Add claude docs

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# Animation System
Source: `src/dusk/animation/`
## Overview
The animation system provides time-based keyframe interpolation with
pluggable easing functions. It is intentionally minimal -- no skeleton,
no blending, no state machine. Animations produce a single `float_t`
value at a given time, which callers apply to whatever property they
are animating.
## Keyframes (`keyframe.h`)
```c
typedef struct {
float_t time; // time in seconds this keyframe is at
float_t value; // the value at this keyframe
easingtype_t easing; // easing applied between this frame and the next
} keyframe_t;
```
## Animation (`animation.h`)
```c
typedef struct {
keyframe_t *keyframes; // caller-owned array
uint16_t keyframeCount;
} animation_t;
void animationInit(
animation_t *anim,
keyframe_t *keyframes,
uint16_t keyframeCount
);
float_t animationGetValue(animation_t *anim, float_t time);
// Returns the interpolated value at the given time.
// Before the first keyframe: returns the first keyframe's value.
// After the last keyframe: returns the last keyframe's value.
```
## Easing functions (`easing.h`)
```c
typedef float_t (*easingfn_t)(float_t t); // t in [0, 1], out in [0, 1]
extern const easingfn_t EASING_FUNCTIONS[EASING_COUNT];
float_t easingApply(easingtype_t type, float_t t);
```
Available easing types:
```
EASING_LINEAR
EASING_IN_SINE EASING_OUT_SINE EASING_IN_OUT_SINE
EASING_IN_QUAD EASING_OUT_QUAD EASING_IN_OUT_QUAD
EASING_IN_CUBIC EASING_OUT_CUBIC EASING_IN_OUT_CUBIC
EASING_IN_QUART EASING_OUT_QUART EASING_IN_OUT_QUART
EASING_IN_BACK EASING_OUT_BACK EASING_IN_OUT_BACK
```
## Usage pattern
```c
// Declare keyframes statically (no allocation):
static keyframe_t kfs[] = {
{ .time = 0.0f, .value = 0.0f, .easing = EASING_OUT_CUBIC },
{ .time = 1.0f, .value = 1.0f, .easing = EASING_LINEAR },
};
animation_t anim;
animationInit(&anim, kfs, 2);
// In update loop:
float_t alpha = animationGetValue(&anim, TIME.time);
// Apply alpha to whatever is being animated.
```
## Design notes
- Keyframe arrays are caller-owned and not copied. Use static or
long-lived arrays; do not allocate per-frame.
- The system has no notion of looping -- wrap `time` with `fmodf` if
you need a repeating animation.
- For multi-property animations, use multiple `animation_t` instances
sharing the same time source.
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# Asset System
Source: `src/dusk/asset/`
## Overview
All game assets are packed into a single ZIP archive named `dusk.dsk`
(`ASSET_FILE_NAME`). The asset system loads entries from this archive
asynchronously on a background thread, caches them, and provides
synchronous blocking access when an asset is required immediately.
## Key limits
| Constant | Value | Meaning |
|----------|-------|---------|
| `ASSET_LOADING_COUNT_MAX` | 4 | Concurrent in-flight loads |
| `ASSET_ENTRY_COUNT_MAX` | 128 | Cached entries |
## Top-level API (`asset.h`)
```c
errorret_t assetInit(); // Open dusk.dsk, start background thread
void assetUpdate(); // Dispatch completed-load callbacks (main thread)
errorret_t assetDispose(); // Wait for loads, close archive
assetentry_t *assetGetEntry(
const char_t *path,
assetloadertype_t type,
assetloaderinput_t *input
); // Get (or create) a cache entry; does NOT start loading
errorret_t assetRequireLoaded(assetentry_t *entry);
// Block the calling thread until this entry is fully loaded.
// Only safe to call from the main thread.
void assetLock(assetentry_t *entry);
void assetUnlock(assetentry_t *entry);
// Reference counting. Lock before using loaded data; unlock when done.
// The entry will not be evicted while locked.
```
## Asset entry states
Each cache entry goes through a state machine:
```
IDLE -> QUEUED -> READING (async) -> PROCESSING (sync, main thread) -> LOADED
-> ERROR
```
- **READING** runs on the background loader thread (file I/O).
- **PROCESSING** runs on the main thread (GPU uploads, parsing finalization).
- Once LOADED, data is available in `entry->data`.
## Loader types
Loader types are registered in the `ASSET_LOADER_CALLBACKS[]` table.
Each type implements three callbacks: `loadSync`, `loadAsync`, `dispose`.
| `assetloadertype_t` | Data read | Description |
|---------------------|-----------|-------------|
| `ASSET_LOADER_TYPE_TEXTURE` | STB image | Loads image bytes async, creates GPU texture sync |
| `ASSET_LOADER_TYPE_TILESET` | `.dtf` binary | Custom tile format (magic, version, grid, UVs) |
| `ASSET_LOADER_TYPE_MESH` | `.stl` | STL mesh with configurable axis orientation |
| `ASSET_LOADER_TYPE_JSON` | yyjson | Up to 256 KB; parsed async |
| `ASSET_LOADER_TYPE_LOCALE` | Gettext `.po` | PO parser with plural-form expression evaluation |
| `ASSET_LOADER_TYPE_SCRIPT` | JS source | JerryScript module |
## Adding a new loader type
1. Add an enum value before `_COUNT` in `assetloadertype_t`
(`src/dusk/asset/loader/assetloader.h`).
