My rebuild resurrected the latent free-on-userdata crash. Porting the fix now.
Edit (E:\a327ex\Anchor2\engine\src\anchor.c)
The file E:\a327ex\Anchor2\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (cd E:/a327ex/Anchor2/engine && ./build.bat 2>&1 | tail -5 && cp build/anchor.exe...)
src/anchor.c(10309): 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
Binary copied
Rebuilt. Try F5 again.
Root cause: l_texture_create in Anchor2's engine returned a lua_newuserdata-backed Texture, so texture_unload → texture_destroy → free(tex) was freeing a Lua-owned pointer. Your earlier fix only landed in Anchor/engine/src/anchor.c, but Orblike actually uses the Anchor2 binary. The pre-my-changes binary in Orblike/anchor.exe (Apr 21 00:31) was built from Anchor/ so it had the fix; my rebuild from Anchor2/ lost it.
Fixed: l_texture_create now returns a lightuserdata pointing to the malloc'd Texture and registers in texture_registry — exactly matching l_texture_load and the fix in Anchor/.
Worth flagging as a separate follow-up: the two engine sources have drifted. Something to unify in a later session — not now.
When I keep pressing F5 sometimes I need deltas that go up on the first two lines, sometimes down. Is that normal?
Yes, completely normal for those two specifically.
process_rss and process_priv are OS-level. Windows VMM can grow/shrink working set on demand, the CRT heap fragments, and miniaudio/SDL hold internal scratch buffers that breathe. Single-cycle delta on those is meaningless — the test for RSS is "does it trend steadily upward over many cycles", not "is it zero after one".
The rows that MUST stay at exactly 0 delta after each F5 cycle are the per-category counters:
gl_textures,gl_tex_bytes,gl_fbos,gl_rbos,gl_programsphys_bodies,phys_shapes,phys_joints,phys_contacts,phys_bytessounds,music,spritesheets,fonts
Those are incremented/decremented at pair-precise allocation sites — they will return to zero delta iff we aren't leaking that subsystem.
lua_heap is also noisy (Lua GC runs opportunistically). Same rule as RSS — trend matters, not single delta.
How to read the overlay:
- All per-category rows blank / zero delta across repeated F5 → no leaks in instrumented subsystems. Good.
process_rssbouncing ±50KB,lua_heapbouncing ±a few KB → normal noise, ignore.- Any per-category row non-zero and growing → real leak, that row names the culprit.
process_rssclimbing monotonically over 50+ cycles without any per-category row moving → leak somewhere we didn't instrument (e.g. inside a dependency), investigate separately.
If all the per-category rows read blank/zero after ~10 F5 presses, we're good.
phys_bytes consistently shows +304B, but if I press F4 again then that goes away after a few F5 resets. Same for gl_tex_bytes, shows +1.5KB initially, if I press F4 then mash F5 more it's either zero or -1.5KB sometimes.
Both normal, for different reasons. Let me walk through each.
phys_bytes +304B on the first cycles, then clean after re-baseline:
This is Box2D's internal allocator hitting its high-water mark. byteCount includes every Box2D-owned struct: body/shape id pools, broad-phase tree nodes, contact/island allocations, color sets for the solver. These grow to accommodate the maximum ever seen simultaneously, and don't shrink back. So:
- First
load_mapcreates one chain body + shape → Box2D allocates data structures for at least 1+1. - During
load_mapreload there's a transient moment where the OLD body hasn't been destroyed yet and the NEW one starts materialising — briefly 2 bodies exist. That pushes the high-water mark up by one slot's worth of pools. +304B sounds exactly like one id-pool-slot + maybe a broad-phase node. - After the first reload pushes the mark up, every subsequent cycle fits in the already-allocated pool → zero delta.
That's exactly why your re-F4 + a few more F5s clears it. You captured pre-steady-state; a few cycles pushed Box2D to steady state; now the baseline matches the ongoing behavior. Not a leak.
gl_tex_bytes oscillating ±1.5KB:
This one's more interesting. Different diagnosis — and this is why I separated count from bytes.
Your polygon generator map_generation.lua:104 uses random_float(-jitter, jitter) for every jagged-edge vertex. Each reload produces a slightly different polygon, which produces a slightly different bounding box, which means compute_wall_distances creates textures of slightly different dimensions. The df_texture and gradient_texture are always 2 textures, but tw × th varies by a pixel or two per reload.
1.5KB ÷ 4 bytes/pixel = ~384 pixels. That's perfectly in range for "bbox shifted by 1px in each dimension on two textures."
The authoritative check: does gl_textures (the count row, not the bytes row) stay at exactly 0 delta across every F5? If yes, we're clean — we're destroying exactly as many textures as we create, and the byte noise is just the random polygon re-generation. If gl_textures is also moving, we have a leak.
Can you confirm gl_textures shows no delta across many F5s? Same for phys_bodies, phys_shapes, gl_fbos. Those four rows are the real non-leak signals.
If all four are stable, we're done — we've proven the map-reload cycle is clean in every instrumented subsystem. The variable-size textures are diagnostic noise from your own gameplay code, not the engine.
gl_textures stays at 0 delta always, with 8 textures always.
Perfect — that's the dispositive signal. gl_textures stays at 0 delta = no texture leak. The byte oscillation is purely your polygon randomizer shifting bbox dimensions by a pixel between reloads. Not a bug, not worth "fixing."
8 textures adds up too: 4 layer color textures (wall/symbol/game/debug) + 1 symbol_layer effect texture (created when wall_symbols.frag applies) + 1 font atlas + 2 map textures (df + gradient) = 8.
We're clean on the map reload. The memory tracker has done its job — it's proven that the destroy path in map.lua + the player-persistence pattern + the boundary collider lifecycle all return every instrumented subsystem to exactly zero after each cycle.
If you want one last sanity pass before we move on:
gl_fbosshould stay at 5 (4 layers + 1 effect FBO).gl_rbosshould stay at 4 (one stencil per layer).gl_programs— some static number, whatever's at startup, 0 delta.phys_bodiessteady at 2 (chain + player),phys_shapessteady at 2.
If all those hold zero delta across F5 hammering, we've fully validated the tracker works and the reload path is clean. Then we pivot to hideout design.
Seems like it's working. Okay, now the next part is the design of the hideout. Do you have any ideas? This is the first screen the player will see so I think it's important, but yesterday what I tried didn't really look that good.
Let me close out todos and check the lore for visual cues before pitching.
TodoWrite
Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable
Read (E:\a327ex\Orblike\reference\lore.md)
1 # Orblike Lore
2
3 This document captures the world's lore as it currently exists, with emphasis on how each piece connects to game systems. Lore is treated as the *source of truth* for mechanics — game rules emerge from how the world works rather than being arbitrary numbers.
4
5 ---
6
7 ## The World
8
9 The world is suffused with **ambient mana** — a base substance that exists everywhere, like air or sunlight. Mages convert ambient mana through their bodies into **personal mana**, which they can then use to cast spells.
10
11 Some places in the world have been corrupted. Their ambient mana has become **null mana** — broken, unusable by mage bodies. Mages cannot directly process null mana into personal mana. Null mana is dangerous: it can't power normal life or normal magic, and it slowly accumulates in corrupted regions.
12
13 The protagonist of the game is an **alchemist shopkeeper** who runs an orb shop. He has the rare ability to **copy the properties of any material** he has seen, touched, or analyzed — even once is enough to recreate that material from his own mana. Quantity is never his bottleneck. **Novelty is.** He needs to encounter materials he has never seen before. He commissions adventurers (the player) to venture into dangerous regions and bring back rare or unknown materials, especially from the corrupted null-mana zones.
14
15 The game's adventuring portion is framed as these commissions. Each map run is a contract from the alchemist to clear out a region and retrieve materials. The endgame fantasy: clean up all the corrupted regions of the world by harvesting null mana through orbs.
16
17 > **Game system mapping:** The shopkeeper half is future scope (Recettear-style sim). The action combat half is the maps and enemies. The "adventurers harvesting null mana" framing justifies why the player is in dangerous places fighting things, and why orbs exist in the first place.
18
19 ---
20
21 ## Mana
22
23 Three states of mana exist:
24
25 1. **Ambient mana** — neutral, suffused through the world, the raw substance
26 2. **Personal mana** — refined by a mage's body from ambient mana, unique to each mage like a fingerprint
27 3. **Null mana** — corrupted ambient mana that mage bodies cannot process
28
29 ### Personal mana is unique
30
... [211 more lines]
Yes, I have ideas. But the first and most useful question is: what did you try yesterday, and what specifically felt off? ("Empty," "too busy," "feels like arena," "palette wrong" — very different fixes.) If you can send a screenshot or even just describe it, I can calibrate.
While you answer that, some observations + directions.
Observation from the lore: reference/lore.md (which I hadn't read before) frames the player's hirer as an alchemist shopkeeper with a material-copying ability who commissions adventurers. design.md frames it as a state-sponsored waystation. These are quite different visual premises:
- Alchemist's workshop → warm, cluttered, personal, arcane. Orbs on shelves, alembics, a workbench.
- State waystation → clinical, institutional, sterile. Utilitarian shelving, standard-issue everything.
If yesterday you leaned waystation, "didn't look good" may be that sterile-institutional is genuinely hard to make visually compelling in SNKRX's flat-stamped-shape language — there's nothing to hang visual juice on. The alchemist angle has more hooks. Worth pinning down which you want before drawing anything.
Four directions I'd consider:
Sigil Chamber. Octagonal room centred on a big rotating rune circle on the floor (your distance-field/polygon system already does the hard work; the rune circle is drawn on the floor with
layer_line/layer_circle). Runes fade in/out on a slow pulse. Deep-indigo walls, purple floor, gold runes. NPCs in alcoves, portal spawns inside the ring. Feels: ritual, quiet, sacred. Easiest to build — mostly parameter tuning on the existing wall system + one animated sigil on the floor.Alchemist's Study. Rectangular, with side "shelves" rendered as tall thin stamped rectangles of varying heights = books and orbs. Big central table = workbench. Warm ochre palette, brown floor, teal accents. NPC is the alchemist at the bench. Teleporter tucked in a back corner. Feels: cozy, lived-in, personal. Medium effort — needs some environmental elements beyond the wall system.
Floating Platform in a Void. Circular platform, no walls, just darkness at the edges with drifting particles/stars. Rune ring at the platform edge = implicit boundary. Portal opens into the void at the far side and pulls you in. Feels: magical, aspirational, dreamlike. Risk: may feel empty / placeless / not "home."
Vault. Long rectangular room, vault doors at either end, alcoves with glowing containment capsules (null mana storage?). Cold cyan palette with heavy dark walls. Feels: sci-fi-magical, institutional-cool. Suggests lore depth. Risk: might be close to what you already tried.
Design levers regardless of direction:
- Focal point. One strong element the eye locks onto the second the screen appears. Probably the teleporter, as a glowing floor ring. Everything else orbits it.
- Size. Single screen (cozy, can see everything at once) vs. larger-than-screen with camera follow (feels bigger/more important, but you don't read it at a glance). I'd argue single screen here — it's a hub, you want to see all your options.
- Motion. Static rooms feel dead in SNKRX language. One or two slow pulses (glowing rune rotating, portal particles, NPC idle sway) goes a long way.
- NPC visual identity. Each NPC needs a distinct silhouette/color at a glance. Alchemist = warm tones, robe. Teleporter engineer = cool tones, technical. Even at 10px tall that reads.
