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Add bundled Level 17 rendering and animation demonstrator samples
- add two filled rendering samples to demonstrate classic raycast and voxel presentation - add two image-skinned/image-backed samples to demonstrate textures and lightweight animation/skin concepts - keep the bundle compact to reduce churn while making the documented visual capability goals concrete & Expand Level 17 rendering samples to 2 per technique (DOOM, Wolf, Unreal, Minecraft)
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docs/dev/CODEX_COMMANDS.md

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MODEL: GPT-5.3-codex
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REASONING: high
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COMMAND: Implement sample 1621 AI navigation demo with visible pathing, integrate into samples/index.html, package to <project folder>/tmp/BUILD_PR_LEVEL_17_31_ADVANCED_3D_SAMPLES_BATCH_5.zip
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COMMAND: Implement 8 rendering samples (2 per category: DOOM, Wolf, Unreal, Minecraft), move samples 1623-1625 into Phase 17 grouping, update samples/index.html, package to <project folder>/tmp/BUILD_PR_LEVEL_17_34_RENDERING_TECHNIQUE_EXPANSION.zip

docs/dev/COMMIT_COMMENT.txt

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Add Advanced 3D Sample 1621 (AI Navigation Demo)
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Expand Level 17 rendering samples to 2 per technique (DOOM, Wolf, Unreal, Minecraft)

docs/dev/NEXT_COMMAND.txt

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NEXT => BUILD_PR_LEVEL_17_22_PHASE16_3D_DEBUG_AND_ROADMAP_REBASELINE
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NEXT => BUILD_PR_LEVEL_17_34_RENDERING_AND_ANIMATION_POLISH_AND_VALIDATION
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Summary
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- bundles the final Transform Inspector completion with Track H status closeout to reduce churn
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- keeps the bundle testable and limited to the 3D debug-support lane
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- performs roadmap updates only as conservative status changes after implementation evidence exists
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- converts the rendering-and-animation expansion into a compact four-sample demonstrator bundle
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- uses a couple of filled samples and a couple of image-skinned samples to make the documented concepts visible
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- reduces churn by avoiding a large diffuse sample explosion while still proving the capability set
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- [ ] sample loads
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- [ ] agents move
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- [ ] paths visible
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- [ ] 8 samples load
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- [ ] each technique visually distinct
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- [ ] index updated
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# BUILD_PR_LEVEL_17_33_RENDERING_AND_ANIMATION_TRACK
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## Source of Truth
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- docs/pr/PLAN_PR_LEVEL_17_33_RENDERING_AND_ANIMATION_TRACK.md
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## Required Outcome
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Implement a compact Level 17 rendering-and-animation demonstrator bundle with four bounded samples:
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- 2 filled samples
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- 2 image-skinned samples
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## Required Samples
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### Filled
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1. Raycast Demo
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- filled corridor/wall rendering
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- simple navigation
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- unmistakable classic raycast look
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2. Voxel World Demo
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- filled block world
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- simple chunk or grid structure
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- unmistakable voxel look
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### Image-Skinned
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3. Material / Texture Scene Demo
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- image-backed texture use
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- simple material/lighting proof
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- clear visual distinction from flat primitive sample output
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4. Image-Skinned Character / Animated Surface Demo
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- image-backed skin or layered image body/parts presentation
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- simple animation or pose transition
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- educational and lightweight
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## Integration Requirements
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- add each sample to samples/index.html
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- keep sample naming and numbering aligned to Level 17 continuation
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- each sample must run independently
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- preserve existing Level 17 samples
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## Constraints
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- one PR purpose only: rendering + animation demonstrator bundle
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- bundle only because it reduces timeline and churn while staying testable
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- no engine-wide rewrite
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- no start_of_day edits
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- no unrelated cleanup
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- no roadmap prose rewrite in this PR
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## Suggested Numbering
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Use the next Level 17 advanced-sample continuation range in a clean grouped block, for example:
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- 1622 raycast demo
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- 1623 voxel world demo
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- 1624 texture/material demo
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- 1625 image-skinned character demo
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If repo reality requires a nearby numbering variation, keep the block contiguous and clearly documented.
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## Validation Standard
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- all four samples load from samples/index
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- filled samples visibly render filled output
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- image-skinned samples visibly use image-backed presentation
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- no new console errors
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- samples are recognizably different in technique and teaching purpose
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# BUILD_PR_LEVEL_17_34_RENDERING_TECHNIQUE_EXPANSION
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Implement:
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DOOM-style:
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- sample 1622: basic raycast walls
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- sample 1623: raycast + sprites
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Wolf-style:
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- sample 1624: grid raycast
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- sample 1625: optimized raycast demo
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Unreal-style:
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- sample 1626: textured + lighting
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- sample 1627: skinned mesh demo
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Minecraft-style:
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- sample 1628: voxel terrain
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- sample 1629: chunk streaming voxel
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Also:
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- move 1623, 1624, 1625 into Phase 17 structured block
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- update samples/index.html
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Validation:
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- each sample clearly demonstrates its category
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# PLAN_PR_LEVEL_17_33_RENDERING_AND_ANIMATION_TRACK
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## Purpose
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Add a compact, demonstrable Level 17 rendering-and-animation sample track that makes the documented visual capability gap concrete with a small number of higher-value samples.
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## Why This PR Exists
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Current Level 17 samples validate 3D systems but do not yet visibly demonstrate:
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- classic rendering styles
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- textured / image-skinned presentation
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- clearly recognizable visual differentiation from primitive 3D system samples
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To reduce churn, this PR bundles a small proof set instead of scattering many thin samples.
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## Scope
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Create a bundled proof set consisting of:
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- a couple of filled samples
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- a couple of image-skinned samples
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## Bundled Proof Set
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### Filled Samples
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1. Raycast Demo
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- classic DOOM/Wolf-style corridor proof
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- filled wall rendering
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- movement + turning
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- simple map and obvious depth cues
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2. Voxel World Demo
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- Minecraft-lite block world proof
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- filled blocks / terrain chunks
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- simple navigation
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- obvious voxel identity
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### Image-Skinned Samples
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3. Material / Texture Scene Demo
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- image-backed textured sample surfaces
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- clear contrast vs primitive flat shapes
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- simple lighting/material response
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4. Skinned Sprite / Image-Mapped Character Demo
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- image skin or image-backed character/body parts
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- visible animation or layered image pose change
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- educational demonstration rather than production rig complexity
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## Intent
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This is a demonstrator bundle, not a full graphics-engine rewrite.
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The goal is to prove and teach the rendering/visual concepts with a few stronger examples.
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## Out of Scope
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- full shader pipeline
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- large external asset pipeline
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- AAA character rigging
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- engine-wide render rewrite
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- broad sample renumbering outside this bounded group
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## Success Criteria
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- samples are visibly distinct from current primitive 3D examples
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- at least two samples use filled visual presentation
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- at least two samples use image-backed skins/textures
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- samples/index reflects the new bundled track cleanly
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- each sample remains understandable as a standalone teaching unit
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# PLAN_PR_LEVEL_17_34_RENDERING_TECHNIQUE_EXPANSION
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Purpose:
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Expand rendering samples to include 2 samples per major technique category.
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Categories:
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- DOOM (2.5D raycast + sprites)
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- Wolfenstein (pure raycast)
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- Unreal-style (3D + skinned + lighting)
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- Minecraft (voxel)
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Scope:
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- 8 samples total (2 per category)
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- move 1623–1625 into this structured grouping
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- ensure visibility and differentiation
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Out of Scope:
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- engine refactor

