code wiki / _hdl_build / nx_variant_mesh_gate.nx
nx_variant_mesh_gate.nx
buildroot/runtime/_hdl_build/nx_variant_mesh_gate.nx
about
nx_variant_mesh_gate.nx -- close the DnD asset loop: bestiary variant TUPLES -> the SAME SDF base ->
nx_meshgen surface nets -> WATERTIGHT STL game assets. One recipe system now emits downloadable meshes
(person/elf/goblin/hobgoblin/wolf/direwolf), reusable by the game systems and printable.
T1 every variant meshes CLOSED (verts>=400, tris ~= 2*verts -- Euler genus-0 band)
T2 variant meshes are DISTINCT (>=5 distinct vert counts of 6 -- the swap slots change the geometry)
T3 STL files written + non-trivial size
Writes knowledge/synth_<variant>.stl. license_tier: ORIGINAL expect_exit: 0
dependencies 4 imports · 0 importers
imports: nx_syscalls.nxnx_sdfrender.nxnx_meshgen.nxnx_assetvariant.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
| none |
functions
| 13 | func hw(s: *u8) -> i64 { var n: i64=0; while s[n]!=(0 as u8){n=n+1} sys_write(1,s,n); return 0 } |
| 14 | func hwf(fd: i64, s: *u8) -> i64 { var n: i64=0; while s[n]!=(0 as u8){n=n+1} sys_write(fd,s,n); return 0 } |
| 15 | func pn(v: i64) -> i64 |
| 26 | func stlnum(fd: i64, v: i64) -> i64 |
| 36 | func wstl(vbuf: *i64, fbuf: *i64, nf: i64, path: *u8) -> i64 |
| 54 | func fsize(path: *u8) -> i64 |
| 61 | func main() -> i64 |