My current lean: Sigil Chamber (option 1). It reuses everything we already have (the wall system), adds one animated element (rune circle on the floor), gives a natural home for the focal point (portals spawn inside the ring), and fits both lore framings (ritual chamber reads as either "alchemist's summoning room" or "state-blessed teleport altar").
What did yesterday look like? And which way are you leaning on lore — alchemist shop, state waystation, or something else?
I guess let's try something circular that spirals outwards, with the portal at the center. I'm going to be vague here. Try whatever you think would be best in this direction. But try simple things first and only things that give an idea of what the real thing would be, you don't need a perfect implementation from the get go.
On it. Let me check a couple of API details first.
Bash (grep -n "color_darken|color_lighten|function color_" E:/a327ex/Orblike/anchor/...)
23: dark = color_darken(red, 0.5) -- multiply RGB by 0.5
24: light = color_lighten(red, 1.5) -- multiply RGB by 1.5 (clamped)
94:function color_new(r, g, b, a)
111:function color_from_hsl(h, s, l, a)
123:function color_to_hsl(c)
131:function color_clone(c)
140:function color_mix(a, b, t)
151: color_darken(c, factor)
155:function color_darken(c, factor)
166: color_lighten(c, factor)
170:function color_lighten(c, factor)
171: return color_darken(c, factor) -- same implementation, clamping handles it
178:function color_invert(c)
Read (E:\a327ex\Orblike\anchor\color.lua)
150 --[[
151 color_darken(c, factor)
152 Return a new color with RGB multiplied by factor (0-1 darkens, 1 unchanged).
153 Alpha is unchanged. Values are clamped to [0, 255].
154 ]]
155 function color_darken(c, factor)
156 local r = c.r*factor
157 local g = c.g*factor
158 local b = c.b*factor
159 if r < 0 then r = 0 elseif r > 255 then r = 255 end
160 if g < 0 then g = 0 elseif g > 255 then g = 255 end
161 if b < 0 then b = 0 elseif b > 255 then b = 255 end
162 return color_new(r, g, b, c.a)
163 end
164
165 --[[
166 color_lighten(c, factor)
167 Return a new color with RGB multiplied by factor (>1 brightens).
168 Clamped to [0, 255].
169 ]]
170 function color_lighten(c, factor)
171 return color_darken(c, factor) -- same implementation, clamping handles it
172 end
173
174 --[[
Bash (grep -n "function layer_circle|layer_circle_line|function layer_line" E:/a327e...)
46: circle_line = layer_circle_line,
108:function layer_circle(lyr, x, y, radius, color)
116:function layer_circle_line(lyr, x, y, radius, color, line_width)
120:function layer_line(lyr, x1, y1, x2, y2, width, color)
Got it. Simplest plan: circular jagged boundary, Archimedean spiral drawn on the floor, portal as two concentric circles at center. Same wall system, different shape.
Edit (E:\a327ex\Orblike\map_generation.lua)
The file E:\a327ex\Orblike\map_generation.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Orblike\map.lua)
The file E:\a327ex\Orblike\map.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Orblike\map.lua)
The file E:\a327ex\Orblike\map.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Write (E:\a327ex\Orblike\maps\hideout.lua)
The file E:\a327ex\Orblike\maps\hideout.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done. Run it and see. Summary of what's in the box:
- map_generation.lua: new
generate_circle(m, cx, cy, radius)— jagged circular boundary, uses the same wall pipeline. - map.lua:
map:newnow saves an optionaldraw_extrascallback from the map def;map:drawcalls it between floor fill and edge outline. - maps/hideout.lua: full rewrite — circle centered on screen (radius 120), 3-turn Archimedean spiral drawn as 220 line segments in a slightly-brighter-than-floor blue, portal at center (filled purple disc + lighter outline). Spawn moved to south-of-center so you face the portal on entry.
What I explicitly did not do yet (keeping it simple):
- No portal animation (pulsing, rotation, particles)
- No NPCs
- No additional floor runes beyond the single spiral
- No glow/lighting effects
Things to eyeball when you run it:
- Does the circle feel like a hub vs. another arena?
- Is the spiral tight enough to read as a spiral, or does it look noisy? 3 turns with 82%-of-radius is a first guess — easy to retune.
- Is the portal readable as the focal point, or lost against the spiral?
- Purple against blue — harmonious accent, or jarring?
- Spawn position — walking into the room from the south and seeing the portal feel right, or should spawn be at an edge (like "arriving from outside")?
Memory tracker still works — if you want to verify the circle path doesn't leak, F3 + F4 + F5 hammer should still be flat.
This looks surprisingly good, actually. How about this, do you know the start of that game, uh, by the Finnish indie dev, what's the name... it's a shooting game, first person, you're a cool robot shooting things and hell is full. Anyway, the start of that game has you going through a linear corridor of sorts, we could try something like that here where it ends on the circle you just created. This also can serve as a way to teach the player the very basics of the game... Although the only basics to be taught here are movement, I guess? Because orbs have to be taught with the UI via NPCs.
ULTRAKILL. Hakita — yes, Finnish. The start has you walking through a stone corridor before it opens out. Good reference.
Plan for this — keep it simple, single polygon:
- New
map_gen_archelper inmap_generation.lua(likemap_gen_cornerbut for a big circle arc with many segments). - New
generate_hideout(m)that builds one continuous boundary: corridor rectangle attached to the south of the circle, sharing its two junction points with exact (un-jittered) vertices so the transition is clean. - Spawn moves to the south end of the corridor.
- Corridor floor stays plain — the spiral + portal only exist in the circle, so walking out of the corridor feels like arrival.
No text prompts or multiple-map transitions for MVP. Just the geometry. Here's the code.
Edit (E:\a327ex\Orblike\map_generation.lua)
The file E:\a327ex\Orblike\map_generation.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Orblike\map_generation.lua)
The file E:\a327ex\Orblike\map_generation.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now update the hideout map def to use the new generator + set corridor params + move spawn.
Edit (E:\a327ex\Orblike\maps\hideout.lua)
The file E:\a327ex\Orblike\maps\hideout.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (grep -n "function camera_follow|function camera_new|function camera_update" E:...)
44:function camera_new(w, h)
73:function camera_follow(c, target, lerp, lerp_time, lead)
180:function camera_update(c, dt)
Read (E:\a327ex\Orblike\anchor\camera.lua)
60 bounds = nil,
61 shake = shake_new(),
62 }
63 return c
64 end
65
66 --[[
67 camera_follow(c, target, [lerp], [lerp_time], [lead])
68 Set a target for the camera to follow. Target can be:
69 - An entity (has .id field) — stored as ID, resolved each frame
70 - A plain table with .x/.y — stored as direct reference
71 - nil to stop following
72 ]]
73 function camera_follow(c, target, lerp, lerp_time, lead)
74 if target == nil then
75 c.follow_target = nil
76 c.follow_target_id = nil
77 elseif target.id then
78 c.follow_target_id = target.id
79 c.follow_target = nil
80 else
81 c.follow_target = target
82 c.follow_target_id = nil
83 end
84 if lerp then c.follow_lerp = lerp end
85 if lerp_time then c.follow_lerp_time = lerp_time end
86 if lead then c.follow_lead = lead end
87 end
88
89 --[[
... [30 more lines]
Read (E:\a327ex\Orblike\anchor\camera.lua)
175 --[[
176 camera_update(c, dt)
177 Advances follow, bounds, mouse resolution, and shake.
178 Call once per frame per camera.
179 ]]
180 function camera_update(c, dt)
181 -- Resolve follow target: prefer ID-based resolution, fall back to direct ref
182 local target = c.follow_target
183 if c.follow_target_id then
184 target = entities[c.follow_target_id]
185 if not target then c.follow_target_id = nil end
186 end
187
188 if target then
189 local tx = target.x
190 local ty = target.y
191 if c.follow_lead > 0 and target.collider then
192 local vx, vy = target.collider:get_velocity()
193 tx = tx + vx*c.follow_lead
194 ty = ty + vy*c.follow_lead
195 end
196 c.x = math.lerp_dt(c.follow_lerp, c.follow_lerp_time, dt, c.x, tx)
197 c.y = math.lerp_dt(c.follow_lerp, c.follow_lerp_time, dt, c.y, ty)
198 end
199
200 -- Apply bounds
201 if c.bounds then
202 local half_w = c.w/(2*c.zoom)
203 local half_h = c.h/(2*c.zoom)
204 c.x = math.clamp(c.x, c.bounds.min_x + half_w, c.bounds.max_x - half_w)
... [10 more lines]
Small fix needed: the camera smooths to the player via math.lerp_dt, so on the first load the view pans in from (0,0). With spawn at y=518 that's a visible lurch. Snapping the camera on load_map:
Edit (E:\a327ex\Orblike\map.lua)
The file E:\a327ex\Orblike\map.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Summary for you to try:
- map_generation.lua: added
map_gen_arc(circle-arc segment helper for use in mixed-shape polygons) andgenerate_hideout(m)(single polygon: corridor + circle with exact-match junction points at the two circle/corridor corners). - maps/hideout.lua: added
corridor_width = 40,corridor_length = 280, switched togenerate_hideout, moved spawn to(240, 518)— south end of the corridor. - map.lua: camera snaps to spawn on
load_mapso no lerp-in lurch.
What the first boot should feel like: you see the corridor around you. Walk forward (W) and after a short walk the circle slides into view, portal at its center. The spiral reveals only once you're inside the circle.
What to watch for aesthetically:
- Is the corridor too long / too short / just right for the reveal?
- Corridor width (40) — claustrophobic or comfortable?
- The junction where corridor meets circle — does it look clean, or is there a visible kink? (Geometrically there IS a slight angle mismatch at ~10°, but the jagged walls might hide it; if not, I can soften it with a small arc transition.)
- Does the corridor feel dead without its own decoration? I kept it plain so the circle's spiral-and-portal reveal feels earned, but we could add tiny runes / scattered floor lines along the corridor later.
- F5 regenerates — does the corridor feel different enough each time or too noisy? (We can seed deterministically if hideout should be stable.)
ERROR: map_generation.lua:277: attempt to call a nil value (field 'atan2')
Lua 5.3+ removed math.atan2; math.atan(y, x) with two args replaces it. Fixing:
Edit (E:\a327ex\Orblike\map_generation.lua)
The file E:\a327ex\Orblike\map_generation.lua has been updated. All occurrences were successfully replaced. (file state is current in your context — no need to Read it back)
Try again.
Small refactor: generate_hideout function should just be in maps/hideout.lua directly instead of in map_generation, since it's specific to the hideout and not general.
Edit (E:\a327ex\Orblike\map_generation.lua)
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Edit (E:\a327ex\Orblike\maps\hideout.lua)
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Done. map_generation.lua keeps only shared primitives (map_gen_arc, map_gen_corner, map_gen_jagged_*, map_gen_finalize, generate_circle, generate_arena_rectangle). Hideout-specific polygon construction now lives inline in maps/hideout.lua's generate function.
generate_circle stays in map_generation.lua since it's a general building-block (any map could use a circular boundary). generate_arena_rectangle likewise — arena combat maps will reuse it.
Twice as long corridor. In the circle itself, we need to make some rooms on the sides, they may or may not have corridors linking them to the central circle. Choose a random number, choose their size randomly, and if they have or don't have corridors, also choose the corridor length/shape randomly.
All rooms to the sides have a corridor. There are rooms at every 45~ degree angle, so 7 rooms, without one for the bottom angle since that's the starting corridor. At the start all rooms except the right one are locked, they have a little door in front of them that doesn't allow the player to pass. Visually this can just be something similar to the wall edge, except like a door, with a slightly darker color. Could be a new object or not, your choice. Starting corridor length 33% lower. Size for rooms is random for now.
