code wiki / _hdl_build / nx_wasm_mineworld_tick_gate.nx
nx_wasm_mineworld_tick_gate.nx
buildroot/runtime/_hdl_build/nx_wasm_mineworld_tick_gate.nx
about
nx_wasm_mineworld_tick_gate.nx -- gate for the SOVEREIGN TICK (operator law: NO JS game logic -- the wasm
owns camera/physics/trig/aim). T0 integer-trig sanity. T1 walk+mouse-look move the camera (turned heading
moves BOTH axes). T2 gravity settles to the surface; jump rises then lands back exactly. T3 a 3-high wall
BLOCKS walking (step-up rule <=1.3). T4 aim-ray dig/put edit the world from camera state alone. T5 the whole
sim is DETERMINISTIC: an identical input script on two fresh worlds renders byte-identical frames. T6 the
per-voxel texture hash varies. PNG knowledge/nx_mineworld_tick.png = post-walk frame (fog + textured blocks).
license_tier: ORIGINAL expect_exit: 0
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
| 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 pn(v: i64) -> i64 |
| 26 | func fbsum(base: i64) -> i64 |
| 33 | func iabs(v: i64) -> i64 { if v < 0 { return 0 - v } return v } called by 1: main |
| 35 | func c_a_head_below(base: i64, roof_gy: i64) -> i64 |
| 42 | func script(base: i64) -> i64 |
| 54 | func main() -> i64 |