2. Add fields to the input/loading/output unions in `assetloader.h`.
3. Implement `assetXxxLoaderSync`, `assetXxxLoaderAsync`, and
`assetXxxDispose` in `src/dusk/asset/loader/xxx/`.
4. Register the three callbacks in `ASSET_LOADER_CALLBACKS[]` in
`src/dusk/asset/loader/assetloader.c`.
5. If user-facing, create a JS module and a `.d.ts` file (see `CLAUDE.md`).
## Asset batch (`assetbatch.h`)
`assetbatch_t` groups multiple asset requests into a single logical
load. All entries in the batch start loading concurrently. The batch
fires a completion callback once every entry has reached LOADED (or
ERROR).
```c
assetbatch_t batch;
assetBatchInit(&batch, entries, count, onComplete, user);
assetBatchStart(&batch);
// ... later, after assetUpdate() fires the callback ...
assetBatchDispose(&batch);
```
## Usage pattern
```c
// 1. Get or create the cache entry (no I/O yet).
assetentry_t *tex = assetGetEntry(
"textures/hero.png",
ASSET_LOADER_TYPE_TEXTURE,
NULL
);
assetLock(tex);
// 2. Option A -- non-blocking: check tex->state each frame.
// Option B -- blocking (main thread only):
errorChain(assetRequireLoaded(tex));
// 3. Use the loaded data.
texture_t *t = &tex->data.texture;
// 4. Release when done.
assetUnlock(tex);
```
## Error macros (inside loader implementations)
```c
assetLoaderErrorThrow("msg %d", val); // errorThrow equivalent
assetLoaderErrorChain(someCall()); // errorChain equivalent
```
Use these instead of the bare error macros inside loader callbacks so
that failures include the loader context in the stack trace.
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# Build System
Dusk uses CMake exclusively. Every source subdirectory owns its own
`CMakeLists.txt`; the root file only wires them together.
## Golden rule
**Never add source files to the root `CMakeLists.txt` directly.**
Every `.c` file is registered in the `CMakeLists.txt` that lives in
the same directory (or a direct parent within the same module):
```cmake
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
myfile.c
)
```
## Configuration variables
| Variable | Purpose |
|------------------------|----------------------------------------------|
| `DUSK_TARGET_SYSTEM` | Selects the platform (see `.claude/platforms.md`) |
| `DUSK_BUILD_TESTS` | Enables the test suite (`ON` / `OFF`) |
| `CMAKE_TOOLCHAIN_FILE` | Cross-compiler toolchain for console targets |
| `CMAKE_BUILD_TYPE` | `Debug` / `Release` / `RelWithDebInfo` |
## Typical configure + build
```sh
# Linux debug build
cmake -B build -DDUSK_TARGET_SYSTEM=linux -DCMAKE_BUILD_TYPE=Debug
cmake --build build
# Linux with tests
cmake -B build \
-DDUSK_TARGET_SYSTEM=linux \
-DDUSK_BUILD_TESTS=ON \
-DCMAKE_BUILD_TYPE=Debug
cmake --build build
ctest --test-dir build
```
## Module layout convention
Each logical module under `src/` gets its own directory:
```
src/dusk/ Platform-agnostic core
src/dusk<platform>/ Platform-specific impl (one dir per target)
```
Within a module, subdirectories mirror subsystem boundaries
(`asset/`, `entity/`, `script/`, etc.). Each subdirectory has its own
`CMakeLists.txt` that is `add_subdirectory()`-included by its parent.
## Adding a new source file
1. Create `src/.../myfile.c` (and `myfile.h` if needed).
2. Open the `CMakeLists.txt` in the same directory.
3. Add `myfile.c` to the `target_sources(...)` block.
4. Do **not** touch any parent or root `CMakeLists.txt`.
## Platform-conditional sources
Wrap platform-only files in a generator expression or `if()` block:
```cmake
if(DUSK_TARGET_SYSTEM STREQUAL "psp")
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
mypspfile.c
)
endif()
```
## Tests
- Test files live in `test/` mirroring the `src/dusk/` structure.
- Enable with `-DDUSK_BUILD_TESTS=ON`.
- Uses cmocka; include `dusktest.h` in every test file.
- Every test must assert `memoryGetAllocatedCount() == 0` at teardown
to catch allocator leaks.
- Test function signature: `static void test_something(void **state)`
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# Display -- Screen, Framebuffer, and Size Modes
Source: `src/dusk/display/`
See also: `.claude/display-texture.md`, `.claude/display-shader.md`
---
## Display size modes
Two compile-time configurations exist:
### Fixed size (`DUSK_DISPLAY_WIDTH` + `DUSK_DISPLAY_HEIGHT`)
The render resolution is constant. Set both defines at CMake configure
time. `SCREEN.width` and `SCREEN.height` are compile-time constants.
### Dynamic size (`DUSK_DISPLAY_SIZE_DYNAMIC`)
The window can be resized (desktop targets). Instead of fixed defines,
set `DUSK_DISPLAY_WIDTH_DEFAULT` and `DUSK_DISPLAY_HEIGHT_DEFAULT`.
The screen system renders to an internal framebuffer at a logical
resolution and scales/letterboxes to the actual window.