Plan:
door.lua— new entity class (box collider taggedwall, perpendicular to corridor axis, drawn on wall_layer).map.lua—map:drawnow iterates map-owned entities and calls:draw(wall_layer)on any that have it, after the wall edge.maps/hideout.lua— fixed 7 angles (skipping south), all rooms have corridors, spawn doors for the 6 locked rooms.- Corridor length 560 → 375 (33% reduction), spawn updated.
main.lua—require('door').
Write (E:\a327ex\Orblike\door.lua)
File created successfully at: E:\a327ex\Orblike\door.lua (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Orblike\map.lua)
The file E:\a327ex\Orblike\map.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now the hideout rewrite — fixed 7 angles, all with corridors, spawn doors for locked rooms.
Edit (E:\a327ex\Orblike\maps\hideout.lua)
The file E:\a327ex\Orblike\maps\hideout.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now replace the generate function with the fixed-angle version:
Edit (E:\a327ex\Orblike\maps\hideout.lua)
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Now spawn the door blockers after the polygon is finalized:
Edit (E:\a327ex\Orblike\maps\hideout.lua)
The file E:\a327ex\Orblike\maps\hideout.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done. Summary of the changes:
- door.lua (new): entity class with static
wall-tagged box collider and a draw method. Box dimensions are(thickness, width)withset_angle(corridor_angle)so thickness runs along the corridor axis and width spans across it. Colors arecolor_darken(blue, 0.35)fill +color_darken(blue, 0.55)outline — slightly darker than the wall edge. - main.lua:
require('door')added. - map.lua:
map:drawnow iteratesentity_idsand calls:draw(wall_layer)on any entity that has one, between wall edge and camera detach. Doors render over the wall outline. - maps/hideout.lua:
- Corridor length: 560 → 375 (33% shorter). Spawn moved to y=613.
- Replaced the random-count room generator with a fixed list of 7 angles:
0, π/4, 3π/4, π, 5π/4, 3π/2, 7π/4. Each room still gets randomized corridor width / length / room dimensions. East (angle 0) is markedunlocked = true; the restfalse. - After
map_gen_finalize, iterates rooms and spawns a door at each locked one's corridor mouth (atE_mid + (thickness/2 + 2)*D). Door width =W_cor + 4so it overlaps the jagged walls with no squeeze-through.
Expected first impression: walk up the (now shorter) main corridor, arrive in the central hub with the portal at center and spiral on the floor, see 7 side openings radiating outward at 45° intervals — 6 of them blocked by dark doors, 1 (east) open.
Things to watch:
- Memory tracker:
phys_bodiesnow hits 8 stable (boundary chain + player + 6 doors) — should stay at 8 across F5.phys_shapessimilarly. - The door positioning: if doors look like they're outside the corridor (hanging in the central hub) vs inside the corridor mouth, I can push the offset deeper into the corridor. Small tunable.
- Door collision: walk into a locked door — you should bump and stop. If you squeeze through at the edge, corridor width + door width margins need adjustment.
- Spawn-to-hub walk time: 375 / 100 ≈ 3.75 seconds. Up for iteration if it still feels too long.
Let's try rooms of different shapes, circles, hexagons, rectangular as they are now, and so on. Also let's remove the 2 rooms at angles 45 and 135, so the bottom 2 ones to either side.
Three shapes (rectangle / hexagon / circle), dropping SE+SW angles. Rewriting hideout.lua with shape-specific detour functions dispatched from the main generate.
Write (E:\a327ex\Orblike\maps\hideout.lua)
The file E:\a327ex\Orblike\maps\hideout.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Summary:
- 5 side rooms at fixed angles: E (unlocked), W, NW, N, NE. Dropped SE + SW.
- Shapes randomized per room per reload from
{rectangle, hexagon, circle}viarandom_choice. - Shape-specific body tracers:
add_rect_body: same 4-corner polygon as beforeadd_hex_body: 6-vertex regular hexagon oriented so its flat west edge is the corridor-facing edge (opening fits on that edge as long asW_cor < RH)add_circle_body: corridor's far-end is a chord of the circle; arc traces the long way round the circle from one chord end to the other
- Sizes are randomized per shape with each in its own sensible range (rect RW 50–95 / RL 60–110, hex RH 45–62, circle RR 35–55). Each shape has a safety floor vs.
W_corso geometry can't degenerate. - Refactored the detour dispatcher: shared
corridor_frame(theta, …)helper returns thept(along, perp)transform; each shape function works in local coords and emits the room body, with the dispatcher wrapping it with corridor near+far jagged edges.
Watch on first reload:
- Expected
phys_bodiescount now 6 stable (boundary + player + 4 locked doors). Was 8 previously (with 7 rooms - 1 unlocked = 6 doors). So −2. - Does each shape read clearly from the central hub? Hexagons should look visibly six-sided even with jagged walls; circles should look round.
- F5 a bunch — does each room angle get visibly different shapes across reruns?
- Any self-intersections or weird triangulation near the hexagon's far vertices (those are the ones furthest from the circle, and the jagged-line jitter could, in theory, cause tiny local issues — tell me if you see artifacts).
- Shape sizing feels OK, or should the ranges shift? Circles at RR=35 might feel small compared to rectangles at RW=95.
Add triangle, octagon, pentagon, rhombus. Also add flat variations for all (no jitter). Start the player at the center portal instead of bottom corridor so I don't have to walk on F5.
Seven shapes (rect/tri/pent/hex/oct/rhombus/circle) with optional flat variants, plus spawn at center. Adding a generic regular-polygon body helper to avoid duplicating per-shape code.
Write (E:\a327ex\Orblike\maps\hideout.lua)
The file E:\a327ex\Orblike\maps\hideout.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done. Seven shapes now. Each room independently rolls:
- Shape from
{rectangle, triangle, pentagon, hexagon, octagon, rhombus, circle}viarandom_choice. - Flat flag via
random_bool(50)— 50% chance of no jitter on that room's walls and corridor (maybe_jaggedhelper skipsmap_gen_jagged_linewhen flat, andadd_circle_bodypasses jitter=0 tomap_gen_arcfor a smooth-arc flat circle).
Code organization:
- Added
maybe_jagged,corridor_frame, and a genericadd_regular_polygon_body(verts, pt, L_cor, W_cor, R_poly, angles, flat)that handles pentagon/hexagon/octagon from just a CW vertex-angle list. add_tri_body,add_rhombus_body,add_rect_body,add_circle_bodyare shape-specific.random_shape_params(W_cor)picks the shape and size ranges in one place, with per-shape floors that guarantee the corridor opening fits on the west-facing edge/chord.
Rhombus note: I went with a skewed 60°/120° rhombus (vertical west edge length 2h, far edge shifted by (√3·h, h)). All four sides equal so it's a proper rhombus. It's asymmetric about the D axis — V3 is 2h south — which reads visually distinct from the rectangle. If that skew looks off, I can swap for the classic diamond-with-corridor-vertex shape (more symmetric but requires the corridor walls to extend into the room).
Spawn moved to (240, 135) — the portal at the center of the hub. F5 drops you right there.
Expected first F5s: you should see 5 side rooms with visible variety — some jagged-walled, some flat; some with 3/4/5/6/8 sides; some round. Look for:
- Any shape that's hard to recognize at a glance (jagged polygons can hide their vertex count).
- Flat variants reading as "clean rooms" in contrast to jagged ones.
- Geometry self-intersections (unlikely given the safety floors on sizes, but watch for them).
Remove triangle and rhombus, decrease overall jitter for the entire hideout. Is corridor width random? Some corridors are thinner than others.
Corridor width is random between 18–28 per room. If you want it fixed across all rooms (for consistency), say the word — easy change. Meanwhile removing triangle/rhombus and turning jitter down.
Edit (E:\a327ex\Orblike\maps\hideout.lua)
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Edit (E:\a327ex\Orblike\maps\hideout.lua)
The file E:\a327ex\Orblike\maps\hideout.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Orblike\maps\hideout.lua)
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Edit (E:\a327ex\Orblike\maps\hideout.lua)
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Now the jitter reductions. Turning all jitter=4 down to 2, jitter=3 down to 2, and jitter_along=2 down to 1.
Edit (E:\a327ex\Orblike\maps\hideout.lua)
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Edit (E:\a327ex\Orblike\maps\hideout.lua)
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Now the map_gen_arc jitter values and circle body jitter:
Edit (E:\a327ex\Orblike\maps\hideout.lua)
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Edit (E:\a327ex\Orblike\maps\hideout.lua)
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Edit (E:\a327ex\Orblike\maps\hideout.lua)
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Main corridor edges (using map_gen_jagged_v/h with jitter=4):
Edit (E:\a327ex\Orblike\maps\hideout.lua)
<tool_use_error>String to replace not found in file.
String: , 1, 20, 4, 2)</tool_use_error>
Grep (map_gen_jagged|map_gen_corner|map_gen_arc)
29: map_gen_jagged_line(verts, x1, y1, x2, y2, step, jitter, jitter_along)
121: map_gen_arc(verts, Ccx, Ccy, entry_angle, exit_angle, RR, math.pi/16, jitter)
251: map_gen_jagged_v(verts, top_y, bot_y - corner_r, right_x, 1, 20, 2, 1)
252: map_gen_corner(verts, right_x - corner_r, bot_y - corner_r, 0, math.pi*0.5, corner_r, 1)
253: map_gen_jagged_h(verts, right_x - corner_r, left_x + corner_r, bot_y, -1, 20, 2, 1)
254: map_gen_corner(verts, left_x + corner_r, bot_y - corner_r, math.pi*0.5, math.pi, corner_r, 1)
255: map_gen_jagged_v(verts, bot_y - corner_r, top_y, left_x, -1, 20, 2, 1)
265: map_gen_arc(verts, cx, cy, last_angle, near_angle, R, math.pi/16, 2)
278: map_gen_arc(verts, cx, cy, last_angle, angle_r + 2*math.pi, R, math.pi/16, 2)
Done. Summary:
- Shapes removed:
add_tri_bodyandadd_rhombus_bodyfunctions gone, removed fromrandom_shape_paramspool and from dispatcher. Current pool:rectangle, pentagon, hexagon, octagon, circle. - Jitter halved everywhere:
map_gen_jagged_linecalls (corridor edges + all shape body edges): jitter 3→2, 4→2; jitter_along 2→1.map_gen_jagged_v/hfor main corridor: jitter 4→2, jitter_along 2→1.map_gen_arcfor central circle arcs between rooms: jitter 4→2.add_circle_bodyarc: jitter 3→2 (flat variant still 0).map_gen_cornerradius jitter stays at 1 (was already small).
About corridor width: yes, each room independently rolls random_float(18, 28) — hence the visible variation. That's why some corridors feel noticeably thinner than others. Options if you want it different:
- Fixed at one value (say 24 for all rooms) — cleanest/most consistent, but visually a bit "regular."
- Narrower random range (say 22–26) — still varied but closer together.
- Keep the current range and accept the variety as character.
- Per-room "class" (e.g. small/medium/large) with fewer discrete widths.
Tell me which.
24 seems good.
Edit (E:\a327ex\Orblike\maps\hideout.lua)
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Done. All 5 side corridors now 24 wide.
What's the range on room sizes? And can we add a variation of flat that makes the room flat but not the corridor?