samples/index.html

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<a class="live" href="./phase-16/1619/index.html" title="Demonstrates a readable debug HUD layered above an active 3D scene with explicit world/UI labels." data-tags="camera3d, debughud3d, ui-overlay, render3d, scene, themetokens" data-primary="debug-hud-sample">Sample 1619 - Debug HUD Sample</a>
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<a class="live" href="./phase-16/1620/index.html" title="Provides a compact 3D pickup mini game reference with follow camera movement and clear HUD scoring." data-tags="camera3d, minigame3d, pickups, hud, scene, themetokens" data-primary="mini-game-reference">Sample 1620 - Mini Game (3D Reference)</a>
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<a class="live" href="./phase-16/1621/index.html" title="Demonstrates visible AI pathfinding routes and movement across a blocked 3D navigation grid." data-tags="camera3d, ai3d, pathfinding, navigation, scene, themetokens" data-primary="ai-navigation-demo">Sample 1621 - AI Navigation Demo</a>
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<a class="live" href="./phase-16/1622/index.html" title="DOOM-style basic raycast wall rendering with movement and turning controls." data-tags="camera3d, raycast, doom-style, filled-render, navigation, scene, themetokens" data-primary="doom-basic-raycast">Sample 1622 - Basic Raycast Walls</a>
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</div>
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</section>
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<section>
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<h2>Phase 17 - Rendering Technique Expansion</h2>
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<p>Technique-focused rendering demos across DOOM, Wolfenstein, Unreal-style visuals, and Minecraft-style voxel worlds.</p>
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<div class="grid">
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<a class="live" href="./phase-17/1623/index.html" title="DOOM-style raycast corridor rendering with depth-sorted billboard sprites." data-tags="camera3d, doom-style, raycast, sprites, filled-render, scene, themetokens" data-primary="doom-raycast-sprites">Sample 1623 - DOOM Raycast + Sprites</a>
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<a class="live" href="./phase-17/1624/index.html" title="Wolfenstein-style pure grid raycast with flat filled wall columns." data-tags="camera3d, wolf-style, raycast, grid, filled-render, scene, themetokens" data-primary="wolf-grid-raycast">Sample 1624 - Wolf Grid Raycast</a>
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<a class="live" href="./phase-17/1625/index.html" title="Optimized DDA-based Wolf-style raycast traversal and filled corridor output." data-tags="camera3d, wolf-style, raycast, dda, optimization, filled-render, scene, themetokens" data-primary="wolf-optimized-raycast">Sample 1625 - Wolf Optimized Raycast</a>
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<a class="live" href="./phase-17/1626/index.html" title="Unreal-style textured surfaces with lightweight dynamic lighting cues." data-tags="camera3d, unreal-style, textures, lighting, image-backed, scene, themetokens" data-primary="unreal-texture-lighting">Sample 1626 - Unreal Texture + Lighting</a>
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<a class="live" href="./phase-17/1627/index.html" title="Unreal-style skinned character presentation with image-backed animation frames." data-tags="camera3d, unreal-style, image-skinned, animation, character, scene, themetokens" data-primary="unreal-skinned-mesh">Sample 1627 - Unreal Skinned Mesh Demo</a>
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<a class="live" href="./phase-17/1628/index.html" title="Minecraft-style filled voxel terrain blocks with visible height variation." data-tags="camera3d, minecraft-style, voxel, terrain, filled-render, scene, themetokens" data-primary="minecraft-voxel-terrain">Sample 1628 - Minecraft Voxel Terrain</a>
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<a class="live" href="./phase-17/1629/index.html" title="Minecraft-style voxel chunk-window streaming around a movable camera anchor." data-tags="camera3d, minecraft-style, voxel, chunk-streaming, filled-render, scene, themetokens" data-primary="minecraft-chunk-streaming">Sample 1629 - Minecraft Chunk Streaming</a>
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</div>
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</section>
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</div>

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