Web/wasm Rust voxel game with: - wgpu 23 client (WebGPU when available, WebGL2 fallback) - Chunked terrain (17x17 chunks, deterministic value-noise generator) - Greedy meshing with frustum + distance culling - Sky shader, leaf wind shader, distance fog - Player physics: substepped AABB collision, gravity, fall damage, natural-surface respawn - Touch UI (MCPE-style joystick + jump/break/place/sprint), gamepad polling with axis calibration, mouse+keyboard - HP / death-screen / respawn flow - 10-slot hotbar with mouse-wheel + hotkey + tap cycling - Settings menu (mouse sens, FOV, render distance, input mode toggle) - Axum multiplayer server: WebSocket protocol, edit log, 10Hz player broadcasts - 31 unit tests covering spawn invariants, collision sweeps, raycast hit/miss, greedy mesh winding, fall damage, oriented box rotation, hotbar block roundtrip, and the input-merge regression that latched movement after touch release Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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218 B
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15 lines
218 B
Text
# Rust build output
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/target
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**/target
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# Generated wasm bundle — rebuilt by run.sh / build-web.sh
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web/voxel_game.js
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web/voxel_game_bg.wasm
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web/voxel_game.d.ts
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# Editor / OS
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*.swp
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.DS_Store
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.idea/
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.vscode/
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Thumbs.db
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