Room size ranges (with W_cor = 24 fixed):
| Shape | Depth (along corridor) | Width (perpendicular) |
|---|---|---|
| Rectangle | RW 50–95 |
RL 60–110 |
| Pentagon | ~72–108 (1.809·RP, RP 40–60) | ~76–114 (1.902·RP) |
| Hexagon | ~78–107 (1.732·RH, RH 45–62) | 90–124 (2·RH) |
| Octagon | ~81–111 (1.848·RO, RO 44–60) | 81–111 (1.848·RO) |
| Circle | ~68–109 (depends on chord/d math, RR 35–55) | 70–110 (2·RR) |
Roughly the same "80–100 unit" ballpark across shapes by design.
For the flat-room-but-jagged-corridor variant — replacing the binary flat with a three-way flat_mode enum:
Edit (E:\a327ex\Orblike\maps\hideout.lua)
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Edit (E:\a327ex\Orblike\maps\hideout.lua)
The file E:\a327ex\Orblike\maps\hideout.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Orblike\maps\hideout.lua)
The file E:\a327ex\Orblike\maps\hideout.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Orblike\maps\hideout.lua)
The file E:\a327ex\Orblike\maps\hideout.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done. flat_mode is rolled independently per room from {'none', 'room', 'all'} (1/3 each). Three variants:
none: everything jagged (prior jagged behavior).room: room body flat, corridor walls still jagged — new variant. Reads as "clean room at the end of a rough tunnel."all: everything flat (prior flat behavior).
If the 1/3 each distribution feels off after you see it in-game, it's a one-liner to reweight — let me know. E.g. random_choice({'none', 'none', 'room', 'all'}) would bias toward jagged (50% jagged / 25% room-flat / 25% all-flat).
The pentagons, circles and hexagons seem to get a bit too small visually sometimes.
Bumping minimums on the three shapes that can look undersized. Keeping rectangle and octagon — they hold visual weight at smaller sizes thanks to their right angles and dense vertex count.
Edit (E:\a327ex\Orblike\maps\hideout.lua)
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New effective ranges:
- Pentagon:
RP46–60 (was 40–60) → depth 83–108, width 87–114 - Hexagon:
RH51–62 (was 45–62) → depth 88–107, width 102–124 - Circle:
RR42–55 (was 35–55) → depth 82–109, width 84–110
Rectangle and octagon untouched. Now the small-end of every shape is visually in the same ~80+ unit range. If hexagon at the top end (124 wide) feels too dominant, we can cap its max too.
OK, let's make sure that corridors can never be flat now.
Edit (E:\a327ex\Orblike\maps\hideout.lua)
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Done. Corridors are always jagged now. Rooms are 50/50 jagged/flat. The dispatcher still knows how to render 'all' mode (corridor + room both flat) — it's just never randomly selected. If you ever want it back, add 'all' back to the choice list.
OK, now let's port over all the wall symbols from Orblike v1. It's important that their size and spacing remains the same as it was there (when applicable) because I spent quite a bit of time making sure that the sizes for each symbol looked good. Then give me a key to swap between symbols. Give me another key to swap between all the colors we have available for all editions + flat colors for the walls too. Did we implement this latter part already or are the walls only 1 color (blue) now? If we didn't implement then don't do that yet, focus on the symbols first.
Let me look at v1's wall symbols first to understand what to port.
Bash (ls E:/a327ex/Orblike/v1/)
anchor/
assets/
main.lua
profiler.lua
profiler_log.txt
recordings/
run.bat
Bash (grep -n "wall_symbol|draw_wall|wall_type|symbol" E:/a327ex/Orblike/v1/main.lu...)
5493:-- F5 = symbol type, F6 = distribution, F7 = color palette
5494:wall_symbol_size = 6
5495:wall_symbol_width = 3
5500:wall_symbol_types = {
5508:wall_symbol_index = 1
5584: wall_symbol_darken = p.sym_darken
6131: local spacing = wall_symbol_size*6
6140: local margin = (wall_symbol_size + wall_symbol_width)*1.5
6158:-- Symbol drawing functions: each draws one symbol centered at origin on ground
6159:function draw_symbol_x(s, w, c)
6165:function draw_symbol_triangle(s, w, c)
6172:function draw_symbol_circle(s, w, c)
6176:function draw_symbol_diamond(s, w, c)
6184:function draw_symbol_rect(s, w, c)
6192:function draw_symbol_dash(s, w, c)
6196:function draw_symbol_dot2(s, w, c)
6202:function draw_symbol_dot3(s, w, c)
6209:function draw_symbol_plus(s, w, c)
6214:function draw_symbol_ring(s, w, c)
6224:function draw_symbol_tilde(s, w, c)
6238:function draw_symbol_caret(s, w, c)
6245:function draw_symbol_ampersand(s, w, c)
6264:function draw_symbol_hash(s, w, c)
6273:function draw_symbol_at(s, w, c)
6285:function draw_symbol_dslash(s, w, c)
6301:function draw_symbol_bars(s, w, c)
6308:function draw_symbol_quaddot(s, w, c)
6317:function draw_symbol_asterisk(s, w, c)
6326:function draw_symbol_dtilde(s, w, c)
6343:function draw_symbol_zigzag(s, w, c)
... [10 more lines]
Read (E:\a327ex\Orblike\v1\main.lua)
5488 end
5489
5490
5491 -- Wall pattern visual system
5492 -- Three independent axes switchable at runtime:
5493 -- F5 = symbol type, F6 = distribution, F7 = color palette
5494 wall_symbol_size = 6
5495 wall_symbol_width = 3
5496 wall_edge_style = 'full' -- 'dashed', 'full', or 'none'
5497 wall_points = nil -- pre-generated points {x,y,r, x,y,r, ...} (stride 3)
5498
5499 -- Symbol types
5500 wall_symbol_types = {
5501 'x', 'triangle', 'circle', 'diamond', 'rect', 'dash', 'dot2', 'dot3',
5502 'tilde', 'caret', 'hash',
5503 'dslash', 'bars', 'quaddot', 'asterisk', 'dtilde', 'zigzag', 'hito',
5504 'yama', 'ki', 'tsuchi', 'chikara',
5505 'siggar', 'zapgar', 'zapzap', 'sigket', 'siglus',
5506 'bartis', 'barcol', 'hepdot', 'n_arc', 'barket',
5507 }
5508 wall_symbol_index = 1
5509
5510 -- Distribution types
5511 wall_dist_types = {'poisson', 'grid', 'hex', 'jittered_grid', 'brick'}
5512 wall_dist_index = 1
5513
5514 -- Wall palettes — each uses theme colors as the wall base
5515 -- wall = bright fill, wall2 = gradient end, dots and floor derived automatically
5516 -- HSL to color helper for generating edition wall palettes
5517 function hsl_color(h, s, l)
... [80 more lines]
Read (E:\a327ex\Orblike\v1\main.lua)
6159 function draw_symbol_x(s, w, c)
6160 local xs = s*0.85
6161 ground:line(-xs, -xs, xs, xs, w, c)
6162 ground:line(xs, -xs, -xs, xs, w, c)
6163 end
6164
6165 function draw_symbol_triangle(s, w, c)
6166 -- Equilateral triangle outline with side length s*2.4
6167 local side = s*2.4
6168 local h = side*math.sqrt(3)/2
6169 ground:triangle_line(-side/2, h/3, side/2, h/3, 0, -2*h/3, c, w)
6170 end
6171
6172 function draw_symbol_circle(s, w, c)
6173 ground:circle_line(0, 0, s, c, w)
6174 end
6175
6176 function draw_symbol_diamond(s, w, c)
6177 local d = s*0.9
6178 ground:line(0, -d, d, 0, w, c)
6179 ground:line(d, 0, 0, d, w, c)
6180 ground:line(0, d, -d, 0, w, c)
6181 ground:line(-d, 0, 0, -d, w, c)
6182 end
6183
6184 function draw_symbol_rect(s, w, c)
6185 local h = s*1.05
6186 ground:line(-h, -h, h, -h, w, c)
6187 ground:line(h, -h, h, h, w, c)
6188 ground:line(h, h, -h, h, w, c)
... [250 more lines]
Read (E:\a327ex\Orblike\v1\main.lua)
6435 -- !! (zapzap) — double spike: danger, volatile
6436 function draw_symbol_zapzap(s, w, c)
6437 local sz = s*1.6
6438 local d = sz*0.33
6439 -- left !
6440 ground:line(-d, -sz*0.7, -d, sz*0.0, w, c)
6441 ground:circle(-d, sz*0.5, w*0.7, c)
6442 -- right !
6443 ground:line(d, -sz*0.7, d, sz*0.0, w, c)
6444 ground:circle(d, sz*0.5, w*0.7, c)
6445 end
6446 symbol_draw_fns.zapzap = draw_symbol_zapzap
6447
6448 -- ~* (sigtar) — tilde + star: magical, enchanted
6449 function draw_symbol_sigtar(s, w, c)
6450 local sz = s*1.8
6451 -- tilde on left
6452 local segs = 5
6453 local hw = sz*0.35
6454 for i = 0, segs - 1 do
6455 local t1 = i/segs
6456 local t2 = (i + 1)/segs
6457 local x1 = -sz*1.0 + t1*hw*2
6458 local x2 = -sz*1.0 + t2*hw*2
6459 ground:line(x1, math.sin(t1*math.pi*2)*sz*0.2, x2, math.sin(t2*math.pi*2)*sz*0.2, w, c)
6460 end
6461 -- * on right
6462 local sr = sz*0.4
6463 local cx = sz*0.55
6464 ground:line(cx - sr*0.7, -sr*0.7, cx + sr*0.7, sr*0.7, w*0.8, c)
... [270 more lines]
Colors — current hideout is blue only, no palette switch exists yet. Let me confirm before writing anything.
Grep (wall_color\s=|floor_color\s=|wall_palette|apply_wall_palette)
E:\a327ex\Orblike\map.lua:29: self.floor_color = def.floor_color
E:\a327ex\Orblike\map.lua:30: self.wall_color = def.wall_color
E:\a327ex\Orblike\maps\hideout.lua:184: floor_color = color_darken(blue, 0.18),
E:\a327ex\Orblike\maps\hideout.lua:185: wall_color = color_darken(blue, 0.4),
E:\a327ex\Orblike\v1\main.lua:5051:floor_color = nil -- set by apply_wall_palette
E:\a327ex\Orblike\v1\main.lua:5052:wall_bg_color = nil -- set by apply_wall_palette
E:\a327ex\Orblike\v1\main.lua:5146:wall_color = color(60, 60, 70)
E:\a327ex\Orblike\v1\main.lua:5546:wall_palettes = {
E:\a327ex\Orblike\v1\main.lua:5570:wall_palette_index = 1
E:\a327ex\Orblike\v1\main.lua:5577:function apply_wall_palette()
E:\a327ex\Orblike\v1\main.lua:5578: local p = wall_palettes[wall_palette_index]
E:\a327ex\Orblike\v1\main.lua:5581: floor_color = p.wall:clone()*(p.floor_mult or 0.12)
E:\a327ex\Orblike\v1\main.lua:5591:apply_wall_palette()
E:\a327ex\Orblike\v1\main.lua:6664: wall_palette_index = wall_palette_index % #wall_palettes + 1
E:\a327ex\Orblike\v1\main.lua:6665: apply_wall_palette()
E:\a327ex\Orblike\v1\main.lua:6668: print('Palette: ' .. wall_palettes[wall_palette_index].name)
E:\a327ex\Orblike\v1\main.lua:6775: local p = wall_palettes[wall_palette_index]
E:\a327ex\Orblike\v1\main.lua:9987: local pal = wall_palettes[wall_palette_index] or wall_palettes[1]
E:\a327ex\Orblike\reference\map_visual_system.md:31: apply_wall_palette() // updates wall_bg_color, wall_bg_color_2, etc.
