* docs(procgen): add procedural generation module design Capture confirmed product direction (runtime map-first, textures second, pixel/low-poly RPG) plus API sketch, algorithm registry, configurable outputs, and Phase A checklist. Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com> * docs(procgen): list procgen in module summary table Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com> * feat(procgen): Phase A runtime map generation with DTL Add eve.Procgen module: semantic Grid2D, algorithm registry, palettes, and TileLayer/JSON outputs. Built-ins use Dungeon Template Library (BSP, cellular cave, maze, perlin terrain) plus local drunkard walk. Includes tests and examples/procgen demo. Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com> * feat(procgen): Phase B runtime pixel texture recipes Add seamless value-noise texture generation with banded color ramps for soil/stone/marble/water/sky_cloud, ImageData/Texture/normal outputs, and script bindings for gfx.newTexture / drawTexturedRect. Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com> * fix(test): qualify eve::image::ImageData in procgen tests Bare image:: failed to resolve under `using namespace eve::procgen`, breaking unit_test builds on Linux/Windows/macOS CI. Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com> * fix(procgen): link EVProcgen in tests and fix Apple Clang DTL build unit_test was missing EVProcgen, causing undefined references on Linux/Windows. Avoid the DTL umbrella header (broken Voronoi CRTP on Apple Clang) and provide DrawJagged* compat shims that define the missing drawOperatorArray. Verified locally: linux-debug build, unit_test link, and all 13 procgen ctests. Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com> --------- Co-authored-by: Cursor Agent <cursoragent@cursor.com>
8 lines
138 B
Plaintext
8 lines
138 B
Plaintext
config <- {
|
|
width = 960
|
|
height = 640
|
|
title = "EVEngine Procgen — Runtime Dungeon"
|
|
debug = false
|
|
hotReload = true
|
|
};
|