Directories
¶
| Path | Synopsis |
|---|---|
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Package camera provides the 2D pan-and-zoom camera the family's top-down visualizers use: zoom anchored under the cursor, panning in world units, and clamping so the view never leaves the world.
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Package camera provides the 2D pan-and-zoom camera the family's top-down visualizers use: zoom anchored under the cursor, panning in world units, and clamping so the view never leaves the world. |
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Package canvas provides a small software drawing surface for menus and text overlays, so a front-end can compose text screens the same way a software renderer composes frames: as raw RGBA pixels.
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Package canvas provides a small software drawing surface for menus and text overlays, so a front-end can compose text screens the same way a software renderer composes frames: as raw RGBA pixels. |
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Package geom provides the small geometric vocabulary shared by the Ebitengine tool family: float vectors for simulation space, integer coordinates and rectangles for tile grids, and clamping helpers.
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Package geom provides the small geometric vocabulary shared by the Ebitengine tool family: float vectors for simulation space, integer coordinates and rectangles for tile grids, and clamping helpers. |
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Package hub coordinates a family of visualizer windows: one leader process spawns child windows of its own executable and relays JSON messages between them over the children's stdin and stdout, so every window shows the same state.
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Package hub coordinates a family of visualizer windows: one leader process spawns child windows of its own executable and relays JSON messages between them over the children's stdin and stdout, so every window shows the same state. |
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Package hud provides the timed status-line overlay used by the family's game front-ends: a single line of text posted for a number of frames, on either a diagnostic or a player-facing channel.
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Package hud provides the timed status-line overlay used by the family's game front-ends: a single line of text posted for a number of frames, on either a diagnostic or a player-facing channel. |
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Package keymap lays out an on-screen control-hint bar — the "key: action" row the family's apps show along the bottom of the window.
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Package keymap lays out an on-screen control-hint bar — the "key: action" row the family's apps show along the bottom of the window. |
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Package level is the shared world model behind the family's first-person games: a tile grid with per-cell floor and ceiling heights, half-height walls, light, sky, and lifts, plus the placement passes that furnish a generated dungeon — heights and ledges, low walls, doors, and vent networks.
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Package level is the shared world model behind the family's first-person games: a tile grid with per-cell floor and ceiling heights, half-height walls, light, sky, and lifts, plus the placement passes that furnish a generated dungeon — heights and ledges, low walls, doors, and vent networks. |
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Package menu provides the keyboard-driven menu model shared by the family's title, pause, and settings screens: a titled list of items with wraparound selection, adjustable settings rows, and a software-canvas renderer.
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Package menu provides the keyboard-driven menu model shared by the family's title, pause, and settings screens: a titled list of items with wraparound selection, adjustable settings rows, and a software-canvas renderer. |
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Package narrate wraps a scripted status.Source with a narrata narration engine: player-facing hud.Notice lines are rewritten by a persona, while the scripted wording stands in whenever generation declines, fails, or times out.
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Package narrate wraps a scripted status.Source with a narrata narration engine: player-facing hud.Notice lines are rewritten by a persona, while the scripted wording stands in whenever generation declines, fails, or times out. |
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Package paint holds the small colour and framebuffer operations the family's software renderers share: scaling a colour's brightness for distance shading, and compositing a translucent wash over a finished frame.
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Package paint holds the small colour and framebuffer operations the family's software renderers share: scaling a colour's brightness for distance shading, and compositing a translucent wash over a finished frame. |
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Package raycast is the software raycasting core behind the family's first-person games: a planar camera, the DDA grid walk that finds the wall each screen column hits, and the billboard projection used to place sprites against the wall z-buffer.
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Package raycast is the software raycasting core behind the family's first-person games: a planar camera, the DDA grid walk that finds the wall each screen column hits, and the billboard projection used to place sprites against the wall z-buffer. |
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Package record captures frames from a running visualizer into demo GIFs and PNG screenshots, the way the family's --record flags and screenshot keys do.
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Package record captures frames from a running visualizer into demo GIFs and PNG screenshots, the way the family's --record flags and screenshot keys do. |
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Package ring is a fixed-capacity ring buffer for the rolling histories the family's sims keep: population counts, per-generation fitness, telemetry samples.
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Package ring is a fixed-capacity ring buffer for the rolling histories the family's sims keep: population counts, per-generation fitness, telemetry samples. |
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Package rng seeds the family's deterministic random streams.
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Package rng seeds the family's deterministic random streams. |
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Package status is the pipeline that turns game events into timed HUD lines: a game maps its telemetry into a cue type of its own, a Source decides whether the cue deserves a Line and with what wording, and Emit posts the line to a hud.Overlay.
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Package status is the pipeline that turns game events into timed HUD lines: a game maps its telemetry into a cue type of its own, a Source decides whether the cue deserves a Line and with what wording, and Emit posts the line to a hud.Overlay. |
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Package store persists small per-application JSON documents — settings, records, saved state — under the user's configuration directory, following the family convention of one <app>/<file>.json per document.
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Package store persists small per-application JSON documents — settings, records, saved state — under the user's configuration directory, following the family convention of one <app>/<file>.json per document. |
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Package synth renders the family's procedural sound effects and loops as interleaved 16-bit stereo PCM at SampleRate, ready for an Ebiten/oto audio player.
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Package synth renders the family's procedural sound effects and loops as interleaved 16-bit stereo PCM at SampleRate, ready for an Ebiten/oto audio player. |
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Package telemetry provides the fan-out event bus the family's games hang their observers on: audio cues, HUD feeds, record keepers, and analytics all subscribe to the same stream of game events.
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Package telemetry provides the fan-out event bus the family's games hang their observers on: audio cues, HUD feeds, record keepers, and analytics all subscribe to the same stream of game events. |
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Package view is a display-free 2D pan/zoom camera: it maps between world and screen space around a centred focus, with follow and fit-to-bounds framing, and imports no rendering backend — so headless sims and web front-ends share the same camera math the Ebiten front-ends use.
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Package view is a display-free 2D pan/zoom camera: it maps between world and screen space around a centred focus, with follow and fit-to-bounds framing, and imports no rendering backend — so headless sims and web front-ends share the same camera math the Ebiten front-ends use. |
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Package window centralises Ebiten window setup for the family's front-ends: initial size, title, and a single shared resizing policy.
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Package window centralises Ebiten window setup for the family's front-ends: initial size, title, and a single shared resizing policy. |
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Package worldgen generates the family's tile-grid dungeons: binary space partitioning carves rooms into leaves, L-shaped corridors join them into one connected map, short dead-end stubs add texture, and flood-fill utilities answer reachability and distance questions about the result.
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Package worldgen generates the family's tile-grid dungeons: binary space partitioning carves rooms into leaves, L-shaped corridors join them into one connected map, short dead-end stubs add texture, and flood-fill utilities answer reachability and distance questions about the result. |
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