code wiki / _hdl_build / nx_wasm_mineworld_gate.nx
nx_wasm_mineworld_gate.nx
buildroot/runtime/_hdl_build/nx_wasm_mineworld_gate.nx
about
nx_wasm_mineworld_gate.nx -- NATIVE gate for the INFINITE procgen voxel world (the Minecraft-procgen rung).
T1 DETERMINISM: same seed+view renders byte-identical (checksum) -- twice, fresh.
T2 INFINITE+CONTINUOUS: terrain is defined at far/negative coords; |dh/dx| <= 3 across 120 blocks incl. biome
borders (the continuous-amplitude blend = no border cliff); far render differs from spawn render.
T3 PROCGEN VARIETY + LIAR-KILL: >=5 distinct heights per region, two distant regions differ, >=2 biomes on a
strip; NEG-CONTROL: the same variety detector run on a constant "liar" terrain MUST FAIL (detector is real).
T4 EDIT PERSISTENCE ACROSS ROAMING (the Minecraft-critical property the fixed 48x48 grid could not do):
dig+place via the raycast+edit-table path (exactly what break_at/place_at wrap at base=0), roam the render
window 200 blocks away and back -> edits still there, still render (frame checksum changes).
T5 CAVES+BEDROCK: natural interior air pockets exist (before any edits); y=0 always solid everywhere.
Windows never-brick N/A (pure user-space render); determinism doubles as the re-run-safe proof.
license_tier: ORIGINAL
dependencies 4 imports · 0 importers
imports: nx_syscalls.nxnx_f32_hw.nxnx_png.nxnx_wasm_mineworld.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
| 18 | 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 } |
| 19 | func pn(v: i64) -> i64 |
| 31 | func fbsum(base: i64) -> i64 |
| 38 | func rend(base: i64, cgx: i64, cgz: i64, ycos: i64, ysin: i64, pcos: i64, psin: i64) -> i64 |
| 51 | func main() -> i64 |