a327ex.com

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):

F5 crash fix (texture_create divergence between Anchor/ and Anchor2/):

Hideout geometry evolution:

Side room shapes (all-in-one polygon):

flat_mode enum for rooms:

Door blockers:

Wall symbol library (v1 port — 32 symbols, F6 cycles):

Wall distribution patterns (F7 cycles):

Wall flow rotation modes (F8 cycles):

Tip-direction standardization:

flow_flip_x for bilateral symmetry in hideout:

Engine command queue overflow (dtilde drawing white):

Symbol-to-wall distance consistency (attempted, reverted):

Key bindings added this session:

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:

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:

  1. Process RSS (OS-level). On Windows: GetProcessMemoryInfoWorkingSetSize + PrivateUsage. This is the single unfakeable number. If RSS grows across repeated load_map cycles, something is leaking somewhere — whether we know about it or not. Everything else is just "help me find where."

  2. 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).

  3. 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:

  1. 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?

  2. 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-scope static variables incremented inline where the glGen* / b2Create* happens, one public engine_mem_stats function 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?

  1. 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:

  1. Box2D gives us body/shape/joint counts AND byteCount for free via b2World_GetCounters. No hand-counting physics.
  2. Shaders are deleted right after link — transient. Only program count matters.
  3. Font atlases are fixed size (FONT_ATLAS_SIZE² × 4), so font bytes falls out of font_count.
  4. 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.
  5. psapi.lib needs linking for GetProcessMemoryInfo — 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:

  1. C changes (one build): section block near top of file, inline ++/-- at each glGen*/glDelete*/ma_*_init/sound_load/etc., l_engine_mem_stats getter.
  2. Build engine, copy binary to Orblike.
  3. Orblike/anchor/memory.lua module + wire F3 toggle / F4 baseline into main.lua. Needs a small font load (will use LanaPixel.ttf which is already in assets).
  4. 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):

Lua side:

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:

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_unloadtexture_destroyfree(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:

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:

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:

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:

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:

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:

  1. 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.

  2. 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.

  3. 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."

  4. 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:

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:

What I explicitly did not do yet (keeping it simple):

Things to eyeball when you run it:

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:

  1. New map_gen_arc helper in map_generation.lua (like map_gen_corner but for a big circle arc with many segments).
  2. 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.
  3. Spawn moves to the south end of the corridor.
  4. 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:

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:

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)

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\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. 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:

  1. door.lua — new entity class (box collider tagged wall, perpendicular to corridor axis, drawn on wall_layer).
  2. map.luamap:draw now iterates map-owned entities and calls :draw(wall_layer) on any that have it, after the wall edge.
  3. maps/hideout.lua — fixed 7 angles (skipping south), all rooms have corridors, spawn doors for the 6 locked rooms.
  4. Corridor length 560 → 375 (33% reduction), spawn updated.
  5. main.luarequire('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)

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 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:

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:

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:

Watch on first reload:

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:

Code organization:

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:

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)

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)

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 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)

The file E:\a327ex\Orblike\maps\hideout.lua has been updated. All occurrences were successfully replaced. (file state is current in your context — no need to Read it back)

Now the map_gen_arc jitter values and circle body jitter:

Edit (E:\a327ex\Orblike\maps\hideout.lua)

The file E:\a327ex\Orblike\maps\hideout.lua has been updated. All occurrences were successfully replaced. (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)

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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:

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:

  1. Fixed at one value (say 24 for all rooms) — cleanest/most consistent, but visually a bit "regular."
  2. Narrower random range (say 22–26) — still varied but closer together.
  3. Keep the current range and accept the variety as character.
  4. 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)

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. 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)

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)

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:

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)

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)

New effective ranges:

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)

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. 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:

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:

Implementation notes:

What to watch:

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:

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:

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 F8flow_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)

File created successfully at: E:\a327ex\Orblike\wall_flow.lua (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)

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. F8 cycles flow_along → flow_outward → random. Default is flow_along.

How it works:

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:

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:

How this interacts with flow modes:

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):

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:

The two perpendiculars are 180° apart — same tangent LINE, opposite directions.

Expected transition at the axis:

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:

  1. 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 every spacing units along arc length, offset outward by ring_offset. Every pattern starts with this ring → consistent closest-symbol distance.

  2. 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:

What to watch:

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 5

The script shows sessions sorted by when they ended. The first result is the current conversation (since end-session was invoked here). Use it.

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, use find-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.md

Step 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/Anchor git add docs/ framework/ engine/ scripts/ reference/
Anchor2 E:/a327ex/Anchor2 git add framework/ engine/ arena/ reference/ scripts/ docs/ .claude/
emoji-ball-battles E:/a327ex/emoji-ball-battles git add -A
orblike E:/a327ex/orblike git add -A
thalien-lune E:/a327ex/thalien-lune git add -A

For a project not listed, infer the root from the files you actually created or modified this session and stage those. If multiple candidate roots look valid, ask the user which files to stage.

cd into the project root, stage, run git status to 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 ## Summary line):

# 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.txt

Step 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 master

Step 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):

F5 crash fix (texture_create divergence between Anchor/ and Anchor2/):

Hideout geometry evolution:

Side room shapes (all-in-one polygon):

flat_mode enum for rooms:

Door blockers:

Wall symbol library (v1 port — 32 symbols, F6 cycles):

Wall distribution patterns (F7 cycles):

Wall flow rotation modes (F8 cycles):

Tip-direction standardization:

flow_flip_x for bilateral symmetry in hideout:

Engine command queue overflow (dtilde drawing white):

Symbol-to-wall distance consistency (attempted, reverted):

Key bindings added this session:

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