E:\a327ex\Orblike\reference\map_visual_system.md:127:wall_palettes = {
[Showing results with pagination = limit: 20]
Bash (grep -n "triangle_line|triangle " E:/a327ex/Orblike/anchor/layer.lua | head -10)
50: triangle = layer_triangle,
51: triangle_line = layer_triangle_line,
136:function layer_triangle_line(lyr, x1, y1, x2, y2, x3, y3, color, line_width)
137: eng.triangle_line(lyr_handle(lyr), x1, y1, x2, y2, x3, y3, color, line_width or 1)
Colors confirmed as not implemented (only blue variant). Focusing on symbols.
Write (E:\a327ex\Orblike\wall_symbols.lua)
File created successfully at: E:\a327ex\Orblike\wall_symbols.lua (file state is current in your context — no need to Read it back)
Now wire it into the draw pipeline and add the key binding.
Edit (E:\a327ex\Orblike\wall.lua)
The file E:\a327ex\Orblike\wall.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done. Summary:
- wall_symbols.lua (new): 32 symbol draw functions ported verbatim from v1.
s,w, and all the internal*0.85,*1.3,*1.6etc. multipliers preserved exactly — sizes will match v1 one-to-one givenwall_symbol_size = 6andwall_symbol_width = 3(same values). - Spacing / margin unchanged (
m.wall_symbol_size*6and(m.wall_symbol_size + m.wall_symbol_width)*1.5, same as v1). - wall.lua:
draw_wall_symbolsdispatches viadraw_current_wall_symbol(layer, s, w, c)— single point to swap symbols. - main.lua: requires
wall_symbols, binds F6 tocycle_wall_symbol(). Wraps around the 32-element list and prints the active name. Selection is a global (not per-map), so it persists across F5 reloads. Starts on'x'.
Symbols available (in cycle order): x, triangle, circle, diamond, rect, dash, dot2, dot3, tilde, caret, hash, dslash, bars, quaddot, asterisk, dtilde, zigzag, hito, yama, ki, tsuchi, chikara, siggar, zapgar, zapzap, sigket, siglus, bartis, barcol, hepdot, n_arc, barket.
Not ported (v1 had them as draw functions but they weren't in v1's cycle list): ring, plus, ampersand, at, vdots, slash, sigtar, u_arc. If any were omitted by mistake rather than intention, tell me and I'll bring them in.
Color switch — confirmed: walls only use blue right now (color_darken(blue, ...) for every wall-related color in maps/hideout.lua). The multi-palette + edition-hue system from v1 isn't ported yet. When you're ready, that's a separate job — add a wall_palettes list, port v1's apply_wall_palette, let the map read live from it instead of hardcoding blue, and bind F7 to cycle.
Let's also port the different patterns on how the symbols are laid out from v1. And add any additional ones that you think might look good too.
Grep (wall_dist_types|map_gen_wall_points|wall_points|poisson|jittered_grid)
1148:math.poisson_disc_circle = function(radius, n)
2276: deploy_points = math.poisson_disc_circle(radius, #orbs)
5338: map_gen_wall_points()
5478: map_gen_wall_points()
5486: print(string.format('Map gen: wall_points=%.0fms wall_distances=%.0fms edge_wave=%.0fms springs=%.0fms',
5497:wall_points = nil -- pre-generated points {x,y,r, x,y,r, ...} (stride 3)
5511:wall_dist_types = {'poisson', 'grid', 'hex', 'jittered_grid', 'brick'}
5856:function poisson_disc(x0, y0, x1, y1, r, rng, k)
5944:function dist_poisson(bx0, by0, bx1, by1, spacing, rng)
5945: return poisson_disc(bx0, by0, bx1, by1, spacing, rng)
5972:function dist_jittered_grid(bx0, by0, bx1, by1, spacing, rng)
5986: local centers = poisson_disc(bx0, by0, bx1, by1, spacing*2.5, rng)
6105: poisson = dist_poisson,
6108: jittered_grid = dist_jittered_grid,
6118:function map_gen_wall_points()
6134: local dist_name = wall_dist_types[wall_dist_index]
6135: local gen = dist_generators[dist_name] or dist_poisson
6153: wall_points = filtered
6154: print('Wall points: ' .. (#wall_points/4) .. ' (' .. dist_name .. ', filtered from ' .. (#raw/2) .. ')')
6643: wall_dist_index = wall_dist_index % #wall_dist_types + 1
6644: map_gen_wall_points()
6645: print('Distribution: ' .. wall_dist_types[wall_dist_index])
6829: if wall_points then
6840: for i = 0, #wall_points/4 - 1 do
6841: local px = wall_points[i*4 + 1]
6842: local py = wall_points[i*4 + 2]
6843: local pr = wall_points[i*4 + 3]
Read (E:\a327ex\Orblike\v1\main.lua)
5944 function dist_poisson(bx0, by0, bx1, by1, spacing, rng)
5945 return poisson_disc(bx0, by0, bx1, by1, spacing, rng)
5946 end
5947
5948 function dist_grid(bx0, by0, bx1, by1, spacing, rng)
5949 local pts = {}
5950 for y = by0, by1, spacing do
5951 for x = bx0, bx1, spacing do
5952 pts[#pts + 1] = x; pts[#pts + 1] = y
5953 end
5954 end
5955 return pts
5956 end
5957
5958 function dist_hex(bx0, by0, bx1, by1, spacing, rng)
5959 local pts = {}
5960 local row_h = spacing*math.sqrt(3)/2
5961 local row = 0
5962 for y = by0, by1, row_h do
5963 local offset = (row % 2 == 1) and spacing/2 or 0
5964 for x = bx0 + offset, bx1, spacing do
5965 pts[#pts + 1] = x; pts[#pts + 1] = y
5966 end
5967 row = row + 1
5968 end
5969 return pts
5970 end
5971
5972 function dist_jittered_grid(bx0, by0, bx1, by1, spacing, rng)
5973 local pts = {}
... [150 more lines]
Looking at v1 I see 10 distributions defined (poisson, grid, hex, jittered_grid, clustered, brick, diagonal, concentric, random_uniform, spiral), 5 in the cycle list and 4 experimental. Porting all 10 plus adding one new: wave_rows (sinusoidal-y grid — gives a flowing horizontal texture you can't get from the existing ones).
Write (E:\a327ex\Orblike\wall_patterns.lua)
File created successfully at: E:\a327ex\Orblike\wall_patterns.lua (file state is current in your context — no need to Read it back)
Now route the scatter function through the dispatcher:
Edit (E:\a327ex\Orblike\wall.lua)
The file E:\a327ex\Orblike\wall.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Wire into main.lua:
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done. 11 patterns available, cycled with F7:
- From v1's cycle list (the curated 5):
poisson, grid, hex, jittered_grid, brick - From v1's experimental pool (defined but not cycled):
clustered, diagonal, concentric, spiral, random_uniform - New:
wave_rows— grid with per-column y shifted bysin(x/wavelength * 2π) * amplitude. Gives a flowing horizontal wave that isn't in v1 — reads as water rippling or wind lines.
Implementation notes:
- F7 cycling regenerates only the scatter (
scatter_wall_symbols(current_map)), not the distance field or gradient. Those depend on the polygon, not the points — so cycling is instant with no visible hitch. - Dispatcher is
scatter_wall_points(x0, y0, x1, y1, spacing)in wall_patterns.lua. wall.lua'sscatter_wall_symbolscalls it instead ofpoisson_discdirectly. - The filter step (keep only points outside polygon, past edge margin) happens after dispatch, so every pattern respects the wall-band constraint.
What to watch:
random_uniformwill look clumpy/void-y by design — included for completeness, might be visually ugly. If you don't like it, easy to drop from the list.concentricandspiralneed enough bounding-box room to fit their foci — if the bbox is very thin (narrow corridor) some foci may not place well.clusteredsometimes produces near-overlapping sub-points becausesub_r = spacing*0.5doesn't enforce minimum spacing. If that reads ugly, we can either sort it (Poisson-disc the sub-points) or just reducesub_r.wave_rowslooks best whenspacingis on the same order as the wavelength it uses (5× currently). Tunable if it doesn't read.
You can keep: wave_rows, poisson, grid, hex, brick, remove all others.
Edit (E:\a327ex\Orblike\wall_patterns.lua)
The file E:\a327ex\Orblike\wall_patterns.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Orblike\wall_patterns.lua)
The file E:\a327ex\Orblike\wall_patterns.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Orblike\wall_patterns.lua)
The file E:\a327ex\Orblike\wall_patterns.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done. F7 now cycles through 5 patterns: poisson, grid, hex, brick, wave_rows.
dtilde specifically (only it) is drawing as white, meaning the shader isn't applying to it. At first it said that the draw queue was full when this happened, but repeated times it didn't say that anymore in the console, despite still drawing as white.