Screen modes available only with `DUSK_DISPLAY_SIZE_DYNAMIC`:
| Mode | Behaviour |
|------|-----------|
| `SCREEN_MODE_BACKBUFFER` | Render directly to the window backbuffer |
| `SCREEN_MODE_FIXED_SIZE` | Fixed pixel dimensions; letterboxed |
| `SCREEN_MODE_ASPECT_RATIO` | Maintain aspect ratio at all cost |
| `SCREEN_MODE_FIXED_HEIGHT` | Fixed height; width expands/contracts |
| `SCREEN_MODE_FIXED_WIDTH` | Fixed width; height expands/contracts |
| `SCREEN_MODE_FIXED_VIEWPORT_HEIGHT` | Fixed height at higher resolution |
Configure via `SCREEN.mode` and the corresponding union field before
calling `screenInit()`.
---
## Framebuffer (`framebuffer.h`)
```c
extern framebuffer_t FRAMEBUFFER_BACKBUFFER;
extern const framebuffer_t *FRAMEBUFFER_BOUND;
// Bind/unbind:
frameBufferBind(fb);
frameBufferUnbind();
// Clear (pass flag combination):
frameBufferClear(fb, FRAMEBUFFER_CLEAR_COLOR | FRAMEBUFFER_CLEAR_DEPTH);
// Dimensions of the currently bound framebuffer:
int32_t w = frameBufferGetWidth();
int32_t h = frameBufferGetHeight();
```
`FRAMEBUFFER_BACKBUFFER` is the window surface. Off-screen framebuffers
are used by the screen system when `DUSK_DISPLAY_SIZE_DYNAMIC` is on.
---
## Screen (`screen.h`)
```c
extern screen_t SCREEN;
// SCREEN.width, SCREEN.height -- logical render dimensions
// SCREEN.aspect -- width / height
// SCREEN.background -- clear colour
errorret_t screenInit();
errorret_t screenBind(); // call before rendering game content
errorret_t screenUnbind(); // call after game content, before UI
errorret_t screenRender(); // blit the internal framebuffer to the window
errorret_t screenDispose();
```
`screenBind` / `screenUnbind` / `screenRender` are called by the scene
system automatically each frame. Game code normally does not call them
directly -- use the JS `render()` hook instead.
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# Display -- Shader, Material, and Display State
Source: `src/dusk/display/`
See also: `.claude/display-core.md`, `.claude/display-texture.md`
---
## Shader (`shader.h` + `shaderlist.h`)
Shaders are platform-abstracted. The current shader list is defined
in `shaderlist.h`. Currently only one shader is implemented:
| Enum | Description |
|------|-------------|
| `SHADER_LIST_SHADER_UNLIT` | Unlit / flat colour + texture shader |
```c
extern shaderlistdef_t SHADER_LIST_DEFS[SHADER_LIST_SHADER_COUNT];
// SHADER_LIST_DEFS[n].shader is the platform shader object.
// Bind a shader before drawing:
errorret_t shaderBind(shader_t *shader);
// Upload a mat4 uniform by name:
errorret_t shaderSetMatrix(shader_t *shader, const char_t *name, mat4 m);
```
Adding a new shader means adding an entry to `shaderlist.h`, providing
platform-specific vertex/fragment sources, and implementing the
corresponding material type in `shadermaterial_t`.
---
## Shader material (`shadermaterial.h`)
`shadermaterial_t` is a union over per-shader material structs.
Currently contains only the unlit material:
```c
typedef union shadermaterial_u {
shaderunlitmaterial_t unlit;
} shadermaterial_t;
```
`shaderunlitmaterial_t` typically holds a `texture_t *` and a
tint colour. Check `shaderunlitmaterial.h` for the exact fields.
To use a shader material on a renderable entity:
1. Set `renderable.type = ENTITY_RENDERABLE_TYPE_SHADER_MATERIAL`.
2. Set `renderable.data.material.shaderType` to the desired
`shaderlistshadertype_t` value (e.g. `SHADER_LIST_SHADER_UNLIT`).
3. Fill in the corresponding union field:
`renderable.data.material.material.unlit`.
4. Set `renderable.data.material.state.flags` for rasterizer state.
---
## Display state (`displaystate.h`)
`displaystate_t` controls per-draw rasterizer state flags:
```c
DISPLAY_STATE_FLAG_CULL // back-face culling
DISPLAY_STATE_FLAG_DEPTH_TEST // depth testing
DISPLAY_STATE_FLAG_BLEND // alpha blending
```
Set flags via `data.material.state.flags` on the renderable's material.
The default for an uninitialised state is all flags clear (no culling,
no depth test, no blending). Most opaque geometry should set at least
`CULL | DEPTH_TEST`.
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# Display -- Texture, Tileset, and Font
Source: `src/dusk/display/`
See also: `.claude/display-core.md`, `.claude/display-shader.md`
---
## Texture (`texture.h`)
```c
extern texture_t TEXTURE_WHITE; // 4x4 opaque white; always available
errorret_t textureInit(
texture_t *texture,
int32_t width,
int32_t height,
textureformat_t format,
texturedata_t data
);
errorret_t textureDispose(texture_t *texture);
```
`textureformat_t` and `texture_t` are platform aliases
(`textureformatplatform_t`, `textureplatform_t`). On OpenGL targets
the format maps to GL texture format constants.
`texturedata_t` is a union:
- `.paletted.indices` + `.paletted.palette` -- for paletted formats
- `.rgbaColors` -- for RGBA formats
### Texture rules
- Dimensions must be powers of two on PSP and GameCube/Wii. Use
`mathNextPowTwo` from `util/math.h` if needed.
- Texture upload must happen on the main thread. In the asset loader,
this means `loadSync` (not `loadAsync`).
- `TEXTURE_WHITE` is always available without loading; use it as a
placeholder or for untextured geometry.
