- camera.NewService and SetAccessibility; AttachWorld wires the accessibility settings
- tests/camera: priorities, blends, cuts, zones, follow, bounds, outputs, shake, zero allocations, BrainStep benchmark
- integration: rewind restores the camera state across a zone change
- camera2d.Adjuster passes the view by value (no per-frame allocation), D304 updated
- modules/camera/module.mk: test-camera in CI, bench-camera
make site-headless builds the CLI without cgo (aego_nonative) and the
static site with the wasm playground. deploy/ holds the image, the
container nginx config (gzip_static with Vary), compose and deploy.sh
run by the post-receive hook on mainserv.
.gitignore ignores only the root site/ output; tools/gendocs/site was
never committed because of it.
Docs site: index and section summaries render code, bold and italic
instead of raw markdown; search.json gets the plain text. Page summaries
drop a leading list or quote marker. The nav toggle is three CSS bars
centred in a 32px button.
Playground: a loading overlay in the editor pane shows a spinner, a
progress bar and the downloaded size while aego.wasm streams in, then
'Starting engine' until the runtime is ready; a failed start keeps the
error on the overlay. docstool writes the wasm size and a version hash
into index.html; play.js, play.css, wasm_exec.js and aego.wasm are
referenced with ?v=<hash> so a deploy never mixes cached old files with
new ones.
Instruction budget: default 1M per callback (was 100k), playground 2M;
the donut needs ~120k per frame. Playground: software 3D donut example,
multi-line log entries render as monospace blocks, a fault is reported
once instead of also as a "script stopped" log line.
The compose project is named aego explicitly; the default name came from
the deploy/ directory and collided with other stacks on the host.
Documentation: engine/docs assembles one registry from the script
bindings, the schema, module docs and module-owned script paths; problems
are reported as warnings at build time. Module registries record doc
sources and script module owners; diag.Codes lists every diagnostic code.
Project bootstrap: project.defaultSpace ("2d"/"3d"), EnsureDirs creates
the default folders when the editor opens a project (reported in the
console), prefabs/ is a pipeline root. Native builds drop -trimpath so
binding locations resolve inside native/.
Editor files: create scene/prefab/script from menus, move/rename/duplicate
/delete with undo, script package retargeting on move, open scenes and
script panels follow renames, Save As / Rename Scene prompts, scene
picker, startup scene. Scoped shortcuts fall back to the global command
when disabled; Save As is Ctrl+Shift+S, Save All Ctrl+Alt+S.
Script editor: Go to Implementation (stub → native/ source), host
definitions always resolve to stubs, bracket match/mismatch states,
rainbow brackets (persisted), mono code font (ui-mono atlases, per-command
fonts in draw.List, PushFont/PopFont restored by Mark/Restore).
Tests: langsvc definition/implementation, bracket states, dispatch
fallback, script renames, font stack, editor file-op integration, golden
mono glyph and bracket references; depcheck rule for engine/docs.
Docs pipeline: engine, render2d and script/engine ship their own res/docs;
keyword hover text comes from the registry through manifest.Keywords;
project script symbols join the registry; aego docs export|check|build|
serve, --tool docs in native binaries, aego check --explain; app/docstool
and the tools/gendocs module (goldmark) build the static site.
Playground: app/playground + cmd/aego-playground (js/wasm, 3.3 MB gzip)
compile, highlight and run scripts in the browser; run blocks in the
language docs become examples. engine/builtin/headless is the module set
without render3d; workspace.Config.FS; StubFor/StubPaths; backends and the
script importer drop out of js builds.
VM: one frame pointer in the interpreter loop, direct host calls, panic
recovery once per run instead of per host call (Update2k -19%,
Schedule10k -24% against the previous head). bench-build/compare/profile
run pre-built, pinned, interleaved binaries.
Editor: structural bracket levels and current-block highlight, indent
guides, occurrence highlighting with write marks, multi-format clipboard
(copy/cut/paste assets, paste images as sprites or textures). gl33 probes
a renderable depth format and reports framebuffer failures by stage.
7 E:
- project templates empty/2d/2.5d/3d, app/projects as the single creation path (D148)
- launcher and recent projects (D149)
- orthographic Camera3D and Scene View (D150)
- reference states in the Inspector, ids.Short (D151)
- sceneio remaps node references when loading without KeepIDs (D152)
- exported ComponentRef<T> (D153)
- aego icons via module.Audit (D146)
Language: yield/signal/coroutine become keywords, start is contextual.
