code wiki / _hdl_build / nx_gx4_walk_gate.nx
nx_gx4_walk_gate.nx
buildroot/runtime/_hdl_build/nx_gx4_walk_gate.nx
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nx_gx4_walk_gate.nx -- Gx-4 FIRST PLAYABLE: an INPUT-DRIVEN player walks through a 3D heightfield world,
rendered per-tick through the first-class <canvas> substrate (Gx-1c) in the LIVE Nishi-Browser. The loop is
the real game shape: input event -> player state (position + heading) -> build the player-relative world
mesh -> the REAL nx_swgpu pipeline (3 altitude-band albedo passes over ONE shared zbuf via the new
sg_render_pass) -> blit into the page's canvas box -> full browser repaint. FLOOR LAW: lit, color-banded
3D terrain with sky + depth (no terminal rects). DETERMINISM: the same input script replayed gives
byte-identical frames (the sovereign exceed). Honest: keyboard events are SIMULATED as a script (no
interactive event loop in a gate); terrain is double-sided (no backface ambiguity while winding conventions
settle). World geometry now comes from the shared nx_game_world lib; near-plane clipping and the tonemap
are live (seq249/seq260). license_tier: ORIGINAL expect_exit: 0
dependencies 2 imports · 0 importers
imports: nx_browser_render.nxnx_game_world.nx
imported by: nobody (leaf or entry point)
call flow from main pre-order; caps 40 nodes / depth 6 declared; ↻ = already shown
structs
| none |
consts
| 14 | const WG_STEP: i64 = 8192 // forward step = 2 units |
| 15 | const WG_TURN: i64 = 3217 // ~45 degrees in rad*4096 |
| 16 | const WG_TICKS: i64 = 6 |
functions
| 18 | func wg_puts(s: *u8) -> i64 { var n: i64=0; while s[n]!=(0 as u8){n=n+1} sys_write(1,s,n); return 0 } |
| 19 | func wg_pn(v: i64) -> i64 { let b: *u8=sys_mmap(32) as *u8; var x: i64=v; var ng: i64=0; if x<0{ng=1;x=0-x} var i: i64=31; if x==0{b[i]=48 as u8;i=i-1} while x>0{b[i]=(48+x%10) as u8;x=x/10;i=i-1} if ng==1{b[i]=45 as u8;i=i-1} sys_write(1,(b as i64+i+1) as *u8,31-i); return 0 } |
| 20 | func wg_now_ms() -> i64 { let ts: *i64=sys_mmap(16) as *i64; sys_clock_gettime_mono(ts); return ts[0]*1000 + ts[1]/1000000 } |
| 23 | func wg_render_tick(base: i64, ppx: i64, ppz: i64, yaw: i64, eyey: i64, dst: *u8) -> i64 |
| 46 | func wg_run_script(base: i64, fbuf: *u8) -> i64 |
| 76 | func main() -> i64 |