- devlab: flagship --debug example (console/snapshot/AI panel/pause/hot reload/error slice), make devlab target with RUN_ARGS support - ai-game: agent-drivable live game + agent_demo.py (pause/read/mutate/ verify/snapshot/restore/screenshot loop) - ai-editor: headless eve mcp editor host demo (JSON View + ViewModel MVVM) - examples: fill all missing READMEs + config.nut, add examples/ index - load.nut: add key_just_pressed/clampf/persist helpers; dedupe 19 examples - rpg/cardgame: move JSON definitions to data files - fix eve mcp crash: ModuleManager::requireAll() instantiates modules in the headless host (IEditorHost etc. were null) - graphics: actionable screenshot error when readback was just enabled - CI: smoke all examples (devlab with --debug) + DevLab hot-reload test Fixes surfaced by the new CI smoke (examples had never been smoke-tested): - scene_director kit: camera slot doubled as function + instance and was nulled by reset(); move the live Camera3D into cameraObj - readTextFile used non-existent readn()/len(); use file.read() (rpg/cardgame/hex-levels) - daynight used non-existent keyboard.wasPressed() -> key_just_pressed - outline passed ints to float-only drawSolidRect; linear-structures slider passed an int value - scene-ecs beginNode() requires (id, name); ai-stage guarded compilestring - smoke_examples.sh: timeout -k 3 so SIGTERM-ignoring hosts cannot hang CI
Sprite Stacking
伪 3D sprite-stacking 示例:把程序化生成的三维几何体(圆柱 / 球 / 圆锥 / 方块) 在 CPU 上沿指定轴切成多层 RGBA 图,再以「叠片」方式画进 3D 前向渲染通道。
运行:
eve run examples/sprite-stack
操作:
| 键 | 作用 |
|---|---|
A / D |
绕 Y 轴旋转叠片堆(伪 3D 视差) |
W / S |
拉近 / 拉远相机 |
H |
切换 vertical(朝向相机的竖直切片)/ horizontal(水平俯视切片)模式 |
1..4 |
切换圆柱 / 球 / 圆锥 / 方块 |
M |
切换程序化几何体 / assets/rock.obj(sliceModel 模型文件切片) |
Q / E |
调整切片厚度 |
R |
重新切片 |
技术要点:
- 切片:
spritestack.slicePrimitive(...)(或sliceModel对 3D 模型文件切片) 把网格切成layerCount个薄片,每个薄片正交投影成一张 RGBA 图。 - 渲染:
SpriteStack3D用 alpha 混合 + 深度测试的 hair 管线绘制切片,vertical模式为朝向相机的 billboard,horizontal模式为水平四边形; 每帧按相机距离由远到近排序。 - 调用时机:
gfx.render3D()之后、present()之前调用stack.render(gfx), 切片即与场景内其他 3D 网格正确遮挡。 - 高级功能:
setShadowEnabled投影假阴影、setOutline风格化描边;另外三个 共享纹理的小石头通过SpriteStackBatch合批成单次 draw。