Controls: W A S D move · Space jump · Shift sprint · mouse look (click canvas to capture).
Source-of-truth:
nishi-engine/nx/nx_voxel_runtime.nx -- state machine + chunk world +
FPS controller + raster pipeline + raw-event handlers (keydown/keyup/mousemove/
mousedown/mouseup/blur) + RGBA framebuffer conversion all in NishiLang.
JS in this page: the <script> below (~18 LOC mount call) +
the shared /_nishi/nishi-host.js's irreducible mountCanvas
(~90 LOC: rAF loop + putImageData + addEventListener forwarders + WASM instantiate).
Zero per-game JS state machinery. Bit-state, mouse-delta accumulation, sprint
latching, sensitivity scaling, pixel format conversion all live in NishiLang.
No tracking. No account. No third-party at runtime.