* test(hex): add procedural hex dungeon levels for engine QA Cross-module simulation levels exercise hex tilemap procgen, FOV, 2D lighting, spatial pickup + inventory, and particles. Includes a playable examples/hex-levels demo with level select and a pipeline crawl. Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com> * test(hex): expand levels 06–15 and fog-raid pipeline Add Flow Field swarm, cell-cost detours, multi-revealer perception, FoW mask/algorithms, camera pick, dual-grid, procgen variants, QuadTree cull, multi-light, particle/stash transfer, and a fog-raid pipeline. Update the playable hex-levels demo for levels 6–9. Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com> * test(hex): add fixture JSON data and data-driven hex tests Expand catalog/items/loot/seeds/perception fixtures, handcrafted maps, and particle configs. Wire the hex-levels demo to load items and particle JSON plus fixtures.nut loot tables. Register hex_level_data.cpp coverage. Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com> * test(hex): fix data fixtures assertions for zeroerr and sparse gens Avoid CHECK_EQ on bag->addItem (double-eval), and only enforce minWalkable on dungeon.bsp in the seeds matrix smoke. Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com> * feat(hex): boot each level from distinct catalog configs Enrich catalog/fixtures with per-level FOV, light, cell-cost, and enable flags. Wire examples/hex-levels to apply those boot settings on level switch. Add hex.data.catalog.bootEachLevelDistinctConfig to verify each catalog entry starts with its own applied configuration. Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com> * docs(hex): note per-level boot configs in data README Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com> * test(hex): add levels 16–20 and extra data-driven coverage Expand simulation with facing-cone FOV, flow+cell-cost, seed reproducibility, corner peek, equipment equip, and torchEscort / catalogRaid pipelines. Add fixture tests for perception gates, all loot tables, enable-flag consistency, seed path samples, map markers, defaults, equipment slots, and mist particles on dungeon. Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com> * docs(hex): clarify expanded test coverage in README Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com> * test(hex): add levels 21–25 and broader fixture validation Cover hex world↔tile roundtrip, FOV memory clear, findGroupPath, multi-algo FOV smoke, blocked-cell sync, and costlyFogPickup pipeline. Add data tests for loot/item referential integrity, feature tags, particle schema, algorithm registration, ring-door path, categories, detection margin, and door walkability. Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com> * feat(hex): expand catalog to 31 levels (0–30) and playable cycle Add levels 16–30 with distinct boot configs (facing cone, flow+cost, maze/WFC/drunkard, mist particles, raid combo). Regenerate fixtures.nut with LEVEL_IDS; main.nut cycles all catalog levels via N/B. Add simulation cases 26–30 and catalog presence tests. Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com> * fix(hex): harden level 02/17 against non-portable procgen paths macOS CI failed hex.level.02.dynamicFov (empty path) and hex.level.17.flowPlusCellCost (path length == 2) because spawn↔exit layouts from DTL/std distributions differ across libstdc++ vs libc++. Use handcrafted hex maps so FOV memory and flow+cost assertions are platform-stable. Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com> --------- Co-authored-by: Cursor Agent <cursoragent@cursor.com>
EVEngine 开发者文档
本目录保存引擎的架构、模块设计、测试策略和实现计划,面向 EVEngine 本身的维护者与贡献者。
架构与工程约定
功能设计
- 2D 渲染 API
- 3D 渲染管线(初始化 / VKBuilder / 异步帧、buffers、数据流、函数与 shader)
- 体积光模块
- 抗锯齿模块
- 风格化渲染模块
- GUI 框架
- Tilemap
- 寻路系统
- 动态视野系统
- 程序化生成模块
- 体积光模块
- 环境光遮蔽模块
- 风格化渲染模块
- RPG 系统
- 背包系统
- 建筑放置系统
- 空间索引模块
- 游戏模型
- 界面设计
- 修改思路
实施记录
阶段性设计稿与实施计划位于 superpowers/。文档使用的图示位于 img/。
如果你是使用 EVEngine 制作游戏,而不是修改引擎,请从用户指南开始。