---
## Tileset (`tileset.h`)
A tileset subdivides a texture into a uniform grid of tiles.
```c
typedef struct {
uint16_t tileWidth, tileHeight;
uint16_t tileCount;
uint16_t columns, rows;
vec2 uv; // UV size per tile (pre-computed from grid dimensions)
} tileset_t;
// Get UV rect for a tile by index:
void tilesetTileGetUV(
const tileset_t *ts, uint16_t tileIndex, vec4 outUV
);
// Get UV rect for a tile by grid position:
void tilesetPositionGetUV(
const tileset_t *ts, uint16_t column, uint16_t row, vec4 outUV
);
```
`outUV` is `{u, v, u2, v2}` in normalised [0, 1] texture space.
Tilesets are loaded from `.dtf` binary files via
`ASSET_LOADER_TYPE_TILESET`. The DTF format stores tile width/height,
grid dimensions, and per-tile UV offsets (magic + version header).
---
## Font (`font.h`)
```c
typedef struct {
texture_t *texture;
tileset_t *tileset;
} font_t;
```
A font is a tileset-backed texture atlas where each tile is a character
glyph. No heap allocation -- both pointers are owned by the caller.
Character lookup is by glyph index into the tileset grid. Rendering is
handled by the spritebatch system using the tileset UV helpers.
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# Display System
Source: `src/dusk/display/`
## Overview
The display system is a platform-abstracted rendering layer. Each
subsystem (texture, shader, framebuffer, screen) is defined by a core
header that requires the platform layer to provide concrete types and
hook macros. The OpenGL implementation lives in `src/duskgl/`; the
Dolphin (GX) implementation in `src/duskdolphin/`.
## Subsystem documentation
| Subsystem | Reference |
|-----------|-----------|
| Screen size modes, framebuffer, screen | `.claude/display-core.md` |
| Texture, tileset, font | `.claude/display-texture.md` |
| Shader, shader material, display state | `.claude/display-shader.md` |
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# Entity Component System (ECS)
Source: `src/dusk/entity/`
## Core concepts
- **Entity** (`entityid_t` = `uint8_t`) -- a numeric ID. No data of
its own; just an index into the entity manager pool.
- **Component** -- a plain data struct registered in `componentlist.h`.
Stores state; no behaviour.
- **System** -- functions that query all entities with a given component
type and act on them each tick.
## Hard limits
| Constant | Value |
|----------|-------|
| `ENTITY_COUNT_MAX` | 64 |
| `ENTITY_COMPONENT_COUNT_MAX` | 16 per entity |
| Total component slots | 1024 (64 x 16) |
| Update callbacks per entity | 5 |
| Dispose callbacks per entity | 5 |
`ENTITY_ID_INVALID = 0xFF`, `COMPONENT_ID_INVALID = 0xFF`.
## Global state
```c
extern entitymanager_t ENTITY_MANAGER;
// .entities[64] -- entity structs
// .components[1024] -- all component data (entity * 16 + comp)
// .entitiesWithComponent -- O(1) lookup indexed by [type * 64 + entityId]
```
## Entity lifecycle
```c
entityid_t id = entityManagerAdd(); // reserve first inactive slot
entityInit(id); // zero the entity, mark active
componentid_t posId = entityAddComponent(id, COMPONENT_TYPE_POSITION);
componentid_t rendId = entityAddComponent(id, COMPONENT_TYPE_RENDERABLE);
// Per-frame update (called by entityManagerUpdate):
entityUpdate(id);
// Cleanup:
entityDispose(id); // dispose components, mark inactive
entityDisposeDeep(id); // dispose self + entire position hierarchy
```
## Component registration (X-macro)
All component types are declared in a single table in
`src/dusk/entity/componentlist.h`:
```c
X(NAME, type_t, fieldName, initFn, disposeFn, renderFn)
```
This generates:
- `COMPONENT_TYPE_NAME` enum value
- Union field `fieldName` in `componentdata_t`
- Entry in `COMPONENT_DEFINITIONS[]` with `init` / `dispose` /
`render` function pointers (any may be `NULL`)
Current registered components:
| Enum suffix | Struct | Notes |
|-------------|--------|-------|
| `POSITION` | `entityposition_t` | Transform + parent/child hierarchy |
| `CAMERA` | `entitycamera_t` | View matrix setup |
| `RENDERABLE` | `entityrenderable_t` | Sprite batch, shader material, or custom draw |
| `PHYSICS` | `entityphysics_t` | Physics body (see `.claude/physics.md`) |
| `TRIGGER` | `entitytrigger_t` | Collision trigger zone |
## Accessing component data
```c
void *componentGetData(
entityid_t entityId,
componentid_t componentId,
componenttype_t type
);
// Returns pointer into the preallocated components pool.
// Never NULL for a valid (id, type) pair.
```
Querying all entities with a given type:
```c
entityid_t ids[ENTITY_COUNT_MAX];
componentid_t comps[ENTITY_COUNT_MAX];
entityid_t count = componentGetEntitiesWithComponent(
COMPONENT_TYPE_PHYSICS, ids, comps
);
```
## Adding a new component -- checklist
1. Create `src/dusk/entity/component/<category>/entity<Name>.h/.c`.
- Struct: `entity<Name>_t`
- `entity<Name>Init(entityid_t, componentid_t)` (required)
- `entity<Name>Dispose(entityid_t, componentid_t)` (if needed)
2. `#include` the new header in the header block of `componentlist.h`.
