code wiki / _hdl_build / nx_gx4_walk_gate.nx

nx_gx4_walk_gate.nx

buildroot/runtime/_hdl_build/nx_gx4_walk_gate.nx

12322 B196 linesdepth 9pulls 32 transitivereach 0 importersview sourcekind gate/proof
docsdependenciesstructsconstsfunctions

about

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

nx_browser_render.nx nx_game_world.nx nx_gx4_walk_gate.nx

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

main wg_puts br_slen br_layout br_slen ↻ sys_mmap rh_extract_styles sys_mmap ↻ nx_html_cursor_init nx_html_next_token _scan_name _is_name _is_void_element _lc nx_html_is_raw_text_tag _lc ↻ nx_html_consume_raw_text _lc ↻ _is_ws _lfd_name_eq _lfd_lc _rh_copy_css rh_filter_media sys_mmap ↻ rh_find rh_media_matches rh_find ↻ rh_num_after rh_digit cx_expand sys_mmap ↻ cx_collect cx_ch cx_is_ws cx_find cx_name_eq cx_emit_span cx_ch ↻ cx_is_ws ↻ cx_emit_name

structs

none

consts

14const WG_STEP: i64 = 8192 // forward step = 2 units
15const WG_TURN: i64 = 3217 // ~45 degrees in rad*4096
16const WG_TICKS: i64 = 6

functions

18func 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 }
called by 2: wg_run_scriptmain
19func 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 }
called by 2: wg_run_scriptmain
20func wg_now_ms() -> i64 { let ts: *i64=sys_mmap(16) as *i64; sys_clock_gettime_mono(ts); return ts[0]*1000 + ts[1]/1000000 }
called by 1: main calls 1: sys_clock_gettime_mono
23func wg_render_tick(base: i64, ppx: i64, ppz: i64, yaw: i64, eyey: i64, dst: *u8) -> i64
46func wg_run_script(base: i64, fbuf: *u8) -> i64
76func main() -> i64