Grep (MAX_COMMAND_CAPACITY|command_capacity|Draw queue full|draw queue)
364:#define MAX_COMMAND_CAPACITY 16384
473: int command_capacity;
1747: layer->command_capacity = 0;
1753: layer->commands = (DrawCommand*)malloc(MAX_COMMAND_CAPACITY * sizeof(DrawCommand));
1759: layer->command_capacity = MAX_COMMAND_CAPACITY;
1891:// Returns NULL if queue is full (MAX_COMMAND_CAPACITY reached)
1893: if (layer->command_count >= layer->command_capacity) {
1900: layer->command_capacity);
3651:// Layer draw queue, shader application, command processing
3666: if (layer->command_count >= MAX_COMMAND_CAPACITY) return;
3676: if (!shader || layer->command_count >= MAX_COMMAND_CAPACITY) return;
3690: if (!shader || layer->command_count >= MAX_COMMAND_CAPACITY) return;
3705: if (!shader || layer->command_count >= MAX_COMMAND_CAPACITY) return;
3722: if (!shader || layer->command_count >= MAX_COMMAND_CAPACITY) return;
3739: if (layer->command_count >= MAX_COMMAND_CAPACITY) return;
[Showing results with pagination = limit: 15]
Read (E:\a327ex\Anchor2\engine\src\anchor.c)
1885 // Copy first two rows (6 floats) - third row is always [0, 0, 1]
1886 dest[0] = src[0]; dest[1] = src[1]; dest[2] = src[2];
1887 dest[3] = src[3]; dest[4] = src[4]; dest[5] = src[5];
1888 }
1889
1890 // Add a command to the layer's queue (returns pointer to the new command)
1891 // Returns NULL if queue is full (MAX_COMMAND_CAPACITY reached)
1892 static DrawCommand* layer_add_command(Layer* layer) {
1893 if (layer->command_count >= layer->command_capacity) {
1894 // Fixed size queue - don't grow, just drop the command
1895 // This should never happen in normal use (16384 commands per frame is huge)
1896 if (!headless_mode) {
1897 static bool warned = false;
1898 if (!warned) {
1899 fprintf(stderr, "Error: Command queue full (%d commands). Dropping draw calls.\n",
1900 layer->command_capacity);
1901 warned = true;
1902 }
1903 }
1904 return NULL;
1905 }
1906
1907 DrawCommand* cmd = &layer->commands[layer->command_count++];
1908 memset(cmd, 0, sizeof(DrawCommand));
1909 cmd->blend_mode = layer->current_blend;
Grep (typedef struct {[^}]*} DrawCommand|struct DrawCommand)
No matches found
Grep (typedef struct {|DrawCommand {|DrawCommand;)
404:typedef struct {
436:} DrawCommand;
446:typedef struct {
505:typedef struct {
517:typedef struct {
554:typedef struct {
568:typedef struct {
578:typedef struct {
593:typedef struct {
603:typedef struct {
[Showing results with pagination = limit: 10]
Read (E:\a327ex\Anchor2\engine\src\anchor.c)
404 typedef struct {
405 uint8_t type; // COMMAND_RECTANGLE, COMMAND_CIRCLE, COMMAND_SPRITE, COMMAND_APPLY_SHADER, COMMAND_SET_UNIFORM_*
406 uint8_t blend_mode; // BLEND_ALPHA, BLEND_ADDITIVE, BLEND_MULTIPLY
407 uint8_t _pad[2]; // Padding to align next field to 4 bytes
408
409 float transform[6]; // 2D affine matrix (2x3): [m00 m01 m02 m10 m11 m12] (24 bytes)
410
411 union {
412 uint32_t color; // Packed RGBA for multiply/tint (shapes)
413 uint32_t uniform_location; // Uniform location (SET_UNIFORM_* commands)
414 };
415
416 // Shape parameters (meaning depends on type)
417 // RECTANGLE: params[0]=x, [1]=y, [2]=w, [3]=h, [4]=stroke (0=filled, >0=line width)
418 // CIRCLE: params[0]=x, [1]=y, [2]=radius, [3]=stroke
419 // LINE: params[0]=x1, [1]=y1, [2]=x2, [3]=y2, [4]=radius, [5]=stroke
420 // TRIANGLE: params[0..5]=x1,y1,x2,y2,x3,y3, [6]=stroke
421 // POLYGON: params[0..15]=x1,y1,...,x8,y8, [16]=vertex_count, [17]=stroke
422 // SPRITE: params[0]=x, [1]=y, [2]=w, [3]=h, [4]=ox, [5]=oy (+ texture_id)
423 // GLYPH: params[0]=x, [1]=y, [2]=w, [3]=h, [4]=packed(u0,v0), [5]=packed(u1,v1) (+ texture_id)
424 // SET_UNIFORM_FLOAT: params[0]=value
425 // SET_UNIFORM_VEC2: params[0]=x, [1]=y
426 // SET_UNIFORM_VEC4: params[0]=x, [1]=y, [2]=z, [3]=w
427 // SET_UNIFORM_INT: params[0]=value (as float, cast to int)
428 float params[20]; // 80 bytes (expanded for polygon support)
429
430 union {
431 GLuint texture_id; // Texture handle (SPRITE, GLYPH)
432 GLuint shader_id; // Shader handle (APPLY_SHADER, SET_UNIFORM_*)
433 };
... [5 more lines]
Found it. dtilde uses 16 layer_line calls per symbol (8 segments × 2 tildes). The engine's per-layer command queue is capped at MAX_COMMAND_CAPACITY = 16384. With enough scatter points that cap fills up, and since the layer_apply_shader command (the recoloring shader) comes AFTER all the line-draw commands on the symbol layer, it's the first casualty when the queue overflows — dropped, so no recoloring runs, symbols stay pure white.
The "warned once then never again" you saw is intentional log-dedup in layer_add_command:
static bool warned = false;
if (!warned) {
fprintf(stderr, "Error: Command queue full ...\n");
warned = true;
}
One-shot flag so it doesn't spam, but it makes the problem look "resolved" when you F5.
Bumping capacity 4× to 65536. Memory cost: DrawCommand is 120 bytes, so 7.7MB per layer → ~31MB across Orblike's 4 layers. Fine.
Edit (E:\a327ex\Anchor2\engine\src\anchor.c)
The file E:\a327ex\Anchor2\engine\src\anchor.c has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (cd E:/a327ex/Anchor2/engine && ./build.bat 2>&1 | tail -3 && cp build/anchor.exe...)
Generating Code...
LINK : warning LNK4098: defaultlib 'MSVCRT' conflicts with use of other libs; use /NODEFAULTLIB:library
Build successful: build/anchor.exe
Copied
Done. Try F5 with dtilde again — recoloring shader should apply correctly now.
Why dtilde was uniquely affected: it has the highest command count per symbol of anything in the pool (16: 8 sin-wave segments × 2 parallel tildes × 1 layer_line each). The other expensive symbols are:
tilde/siggar/sigket/siglus: ~8–9 commands eachhito: 9 linesn_arc: 10 commands- Most others: 3–6 commands
dtilde is roughly 2× the next-heaviest. With scatter points in the 500–1000 range per reload, only dtilde was pushing past 16384 on the symbol layer.
Longer-term options if this ever bites again:
- Dynamic queue growth (realloc on overflow). More complex because pointers into the array would need care.
- Per-symbol command audit — some symbols could probably be cheapened (e.g., the tilde-based ones could render as a single polyline command instead of 8 line segments, saving 8×).
- Per-layer capacity override (since most layers don't need 65536 but the symbol layer does).
Not worth doing preemptively — flag if we hit this again.
[Pasted image/png]
Now let's try the final effect before porting the colors over. Let's try to add a flow to the angle of the symbols. I don't know exactly how this flow should behave, but it should be consistent, such that the symbols change their angles collectively in a way that kind of interacts with the walls. Again, the details elude me, so we'll probably have to try a bunch of things, but the general idea makes sense. I uploaded an image with a possible example of such flow might happen in one instance.
Grep (rotation|r\s=\srandom|math.pi/2)
1050: turret_rotation_speed = math.pi,
1082: steady_rotation = true,
1381: local perp_x = offset*math.cos(dir_r + math.pi/2)
1382: local perp_y = offset*math.sin(dir_r + math.pi/2)
1483: an.camera.shake:trauma(0.4*shake_scale, 0.2*shake_scale, {x = 24, y = 24, rotation = 0, zoom = 0})
1492: an.camera.shake:trauma(0.3*shake_scale, 0.15*shake_scale, {x = 24, y = 24, rotation = 0, zoom = 0})
1538: local ox = offset*math.cos(dir_r + math.pi/2)
1539: local oy = offset*math.sin(dir_r + math.pi/2)
1617: table.insert(source_angles, r + math.pi/2)
1618: table.insert(source_angles, r - math.pi/2)
1824: table.insert(br_angles, aim_r + math.pi/2)
1825: table.insert(br_angles, aim_r - math.pi/2)
1838: local perp_cos, perp_sin = math.cos(br_r + math.pi/2), math.sin(br_r + math.pi/2)
1897: positions[#positions + 1] = {r = aim_r + math.pi/2}
1898: positions[#positions + 1] = {r = aim_r - math.pi/2}
[Showing results with pagination = limit: 15]
Grep (wall_points[#wall_points\s+\s1]|wall_points[i*4|random_float(0,\s*math.pi)
6841: local px = wall_points[i*4 + 1]
6842: local py = wall_points[i*4 + 2]
6843: local pr = wall_points[i*4 + 3]
Read (E:\a327ex\Orblike\v1\main.lua)
6118 function map_gen_wall_points()
6119 if not map_floor then return end
6120 local fv = map_floor.vertices
6121 local min_x, min_y = math.huge, math.huge
6122 local max_x, max_y = -math.huge, -math.huge
6123 for i = 0, #fv/2 - 1 do
6124 local x, y = fv[i*2 + 1], fv[i*2 + 2]
6125 if x < min_x then min_x = x end
6126 if x > max_x then max_x = x end
6127 if y < min_y then min_y = y end
6128 if y > max_y then max_y = y end
6129 end
6130 local extra = math.max(gw/2, gh/2)
6131 local spacing = wall_symbol_size*6
6132
6133 -- Generate raw points using current distribution
6134 local dist_name = wall_dist_types[wall_dist_index]
6135 local gen = dist_generators[dist_name] or dist_poisson
6136 local raw = gen(min_x - extra, min_y - extra, max_x + extra, max_y + extra, spacing, an.random)
6137
6138 -- Filter: remove points too close to floor polygon boundary
6139 -- Store: x, y, rotation, distance_to_edge (stride 4)
6140 local margin = (wall_symbol_size + wall_symbol_width)*1.5
6141 local filtered = {}
6142 for i = 0, #raw/2 - 1 do
6143 local px, py = raw[i*2 + 1], raw[i*2 + 2]
6144 local d = point_to_polygon_edge_dist(px, py, fv)
6145 if d > margin then
6146 filtered[#filtered + 1] = px
6147 filtered[#filtered + 1] = py
... [10 more lines]
Plan: 3 rotation modes cycled with F8 — flow_along (tangent to nearest wall), flow_outward (perpendicular to wall, points out), random (original). Default to flow_along so you see the new thing immediately. Using the cached distance field's gradient so the computation is O(1) per scatter point.
Write (E:\a327ex\Orblike\wall_flow.lua)
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Edit (E:\a327ex\Orblike\wall.lua)
The file E:\a327ex\Orblike\wall.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Orblike\main.lua)
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Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Orblike\main.lua)
The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done. F8 cycles flow_along → flow_outward → random. Default is flow_along.
How it works:
- wall_flow.lua's
sample_gradient(m, px, py)reads central-difference gradients fromm.gradient_cache.distances(the baked distance field). That gradient points from the nearest wall edge outward. flow_alongtakes the perpendicular of the gradient — symbols orient along the wall tangent, matching the curved arrows in your image.flow_outwardtakes the gradient direction itself — symbols point radially away from the nearest edge.randomis the v1 behavior ([0, π/2]).- Fallbacks to random when the sample would read outside the texture or the distance field is saturated (flat gradient) — happens past the fade distance.
Integration with the other hotkeys: F6 symbol / F7 pattern / F8 flow are independent. Change any one and the scatter regenerates, the others stay. Each updates instantly without F5-reload.
Things to watch when you try it:
- Shape matters a lot. Tilde / dtilde / siggar / dash / bars will look visibly flowing. Symmetric ones (x, asterisk, hash, diamond, quaddot) won't show obvious rotation — you may want to test flow primarily with directional symbols.
- Flow consistency at room corners. Where two walls meet at a sharp corner, the gradient direction changes abruptly; a symbol near the corner may orient unpredictably. If this looks ugly I can smooth it (sample gradient over a 3×3 neighborhood instead of 2×2 central differences).
- Edge of the scatter band. Symbols far from any wall get the random fallback because the distance field is saturated. That mix of aligned + random might read well (flow near walls, scattered in open) or might look inconsistent — tell me which.
- Perpendicular direction choice. I picked one of the two perpendiculars arbitrarily (CCW rotation in screen-space). If flow reads "wrong direction" around the circle, I can flip it (swap
math.atan(gx, -gy)tomath.atan(-gx, gy)).
It seems you've misnamed flow_outwards and flow_along, the behavior for one is the other. Ah, nevermind, it's because a few symbols are draw with their "tip" at different angles. We should try to standardize this. All symbols that have a definite side that serves as a "tip" should be drawn with the tip at the same angle, this is not the case now, which makes some symbols in flow_along actually behave like flow_outwards and vice-versa.
Good catch. Standardizing tip direction on +x (east) in local frame — rotation angle then directly corresponds to tip direction. The tip-up symbols (caret, triangle, hito, yama, tsuchi, ki, chikara, zapzap) get a +π/2 offset applied before drawing so their tip ends up at +x in their own local frame. Everything else stays as is (arrow-type symbols like siggar/zapgar/hepdot are already tip-right; symmetric symbols don't care).
Edit (E:\a327ex\Orblike\wall_symbols.lua)
The file E:\a327ex\Orblike\wall_symbols.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done. Tip convention now: local +x = tip direction for every symbol with a clear tip.