3. Add an `X(...)` row in `componentlist.h`.
4. If JS-facing, add a script module (see `CLAUDE.md`).
## Position component (`entityposition_t`)
The position component implements the transform hierarchy and uses lazy
evaluation with dirty flags to avoid redundant matrix rebuilds.
**Dirty flags:**
| Flag | Meaning |
|------|---------|
| `ENTITY_POSITION_FLAG_PRS_DIRTY` | Cached position/rotation/scale stale vs localTransform |
| `ENTITY_POSITION_FLAG_ROTATION_DIRTY` | Rotation columns of localTransform stale |
| `ENTITY_POSITION_FLAG_POSITION_DIRTY` | Position column of localTransform stale |
| `ENTITY_POSITION_FLAG_WORLD_DIRTY` | World matrix stale |
**Hierarchy:** up to 8 children per entity. `entityPositionSetParent()`
reparents and maintains the child list. `entityDisposeDeep()` /
`entityPositionDisposeDeep()` recursively disposes the entire subtree.
**Key functions:**
```c
// Local space getters/setters (mark local dirty):
entityPositionGetLocalPosition / SetLocalPosition
entityPositionGetLocalRotation / SetLocalRotation
entityPositionGetLocalScale / SetLocalScale
// World space getters/setters (ensure world updated):
entityPositionGetWorldPosition / SetWorldPosition
entityPositionGetWorldRotation / SetWorldRotation
entityPositionGetWorldScale / SetWorldScale
entityPositionSetParent(entityId, parentEntityId, parentComponentId);
entityPositionLookAt(entityId, componentId, eye, target, up);
entityPositionRebuild(pos); // force immediate matrix rebuild
```
## Renderable component (`entityrenderable_t`)
Three rendering modes selected via `entityrenderabletype_t`:
| Mode | Description |
|------|-------------|
| `ENTITY_RENDERABLE_TYPE_CUSTOM` | User-supplied `draw` callback |
| `ENTITY_RENDERABLE_TYPE_SPRITEBATCH` | Up to 64 sprites + texture |
| `ENTITY_RENDERABLE_TYPE_SHADER_MATERIAL` | Up to 8 meshes, shader, material, display state |
Default on init: shader material (white, unlit, depth-tested cube).
`priority` (int8_t) controls render order; 0 = automatic.
## Callback hooks on entities
Entities support up to 5 registered update callbacks and 5 dispose
callbacks. These are used by systems that need per-entity ticks without
building a full query loop every frame:
```c
entityUpdateAdd(entityId, updateFn, componentId, user);
entityUpdateRemove(entityId, updateFn);
entityDisposeAdd(entityId, disposeFn, componentId, user);
entityDisposeRemove(entityId, disposeFn);
```
## Design rules
- Components store **data only**. No logic in a component struct or
its init beyond setting default values.
- Keep components small and focused.
- Cross-component access is fine from a system, but a component must
never hold a pointer to another component -- use entity IDs.
- Systems must not assume component ordering. Use `componentGetEntitiesWithComponent`.
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# Engine, System, and Log
Sources: `src/dusk/engine/`, `src/dusk/system/`, `src/dusk/log/`
---
## Engine (`engine.h`)
The engine owns the top-level init / update / dispose loop. Every
platform's `main()` calls these three functions in order.
```c
extern engine_t ENGINE;
// ENGINE.running -- false causes the main loop to exit
// ENGINE.argc / ENGINE.argv -- passed from main()
// ENGINE.version -- version string
errorret_t engineInit(int32_t argc, const char_t **argv);
errorret_t engineUpdate(void); // called once per tick
errorret_t engineDispose(void);
```
`engineInit` initialises subsystems in order: system, log, assert,
display, time, asset, input, physics, script, etc.
`engineUpdate` steps each subsystem: time, input, physics, script, ECS
entities, rendering, audio, network, asset completion callbacks.
`engineDispose` shuts everything down in reverse order.
**To exit gracefully:** set `ENGINE.running = false` -- the platform
main loop checks this each tick and calls `engineDispose` before
returning.
---
## System (`system.h`)
The system module is initialised very early (before most other
subsystems) and provides two things:
### Platform identity
```c
typedef enum { SYSTEM_PLATFORM_LIST } systemplatform_t;
systemplatform_t systemGetPlatform(void);
```
Platform names come from `systemplatformlist.h` via an X-macro. This
lets game code query the runtime platform when compile-time guards are
not sufficient (e.g. serializing platform name to a log).
### Dialog blocking
Some platforms (PSP, Wii) show OS-level dialogs (Wi-Fi setup, save
management) that block the normal game loop. The system module exposes
the current dialog state so the engine main loop can adjust:
```c
typedef enum {
SYSTEM_DIALOG_TYPE_NONE,
SYSTEM_DIALOG_TYPE_RENDER_BLOCKING, // skip render but still tick
SYSTEM_DIALOG_TYPE_TICK_BLOCKING, // skip both render and tick
} systemdialogtype_t;
systemdialogtype_t systemGetActiveDialogType(void);
```
`engineUpdate` checks this before calling render / update code.
Most platforms always return `SYSTEM_DIALOG_TYPE_NONE`.
---
## Log (`log.h`)
Simple printf-style logging with two levels. Always use these instead
of `printf` / `fprintf`.
```c
void logDebug(const char_t *message, ...);
// Writes to the debug output (stdout on desktop, platform console
// on handhelds). No-op in release builds on some platforms.
void logError(const char_t *message, ...);
// Writes to the error output. On some platforms (PSP) this may
// pause execution to ensure the message is visible before continuing.