Coroutine methods (func Name() coroutine) with start and
yield / wait / frames / fixed / await; signals with Emit/Connect and
Connection handles; ScriptRef<T> and node.GetScript<T>() for fields,
plain methods and signals of other scripts. Diagnostics AES2050-AES2059.
Bytecode v3: ScriptRefs, XFields, XMethods and Connects tables resolved by
name in vm.Link, per-script signals, coroutine flag on functions; new
opcodes START/YIELD/EMIT/CONNECT/DISCONNECT/CONNECTED/COSTOP/CORUN/
SELFREF/GETSCRIPT/GETXF/SETXF/CALLR, checked by verify.
Runtime: script/coroutine scheduler (frames/fixed counters, time heap,
await lists; only due coroutines are visited) and script/signal registry
(snapshot per Emit, deferred removal, no allocations in steady state).
Hot reload cancels coroutines of changed scripts, rebinds connections by
name and signature, then runs Reloaded.
Tooling: script/build removed, aego check/test/dump run on the workspace
(test builds include _test.aes); langsvc completion, hover, signatures and
semantic tokens for the new syntax; editor highlighting, snippets with
placeholders, coroutine/signal profiler graphs and stats.
Docs (script.md sections 16-19, editor.md, ARCHITECTURE), test fixtures and
golden files, platformer enemies wired to the player, scriptreload demo,
and run.Config.FrameTime for deterministic headless fixed steps.
Modules (6.5): engine/module registry and ComponentBuilder are the one
registration path for engine subsystems and native code; render2d,
render3d and script/engine are modules over scene/frame, the script
component moved to scene/scriptcomp, and scene/components and
scene/systems are gone. Editor inspector, templates, picking shapes and
extension hooks are driven by descriptors and editor/builtins; sdk gains
Component/EditorHook; depcheck checks the module graph and the
aego_runtime graph.
Also: stop tracking built tool binaries; gl33 activates the scratch unit
before binding for texture updates.
Verification: typed component method adapters (Method0..2, Proc0..2)
with direct field access and no allocations; app.Build as the single
construction path for run and the editor; modules attach per scene
document; depcheck aego_editor pass; diagnostic codes in one place and
every code covered by a test; indexed coroutine heaps with eager
cancel; dead component references and nil intrinsics fault with
AES6004, host faults keep their code; GC roots of struct fields checked
in verify and vm.Link; 255-field limit; AES4010 for script packages
shadowing host modules; architecture registry D111-D147.
Golden: the harness renders on the thread that owns the GL context,
ReadPixels returns rows in memory order (render targets are top-down per
D17), and the first rendering references are committed.
Foundation for the aego engine.
core/ errs, log, handle arena, mathx, clock, stats
platform SDL3 backend plus a headless one, input state, events
gpu device abstraction with gl33 and null backends
vfs scheme-based virtual filesystem with overlay mounts
engine builder, module registry, phase-ordered system loop, jobs
demos basic, resize, input, headless; sandbox driver
OpenGL bindings are generated into gpu/gl33/gl by tools/gen-gl.sh,
so the module has no external dependencies.
2026-09-18 20:51:54 +03:00
468 changed files with 32991 additions and 1443 deletions
{Name:"scene.rename",Doc:"rename a node",Write:true,Args:[]Arg{argFile,argNode,{Name:"name",Type:"string",Doc:"new name",Required:true,Pos:true}},Run:func(s*Session,aArgs)(*Output,error){
{Name:"scene.add-comp",Doc:"add a component with its defaults",Write:true,Args:[]Arg{argFile,argNode,{Name:"comp",Type:"string",Doc:"component name, full or a unique suffix (Body2D)",Required:true,Pos:true}},Run:func(s*Session,aArgs)(*Output,error){
{Name:"scene.add-comp",Doc:"add a component with its defaults and the components it requires",Write:true,Args:[]Arg{argFile,argNode,{Name:"comp",Type:"string",Doc:"component name, full or a unique suffix (Body2D)",Required:true,Pos:true},
{Name:"no-required",Type:"boolean",Doc:"add only this component; missing requirements stay as problems"}},Run:(*Session).sceneAddComp},
{Name:"scene.remove-comp",Doc:"remove a component",Write:true,Args:[]Arg{argFile,argNode,{Name:"comp",Type:"string",Doc:"component name",Required:true,Pos:true}},Run:func(s*Session,aArgs)(*Output,error){
Some files were not shown because too many files have changed in this diff
Show More
Reference in New Issue
Block a user
Blocking a user prevents them from interacting with repositories, such as opening or commenting on pull requests or issues. Learn more about blocking a user.