code wiki / _hdl_build / nx_entity_gate.nx

nx_entity_gate.nx

buildroot/runtime/_hdl_build/nx_entity_gate.nx

3125 B76 linesdepth 4pulls 6 transitivereach 0 importersview sourcekind gate/prooftopic entity
docsdependenciesstructsconstsfunctions

about

nx_entity_gate.nx -- start of GAMEPLAY: entities with per-frame state on the sovereign 3D world. 5 creatures wander (position updated each frame, bounce at edges), placed on the terrain, rendered as boxes via the world's object primitive. 4 frames -> 2x2 contact sheet -> sovereign PNG (nx_png). The WORLD is static and the ENTITIES move => proves entity state evolves per frame (not just camera). exit 0 = rendered. license_tier: ORIGINAL

dependencies 3 imports · 0 importers

nx_syscalls.nx nx_voxel_world.nx nx_png.nx nx_entity_gate.nx

imports: nx_syscalls.nxnx_voxel_world.nxnx_png.nx

imported by: nobody (leaf or entry point)

call flow from main pre-order; caps 40 nodes / depth 6 declared; ↻ = already shown

main sys_mmap nxa_die sys_write sys_exit nxa_lock_take nxa_lock_addr sys_write ↻ nxa_lock_give nxa_lock_addr ↻ nxa_report_overrun sys_write ↻ nxa_dump_printable sys_write ↻ nxa_dump_sizes sys_write ↻ mk sys_mmap ↻ render_world tm_reset sys_mmap ↻ tm_set_spec tm_set_image tm_set_tex tm_nv tm_vert tm_vcap tm_vcol tm_quad tm_tri tm_tcap tm_compute_normals tm_isqrt vm_isqrt tm_place tm_set_sun tm_isqrt ↻ tm_shadow_bake sys_mmap ↻ tm_isqrt ↻

structs

none

consts

9const SW: i64 = 640
10const SH: i64 = 480
11const NE: i64 = 5

functions

13func mk(seed: i64, n: i64, water: i64, maxh: i64, latsp: i64,
called by 1: main calls 1: sys_mmap
21func main() -> i64