```
**Do not** use `logDebug` / `logError` for structured error handling --
that is what `errorThrow` / `errorChain` are for. Log calls are for
human-readable diagnostics only.
The error system calls `logError` internally when printing a caught
error via `errorPrint()`.
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# Error Handling System
Source: `src/dusk/error/`
## Philosophy
Error handling is return-value based. Functions that can fail return
`errorret_t`. There are no exceptions, `errno`, `setjmp`, or global
error codes. Each thread has its own isolated error state.
## Types
```c
typedef uint8_t errorcode_t;
typedef struct {
errorcode_t code;
char_t *message; // allocated; freed by errorCatch
char_t *lines; // call-stack trace; allocated; freed by errorCatch
} errorstate_t;
typedef struct {
errorcode_t code;
errorstate_t *state; // NULL on success
} errorret_t;
```
**Constants:** `ERROR_OK = 0`, `ERROR_NOT_OK = 1`.
Error state is thread-local:
```c
extern THREAD_LOCAL errorstate_t ERROR_STATE;
```
Each thread has its own `ERROR_STATE` so concurrent errors never
interfere.
## Macros
### Throwing an error
```c
errorThrow("message %d", value);
// Throws with ERROR_NOT_OK, captures __FILE__ / __func__ / __LINE__.
errorThrowWithCode(code, "message %d", value);
// Same but with a specific error code.
```
Both macros **return from the current function** with an `errorret_t`.
Do not call them in void functions.
### Propagating up the call stack
```c
errorChain(someCall());
```
If `someCall()` returned an error, appends the current location to the
stack trace and **returns** that error from the current function.
If `someCall()` returned success, execution continues normally.
### Returning success
```c
errorOk();
```
Returns `errorret_t` with `code == ERROR_OK` and asserts the thread's
`ERROR_STATE` is clean (no leftover error). Must be the last statement
in a fallible function.
### Inspecting a result
```c
if(errorIsOk(ret)) { ... }
if(errorIsNotOk(ret)) { ... }
```
### Cleaning up
```c
errorCatch(ret);
```
Frees `ret.state->message` and `ret.state->lines`, resets the thread's
`ERROR_STATE.code` to `ERROR_OK`. Safe to call on a success return
(no-op). **Always call `errorCatch` on errors you are handling** --
otherwise the allocated message and stack-trace leak.
### Logging
```c
errorPrint(ret); // prints code + message + stack trace, returns ret
```
## Typical patterns
### Fallible function
```c
errorret_t myFunction(int_t x) {
if(x < 0) errorThrow("x must be non-negative, got %d", x);
errorChain(someOtherFallibleCall(x));
errorOk();
}
```
### Caller that handles errors
```c
errorret_t ret = myFunction(-1);
if(errorIsNotOk(ret)) {
errorCatch(errorPrint(ret));
// ... fallback logic ...
}
```
### Stack trace accumulation
Each `errorChain()` call appends a line to `ret.state->lines` in the
format ` at file:line in function\n`. A deeply chained error produces
a full call path readable from `ret.state->lines`.
## What NOT to do
- Do not use raw `errno` for in-engine errors.
- Do not return an error code integer -- always return `errorret_t`.
- Do not ignore an error return without calling `errorCatch` on it if
you are not propagating it.
- Do not mix assertions with error handling. Assertions are for
programmer mistakes; `errorThrow` is for expected failure paths.
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# Event System
Source: `src/dusk/event/`
## Overview
The event system is a simple publish-subscribe mechanism backed by
caller-owned static arrays. There is no heap allocation in the event
system itself -- the caller provides the backing storage.
## API
```c
typedef void (*eventcallback_t)(void *params, void *user);
typedef struct {
eventcallback_t *callbacks;
void **users;
size_t size;
uint32_t count;
} event_t;
```
### Initialise
```c
void eventInit(
event_t *event,
eventcallback_t *callbacks,
void **users,
size_t size
);
```
`callbacks` and `users` are caller-owned arrays of length `size`. Both
are zeroed by `eventInit`. `users` may be `NULL` if no subscriber needs
a user pointer.
### Subscribe / unsubscribe
```c
void eventSubscribe(event_t *event, eventcallback_t callback, void *user);
void eventUnsubscribe(event_t *event, eventcallback_t callback);
```
The same `(callback, user)` pair may only be subscribed once --
`eventSubscribe` asserts on a duplicate. `eventUnsubscribe` is a no-op
if the pair is not found. Unsubscribing uses swap-with-last to keep the
array packed; ordering is not preserved.
### Fire
```c
void eventInvoke(const event_t *event, void *params);
```
Calls every subscriber in registration order, passing `params` and
each subscriber's `user` pointer.
## Usage pattern
Declare the backing arrays alongside the event struct, typically as
struct fields or static variables:
```c
#define MY_EVENT_CAPACITY 4
typedef struct {
event_t onComplete;
eventcallback_t _completeCbs[MY_EVENT_CAPACITY];
void *_completeUsers[MY_EVENT_CAPACITY];
} mystate_t;
// Init:
eventInit(
&state.onComplete,
state._completeCbs,
state._completeUsers,
MY_EVENT_CAPACITY
);
// Publish:
eventInvoke(&state.onComplete, &someParams);
// Subscribe from outside:
eventSubscribe(&state.onComplete, myHandler, myUserPtr);
```
## Constraints
- Capacity is fixed at init time. Exceeding it is a runtime assertion.