Summary by category:
- Tip-up → offset +π/2 (8 symbols):
caret, triangle, hito, yama, tsuchi, ki, chikara, zapzap - Already tip-right → offset 0 (3 symbols):
siggar, zapgar, hepdot - Symmetric / no tip → offset 0 (21 symbols): everything else (
x, asterisk, hash, diamond, rect, dash, dot2, dot3, quaddot, circle, tilde, dtilde, bars, zigzag, dslash, n_arc, bartis, barcol, barket, sigket, siglus)
How this interacts with flow modes:
flow_along: tips point tangent to the nearest wall → along the wall.flow_outward: tips point along the distance-field gradient → away from the wall.random: tips rotate randomly in [0, π/2] (v1 range, kept).
Now flow_along and flow_outward should read consistently across all symbols — no more mix-up from misaligned tip directions.
Things I didn't standardize (intentionally):
sigkethas a caret on its right side with tip pointing upper-right — not a cardinal direction. I left it at offset 0 since the symbol's "overall direction" is already left-to-right (tilde on left, caret on right). The caret's internal tip-up doesn't meaningfully conflict in flow modes because the composition reads as a horizontal feature.zapgarI kept at offset 0 because the>arrow on its right dominates the visual (the!on the left is secondary decoration). If the!tip feels more prominent than I think, I can switch zapgar to +π/2 instead.
Let me know what the flow modes look like now — should be much more coherent.
[Pasted image/png]
OK, final change, let's make it so that for the hideout specifically, at the center of the map (x where player starts, x where initial corridor is), the "side" for the along mode changes. Currently along angles on the right side point downwards, then they slowly curve upwards and on the left side are curved upwards. This means the symbols on left are up, symbols on right are down. I want symbols on both left and right to be up, and the phase shift, if you would, happens on the x position that I marked. Does this make sense?
Makes sense. The tangent has a 180° ambiguity — either perpendicular of the gradient is a valid tangent. I picked one consistently and got the mirror-opposite look across the vertical axis. Flipping the choice based on px relative to a configured axis (for the hideout: center_x = 240) gives both halves the same "up" reading.
Edit (E:\a327ex\Orblike\wall_flow.lua)
The file E:\a327ex\Orblike\wall_flow.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Orblike\maps\hideout.lua)
The file E:\a327ex\Orblike\maps\hideout.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done. On reload with a directional symbol (tsuchi, hito, yama, etc.) in flow_along mode, both halves should read with consistent tips pointing up.
Mechanics:
- At
px < 240: perpendicular(-gy, gx)— atan of(gx, -gy). Symbols left of center. - At
px >= 240: perpendicular(gy, -gx)— atan of(-gx, gy). Symbols right of center.
The two perpendiculars are 180° apart — same tangent LINE, opposite directions.
Expected transition at the axis:
- Near the top/bottom of the circle (where the tangent is approximately horizontal), symbols just across the axis from each other will point in opposite horizontal directions. That's a 180° flip right at the seam.
- If that seam looks visually jarring, options:
- Lerp the flip over a small band around
flow_flip_xinstead of hard-switching - Use the map's
center_ytoo so "up" is defined relative to both axes - Just apply Approach 1 globally (pick whichever perpendicular has the more-negative y) and ignore the per-map axis — but you specifically asked for a per-x flip, so I stuck with that
- Lerp the flip over a small band around
Let me know if the seam reads bad in which case the lerp is a quick tweak.
[Pasted image/png]
One final fix, the spacing of symbols relative to the wall edges seems inconsistent. In some cases it's very close, in some cases it's very far away. Is there a way we can make the distance of the initial symbol to wall edges consistent somehow in most cases? This should apply for all types of distribution patterns, but it's fine to focus on the one that I chose for the hideout specifically, which is the brick pattern.
Looking at the issue: regular patterns (brick/grid/hex) lay points out in a bbox grid, so points landing near a curved wall have wildly varying distances. A brick row directly above the circle's top is at d=5, but the same row off to the side is at d=20+. The first "visible ring" around the wall is inherently irregular.
Fix: add an explicit contour ring walking the polygon boundary and placing points at a consistent outward offset. The pattern fills behind that ring. This applies to every distribution type.
Edit (E:\a327ex\Orblike\wall.lua)
The file E:\a327ex\Orblike\wall.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Orblike\wall.lua)
The file E:\a327ex\Orblike\wall.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Done. Two-layer scatter now:
Contour ring at
ring_offset = margin + wall_symbol_size(with current values: 13.5 + 6 = 19.5 units from walls). Walks the polygon boundary and places a symbol everyspacingunits along arc length, offset outward byring_offset. Every pattern starts with this ring → consistent closest-symbol distance.Pattern fill at
d ≥ ring_offset + spacing*0.5(≈ 37.5 units). The active distribution pattern (brick/grid/etc.) runs as before but drops points closer than this threshold so they don't overlap the ring visually.
Tunable constants in wall.lua's scatter_wall_symbols:
ring_offset— distance of the contour ring from the wall. Currentlymargin + wall_symbol_size. Raise for more breathing room, lower for tighter hugging.pattern_min— minimum distance where pattern symbols appear.ring_offset + spacing*0.5leaves a half-spacing gap before pattern resumes.
What to watch:
- Concave corners (where corridor meets the circle) — the outward offset might dip back into the polygon. I added a
point_in_polygonsafety net to drop those, but you might still see small gaps where the contour can't find a valid position. - Sharp external corners — adjacent edges' normals diverge, potentially leaving small gaps between contour points. With your jagged walls the gaps should be minor since no single corner is super sharp.
- Density — the ring + first pattern row = roughly uniform density. If you feel the ring is TOO dense compared to the pattern, I can use
spacing*1.2or similar for the ring alone. - Interaction with F7 pattern cycling — the contour ring is added on top of whatever F7 pattern you pick, so all 5 patterns now get the same consistent ring behavior.
Revert these last changes, they didn't work.
Read (E:\a327ex\Orblike\wall.lua)
275
276 --[[
277 scatter_contour_ring(vertices, offset, spacing)
278 Walk the polygon's CW boundary and emit points at `offset` distance
279 outward from each edge, spaced roughly `spacing` apart along arc length.
280 Returns a flat {x1, y1, x2, y2, ...} point list.
281
282 Used by scatter_wall_symbols as the innermost ring of wall symbols so
283 the closest symbols always sit at a fixed distance from the walls
284 regardless of the active distribution pattern. Without this, pattern
285 grids land at irregular distances wherever walls curve.
286
287 Outward normal for a CW polygon in screen coords (y-down) is the
288 tangent (tx, ty) rotated to (ty, -tx).
289 ]]
290 function scatter_contour_ring(vertices, offset, spacing)
291 local n = #vertices/2
292 if n < 3 then return {} end
293 local result = {}
294 local next_place = 0 -- arc-length at which to emit the next point
295 local total = 0 -- accumulated arc length so far
296 for i = 0, n - 1 do
297 local j = (i + 1) % n
298 local x1, y1 = vertices[i*2 + 1], vertices[i*2 + 2]
299 local x2, y2 = vertices[j*2 + 1], vertices[j*2 + 2]
300 local dx, dy = x2 - x1, y2 - y1
301 local elen = math.sqrt(dx*dx + dy*dy)
302 if elen > 0 then
303 local tx, ty = dx/elen, dy/elen
304 local nx, ny = ty, -tx
... [50 more lines]
Edit (E:\a327ex\Orblike\wall.lua)
The file E:\a327ex\Orblike\wall.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\Orblike\wall.lua)
The file E:\a327ex\Orblike\wall.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Reverted. scatter_wall_symbols is back to its single-layer form (pattern + margin filter). The scatter_contour_ring helper is gone.
Let's end the session. Before we do, update any plan or similar files that we're using to keep track of things. Next session the things we need to do are at least: fix what we just tried to fix, the distance from symbols to walls; port over the various colors, flat + editions for walls that we had in v1, decide on default grid + symbol + color for hideout. Once you update any relevant files, end the session, name it "Orblike Hideout 2"
Read (E:\a327ex\Orblike\plan.md)
Wasted call — file unchanged since your last Read. Refer to that earlier tool_result instead.
Edit (E:\a327ex\Orblike\plan.md)
The file E:\a327ex\Orblike\plan.md has been updated successfully. (file state is current in your context — no need to Read it back)
Plan updated. Ending the session now.
Skill
Launching skill: end-session
Base directory for this skill: E:\a327ex.claude\skills\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.
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 6 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):
# [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: Get User Approval
Show the title and summary to the user. Wait for approval before proceeding. If they have corrections, fix them.
Step 4: Convert Transcript and Write Log File
# Find recent sessions (Claude + Cursor; see script). 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 5The script shows sessions sorted by when they ended. The first result is the current conversation (since end-session was invoked here). Use it.
Convert the transcript to markdown and write the log file with the approved summary as header:
python E:/a327ex/Anchor2/scripts/jsonl-to-markdown.py [SESSION_PATH] E:/a327ex/anchor.blot.im/logs/[slug].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/...). For Composer sessions, usefind-recent-session.py(it merges both sources) and pick the[cursor]line for the current chat.Use lowercase hyphenated slug derived from the title (e.g., "anchor-primitives-hitstop-animation").
Then replace the default header (
# Session YYYY-MM-DD...) with the approved title and summary.Step 5: Sync Context Files to Blot
cp E:/a327ex/.claude/CLAUDE.md E:/a327ex/anchor.blot.im/context/CLAUDE.md cp E:/a327ex/Anchor/docs/* E:/a327ex/anchor.blot.im/context/When the session was Anchor2 (optional):
cp E:/a327ex/Anchor2/.claude/CLAUDE.md E:/a327ex/anchor.blot.im/context/CLAUDE_ANCHOR2.mdStep 6: 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, here are the canonical staging commands:
Project Root Stage command Anchor E:/a327ex/Anchorgit add docs/ framework/ engine/ scripts/ reference/Anchor2 E:/a327ex/Anchor2git add framework/ engine/ arena/ reference/ scripts/ docs/ .claude/emoji-ball-battles E:/a327ex/emoji-ball-battlesgit add -Aorblike E:/a327ex/orblikegit add -Athalien-lune E:/a327ex/thalien-lunegit add -AFor 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.
cdinto the project root, stage, rungit statusto verify before committing.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.Commit using a temporary file (extracts only the summary text, not the markdown heading or
## Summaryline):# Extract summary: skip line 1 (# Title) and line 3 (## Summary), take lines 4 onward until the --- separator awk 'NR>=4 && /^---$/{exit} NR>=4{print}' E:/a327ex/anchor.blot.im/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 <noreply@anthropic.com>\n" >> /tmp/commit_msg.txt git commit -F /tmp/commit_msg.txtStep 7: Push Both Repos
# Push project repo to GitHub git push origin main # Push Blot repo (logs and context are already there) cd E:/a327ex/anchor.blot.im && git add -A && git commit -m "[Title]" && git push origin masterStep 8: Confirm
Tell the user: - Commit hash - That GitHub push succeeded - That Blot push succeeded
ARGUMENTS: Orblike Hideout 2
Here's the proposed summary:
Orblike Hideout 2
Summary
Second session on Orblike's hideout. Built a memory-tracking overlay, designed the hideout's geometry (circular hub with main corridor + 5 fixed-angle side rooms with randomized shapes), ported v1's wall symbol + distribution pattern systems, and added a gradient-based "flow" rotation system for symbols.