- Subscriber order is not stable after an unsubscribe.
- `eventInvoke` is synchronous -- all callbacks run on the calling
thread before it returns.
- Do not subscribe or unsubscribe from inside a callback -- the array
may shift during iteration.
## Where events are used
- `inputactiondata_t`: `onPressed`, `onReleased` per action
- Any engine subsystem that exposes hooks (network connect/disconnect,
asset batch completion, etc.)
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# Input System
Source: `src/dusk/input/`, platform layers in `src/dusk<platform>/input/`
## Architecture
The input system has two layers:
1. **Action layer** (`inputaction_t`) -- named gameplay inputs, e.g.
UP, DOWN, ACCEPT, CANCEL. This is what game code reads.
2. **Button layer** (`inputbutton_t`) -- physical hardware inputs, e.g.
keyboard key, gamepad button, analog axis, mouse axis. Multiple
buttons can bind to the same action (the highest value wins).
The platform layer implements two hooks:
- `inputUpdatePlatform()` -- read hardware state once per frame
- `inputButtonGetValuePlatform()` -- return the analog value [0.0, 1.0]
for a given button
## Global state
```c
extern input_t INPUT;
// INPUT.actions[INPUT_ACTION_COUNT] -- all action states
// INPUT.platform -- platform-specific data
```
## Reading actions (game code)
```c
// Analog value this frame (0.0 - 1.0)
float_t inputGetCurrentValue(inputaction_t action);
// Analog value last frame
float_t inputGetLastValue(inputaction_t action);
// Boolean helpers (built on current/last values)
bool_t inputIsDown(inputaction_t action);
bool_t inputWasDown(inputaction_t action);
bool_t inputPressed(inputaction_t action); // was up, now down
bool_t inputReleased(inputaction_t action); // was down, now up
// 2D axis helpers
void inputAxis2D(
inputaction_t horiz,
inputaction_t vert,
vec2 out
);
float_t inputAngle2D(inputaction_t horiz, inputaction_t vert);
void inputAxis(inputaction_t action, float_t *out);
// Deadzone filter (applied to raw axis values)
float_t inputDeadzone(float_t value, float_t deadzone);
```
## Binding buttons to actions
```c
void inputBind(inputaction_t action, inputbutton_t button);
```
Each platform's init function calls `inputBind` to wire its hardware
buttons to the standard action IDs. Game code should never need to call
`inputBind` -- it is set up once during platform init.
## Button types
```c
INPUT_BUTTON_TYPE_KEYBOARD // SDL scancode (SDL2 targets only)
INPUT_BUTTON_TYPE_POINTER // Mouse axes: X, Y, Z, WHEEL_X, WHEEL_Y
INPUT_BUTTON_TYPE_TOUCH // Touch (defined, not fully implemented)
INPUT_BUTTON_TYPE_GAMEPAD // Digital gamepad buttons
INPUT_BUTTON_TYPE_GAMEPAD_AXIS // Analog axes (-1.0 to 1.0 internally)
```
## Events
Each action has `onPressed` and `onReleased` event callbacks. Subscribe
via the event system (see `.claude/events.md`):
```c
eventSubscribe(&INPUT.actions[ACTION_ACCEPT].onPressed, myCallback, NULL);
```
## Platform implementations
### SDL2 (`src/dusksdl2/input/`)
Handles Linux, Knulli, and PSP (PSP adds its own button mapping layer
on top of SDL2).
- Keyboard: SDL scancode array from `SDL_GetKeyboardState()`
- Pointer: normalized mouse position (0.0-1.0), scroll axes
- Gamepad: first available `SDL_GameController`; axis values normalized
to [-1.0, 1.0] with deadzone (default 0.2f via `inputGetDeadzoneSDL2`)
### Dolphin -- GameCube / Wii (`src/duskdolphin/input/`)
Uses `libogc` PAD API. No keyboard or pointer input -- trying to use
those button types is a compile-time `#error`.
- Gamepad: `PAD_ScanPads()` + `PAD_ButtonsHeld()` for pad 0
- Axes: left stick X/Y, C-stick X/Y, L/R triggers (6 total)
- Deadzone: hardcoded 0.2f
- Default bindings set at init: D-pad/L-stick = directional actions,
A = ACCEPT, B = CANCEL, X = CONSOLE, Start = RAGEQUIT
### PSP (`src/duskpsp/input/`)
Layered on top of SDL2. `inputInitPSP()` remaps SDL2 controller button
constants to PSP button names, then calls `inputBind` to wire them:
| PSP button | SDL2 constant |
|------------|---------------|
| Cross | `SDL_CONTROLLER_BUTTON_A` |
| Circle | `SDL_CONTROLLER_BUTTON_B` |
| Triangle | `SDL_CONTROLLER_BUTTON_Y` |
| Square | `SDL_CONTROLLER_BUTTON_X` |
| L / R | `SDL_CONTROLLER_BUTTON_LEFTSHOULDER` / `RIGHTSHOULDER` |
| L-Stick | `SDL_CONTROLLER_AXIS_LEFTX/Y` |
## Platform capability notes
| Feature | Linux/Knulli | PSP | GameCube/Wii |
|---------|-------------|-----|--------------|
| Keyboard | Yes (SDL2) | No | No |
| Pointer/Mouse | Yes (SDL2) | No | No |
| Gamepad | Yes (SDL2) | Yes (SDL2) | Yes (PAD) |
| Analog axes | Yes | L-Stick only | L-Stick, C-Stick, Triggers |
| Touch | Defined, not implemented | -- | -- |
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# Locale System
Source: `src/dusk/locale/`, asset loader at
`src/dusk/asset/loader/locale/`
## Overview
The locale system loads Gettext PO files from the asset archive and
provides string lookup with plural-form support and printf-style
argument substitution. Locale files live in `locale/` inside `dusk.dsk`.