Memory tracking system (engine + Lua overlay, F3/F4):
- Added
MEMORY TRACKINGsection near the top ofAnchor2/engine/src/anchor.cwith counters for GL textures/FBOs/RBOs/programs and high-level sound/music/spritesheet counts. Physics numbers come fromb2World_GetCounters(). Windows RSS/PrivateUsage viaGetProcessMemoryInfowith#pragma comment(lib, "psapi.lib"). - Counters incremented/decremented at every
glGen*/glDelete*, sound_load/destroy, music_load/destroy, spritesheet_load/destroy, font atlas create/delete site. - Exposed
engine_mem_stats()Lua binding returning a single table. - Created
Orblike/anchor/memory.luawithmemory_tracker_new/update/toggle/capture_baseline/draw. Added Lua-side fieldslua_kb(viacollectgarbage('count')) andentitiescount. - Added
debug_layer+debug_font(LanaPixel 11px) + F3 toggle + F4 baseline-capture tomain.lua. Overlay draws after the rest of the frame, shows value + delta-from-baseline per row, non-zero deltas rendered red. - Verified:
phys_bodies,phys_shapes,gl_textures(8 stable),gl_fbosall hold at 0 delta across F5 hammering.gl_tex_bytesoscillates ±1.5KB because polygon jitter changes bbox texture sizes per reload.phys_bytesshows +304B on first reload (Box2D pool high-water mark) then flat.
F5 crash fix (texture_create divergence between Anchor/ and Anchor2/):
- First F5 post-build crashed. Root cause:
l_texture_createinAnchor2/engine/src/anchor.cwas returninglua_newuserdatawith copied Texture +free(tex), sotexture_unloadeventually calledfree()on Lua-owned userdata memory. - User had previously applied the fix in
Anchor/engine/src/anchor.c(return lightuserdata pointing to malloc'd Texture + register intexture_registry) and built from Anchor for Orblike. My build from Anchor2 regressed. - Ported the fix to Anchor2's
l_texture_create. Flagged the two-engine drift as a future unification job.
Hideout geometry evolution:
- Started with
generate_circle— jagged circular boundary. Added an Archimedean spiral on the floor (3 turns, 220 line segments, slightly brighter than floor color) and a purple portal disc at center. - Added main south corridor (ULTRAKILL-intro reference).
map_gen_archelper added tomap_generation.luafor angle-agnostic arcs. Main corridor traced as jagged rectangle attached to the circle at two exact junction vertices. - Camera snap on
load_mapso spawn doesn't lerp in from wherever the camera was. - Randomized side rooms added: initially 2-5 at random angles, then fixed 7 at all 45°-offset cardinal+ordinal directions except south, then reduced to 5 (removed SE and SW because they felt too close to the main corridor). East unlocked, others locked with doors.
Side room shapes (all-in-one polygon):
- Implemented
corridor_frame(theta)helper returning apt(along, perp)transform from corridor-local to world. - Shape-specific body functions emitting vertex traces from c1 (corridor's near-P far corner) around the room perimeter to c4 (far-P far corner). Each shape traces the LONG way around so it skips the corridor-facing edge.
- Generic
add_regular_polygon_body(verts, pt, L_cor, W_cor, R_poly, angles, flat)handles pentagon/hexagon/octagon from just a CW vertex angle list. - Tried triangle and rhombus (skewed 60°/120°) — user had me remove both.
- Final shape pool: rectangle, pentagon, hexagon, octagon, circle. Each room randomly picks shape + size.
- Size minimums raised for pentagon/hexagon/circle after user noted they sometimes looked too small (RP 40→46, RH 45→51, RR 35→42).
- Corridor width locked at 24 (was random 18-28 which felt inconsistent).
flat_mode enum for rooms:
- Replaced binary
flatflag with three-mode enum:'none'(all jagged),'room'(room body flat, corridor jagged),'all'(both flat). maybe_jagged(verts, flat, ...)helper skipsmap_gen_jagged_linewhen flat is true.- Later dropped
'all'from the random pool when user said "corridors can never be flat". Choices now{'none', 'room'}. - Overall jitter halved across the hideout (jitter: 4→2, 3→2; jitter_along: 2→1) per user request.
Door blockers:
- New
doorentity class (Orblike/door.lua). Staticwall-tagged box collider, oriented perpendicular to the corridor axis. Dimensions(thickness, width)withset_angle(corridor_angle)so thickness runs along D and width spans P. - Draw method with
layer_pushusing the door's angle; fillcolor_darken(blue, 0.35), outlinecolor_darken(blue, 0.55). - Spawned post-
map_gen_finalizeat each locked room's corridor mouth, offset slightly into the corridor fromE_mid. Door widthW_cor + 4so it overlaps jagged corridor walls and prevents squeeze-through. map:drawnow iteratesentity_idsand calls:draw(wall_layer)on any with a draw method.
Wall symbol library (v1 port — 32 symbols, F6 cycles):
- Created
Orblike/wall_symbols.luawith all 32 symbol draw functions ported verbatim from v1. Translation from v1'sground:line(...)style to v2'slayer_line(layer, ...)was direct (same argument orders for line/circle/circle_line/triangle_line). - Symbol list (cycle order): x, triangle, circle, diamond, rect, dash, dot2, dot3, tilde, caret, hash, dslash, bars, quaddot, asterisk, dtilde, zigzag, hito, yama, ki, tsuchi, chikara, siggar, zapgar, zapzap, sigket, siglus, bartis, barcol, hepdot, n_arc, barket.
- v1's
ring, plus, ampersand, at, vdots, slash, sigtar, u_arcwere defined but not in the v1 cycle — left out of the port (user confirmed focusing on cycled ones). spacing = wall_symbol_size*6 = 36andmargin = (size + width)*1.5 = 13.5preserved from v1.- Added
draw_current_wall_symbol(layer, s, w, c)dispatcher +cycle_wall_symbol()function. F6 bound viabind('cycle_symbol', 'key:f6').
Wall distribution patterns (F7 cycles):
- Created
Orblike/wall_patterns.luawith distribution functions. - Final cycle list:
poisson, grid, hex, brick, wave_rows(5 total, reduced from initial 11 per user request). wave_rowsis new in v2 — grid with each column's y shifted bysin(x/wavelength * 2π) * amplitudewhere wavelength = 5spacing and amplitude = 0.4spacing. Reads as flowing horizontal waves.scatter_wall_points(x0, y0, x1, y1, spacing)dispatcher replaced the directpoisson_disccall inscatter_wall_symbols.cycle_wall_pattern()regenerates only the scatter (not distance field or gradient) so cycling is instant.
Wall flow rotation modes (F8 cycles):
- Created
Orblike/wall_flow.luawith three modes:flow_along,flow_outward,random. sample_gradient(m, px, py)uses central differences on the cachedm.gradient_cache.distancestexture grid. O(1) per point.flow_alongreturnsmath.atan(gx, -gy)— perpendicular to gradient = tangent to nearest wall.flow_outwardreturnsmath.atan(gy, gx)— along gradient = away from nearest wall.randomuses v1's originalrandom_float(0, math.pi/2)range.- Fallback to random when sample is outside the texture or the gradient is saturated (past fade_dist).
Tip-direction standardization:
- User identified that flow_along and flow_outward seemed swapped for some symbols because v1 symbols had mixed tip directions (some tip-up, some tip-right).
- Added
rotation_offsetstable inwall_symbols.lua. Tip-up symbols (caret, triangle, hito, yama, tsuchi, ki, chikara, zapzap) get+π/2offset so their local +x axis aligns with tip direction after offset. draw_current_wall_symbolnow wraps inlayer_push(0, 0, offset)when offset is set.- Composite symbols with caret-on-right (sigket, siglus, sigtar) + hepdot (dot-on-right) + arrows (siggar, zapgar) left at offset 0 since their horizontal composition dominates.
flow_flip_x for bilateral symmetry in hideout:
- User noticed flow_along gave mirror-opposite tips across the vertical axis (left up, right down) due to the 180° ambiguity of tangent direction.
- Added
flow_flip_xfield to hideout map def (= 240, matching center_x). Whenpx >= flow_flip_x,wall_flowuses the OTHER perpendicular:math.atan(-gx, gy). - Left half of hideout uses default perpendicular; right half uses flipped. Both halves now read with tips "up."
Engine command queue overflow (dtilde drawing white):
- User reported dtilde (only) drew as white — recoloring shader wasn't applying. "Draw queue full" warning appeared once then never again despite the problem persisting.
- Root cause:
MAX_COMMAND_CAPACITY = 16384inAnchor2/engine/src/anchor.c. dtilde uses 16layer_linecalls per symbol (8 sin-wave segments × 2 parallel tildes). With ~500-1000 scatter points on the symbol layer, dtilde blows the cap. Thelayer_apply_shadercommand comes AFTER all line-draws and gets dropped first. - The
static bool warned = false; if (!warned) { warned = true; ... }pattern explains the one-shot warning — dedup-by-boot. - Bumped
MAX_COMMAND_CAPACITYfrom 16384 to 65536 (4× headroom, ~30MB across 4 layers). Rebuilt + copied binary.
Symbol-to-wall distance consistency (attempted, reverted):
- User wanted consistent first-ring distance from wall regardless of pattern. For curved walls (circle), a brick-row at fixed y has varying distance to the wall along its length.
- Implemented
scatter_contour_ring(vertices, offset, spacing)— walks the polygon's CW boundary, outward normal =(ty, -tx), places points atoffsetfrom wall spacedspacingapart along arc length. - Modified
scatter_wall_symbolsto a two-layer scatter: contour ring atmargin + wall_symbol_size, pattern atd >= ring_offset + spacing*0.5. - User said it didn't work; reverted to single-layer. Left detailed notes in
plan.mdfor next session about alternative approaches (push-out with drop, distance-binned snap, true contour-following pattern, or just bigger margin).
Key bindings added this session:
- F3: toggle memory overlay
- F4: capture memory baseline
- F5: reload map (existed)
- F6: cycle wall symbol (32 options)
- F7: cycle wall pattern (5 options)
- F8: cycle wall flow mode (3 options)
plan.md updated with Phase 1 marked done, memory tracking marked done, and a new "Before Phase 2 — Hideout visual polish" section listing the three next-session items: (1) symbol-to-wall distance fix, (2) port v1 wall color palettes (flat + edition hues), (3) pick hideout defaults for pattern/symbol/color.
Title: Orblike Hideout 2
Ready to proceed with the log + commit? Let me know if anything needs revision.
Yes.
Bash (python E:/a327ex/Anchor2/scripts/find-recent-session.py --limit 5)
2026-04-21T21:15:02.451Z 136418c1-99e6-421e-a569-2915f1ecd58d [claude] <-- MOST RECENT
C:\Users\adn\.claude\projects\E--a327ex\136418c1-99e6-421e-a569-2915f1ecd58d.jsonl
2026-04-21T20:43:58.649Z d165a278-758a-4a24-83ee-2c954a287b54 [claude]
C:\Users\adn\.claude\projects\E--a327ex\d165a278-758a-4a24-83ee-2c954a287b54.jsonl
2026-04-21T19:45:17.569Z 9e80ed6e-8de0-4370-b3b9-ee1916fd4ed7 [claude]
C:\Users\adn\.claude\projects\E--a327ex\9e80ed6e-8de0-4370-b3b9-ee1916fd4ed7.jsonl
2026-04-21T12:21:12.730Z dee388cc-118e-45ff-834c-fc1ff0d956cd [claude]
C:\Users\adn\.claude\projects\E--a327ex\dee388cc-118e-45ff-834c-fc1ff0d956cd.jsonl
2026-04-21T10:12:22.958Z 845711ed-ef2c-4f64-b58f-abf50d09425b [claude]
C:\Users\adn\.claude\projects\E--a327ex\845711ed-ef2c-4f64-b58f-abf50d09425b.jsonl