## Global state
```c
extern localemanager_t LOCALE;
// LOCALE.locale -- currently active localeinfo_t
// LOCALE.entry -- locked assetentry_t for the current PO file
```
## Initialise and switch locale
```c
errorret_t localeManagerInit();
// Defaults to LOCALE_EN_US (locale/en_US.po).
errorret_t localeManagerSetLocale(const localeinfo_t *locale);
// Unlocks the old entry, loads and locks the new one.
// Blocks until the new PO file is fully parsed.
void localeManagerDispose();
```
## Getting a localised string
```c
// Variadic (printf-style args):
localeManagerGetText(id, buffer, bufferSize, plural, ...);
// With a pre-built args array:
localeManagerGetTextArgs(id, buffer, bufferSize, plural, args, argCount);
```
Both are macros that delegate to `assetLocaleGetStringWithVA` /
`assetLocaleGetStringWithArgs`.
- `id` -- message ID string (the English key in the PO file)
- `plural` -- plural index (0 for singular, 1+ per PO plural rules)
- `buffer` -- destination `char_t` array
- `bufferSize` -- size of the destination buffer
- `...` -- format arguments matching `%s`, `%d`, `%f` placeholders
## Locale descriptors (`localeinfo_t`)
```c
typedef struct {
const char_t *name; // e.g. "en-US"
const char_t *file; // path inside dusk.dsk, e.g. "locale/en_US.po"
} localeinfo_t;
```
The built-in descriptor is:
```c
static const localeinfo_t LOCALE_EN_US = {
.name = "en-US",
.file = "locale/en_US.po",
};
```
Add new locales by declaring another `localeinfo_t` constant and
shipping the corresponding `.po` file in the asset archive.
## PO file format notes
The loader (`assetlocaleloader`) parses standard Gettext PO syntax:
- `msgid` / `msgstr` pairs
- `msgid_plural` / `msgstr[n]` for plural forms
- The `Plural-Forms:` header (e.g. `nplurals=2; plural=(n != 1);`)
is parsed and evaluated at lookup time
Argument substitution uses `%s`, `%d`, `%f` placeholders (not
standard Gettext `%1` positional args).
## Adding a new locale
1. Create `locale/<lang_COUNTRY>.po` with a valid `Plural-Forms:`
header and the translated `msgid`/`msgstr` entries.
2. Pack it into `dusk.dsk`.
3. Add a `localeinfo_t` constant in `localeinfo.h`.
4. Call `localeManagerSetLocale()` with the new descriptor to activate.
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# Network System
Source: `src/dusk/network/`, platform layers in
`src/dusk<platform>/network/`
## Overview
The network system provides a platform-agnostic API for detecting and
managing a network connection. Higher-level functionality (HTTP, sockets)
is not yet implemented in any platform. The system handles the
connection lifecycle -- connect, detect disconnect, disconnect -- and
reports the current IP address.
## Implementation status by platform
| Platform | Connection | IP info | HTTP/Requests | Notes |
|----------|-----------|---------|--------------|-------|
| **Linux** | Auto (OS) | IPv4 + IPv6 | Not implemented | `getifaddrs()` |
| **Knulli** | Auto (OS) | IPv4 + IPv6 | Not implemented | same as Linux |
| **PSP** | Manual dialog | IPv4 only | Not implemented | `sceUtilityNetconf`; SSL/HTTP modules commented out |
| **GameCube** | Manual DHCP | IPv4 only | Not implemented | `if_config()` stubbed; `net_init()` commented out |
| **Wii** | Manual DHCP | IPv4 only | Not implemented | blocking `if_config()` via System Menu Wi-Fi settings |
## Connection states
```c
typedef enum {
NETWORK_STATE_DISCONNECTED,
NETWORK_STATE_CONNECTING,
NETWORK_STATE_CONNECTED,
NETWORK_STATE_DISCONNECTING,
} networkstate_t;
```
## Global state
```c
extern network_t NETWORK;
// NETWORK.state -- current connection state
// NETWORK.platform -- platform-specific data
// NETWORK.onDisconnect -- callback fired on unexpected disconnect
```
## Core API (`network.h`)
```c
errorret_t networkInit();
errorret_t networkUpdate(); // call each frame; detects dropped connections
errorret_t networkDispose();
bool_t networkIsConnected();
void networkRequestConnection(
void (*onConnected)(void *user),
void (*onFailed)(errorret_t error, void *user),
void (*onDisconnect)(errorret_t error, void *user),
void *user
);
void networkRequestDisconnection(
void (*onComplete)(void *user),
void *user
);
```
On platforms that manage their own connection (Linux, macOS, Windows),
`networkRequestConnection` immediately calls `onConnected` if a network
interface is up, or `onFailed` if not. No `networkPlatformRequestConnection`
macro is needed.
On platforms that require explicit connection (PSP, Wii), the platform
implements `networkPlatformRequestConnection` and
`networkPlatformRequestDisconnection`.
## Network info
```c
networkinfo_t networkGetInfo();
// Only valid when NETWORK.state == NETWORK_STATE_CONNECTED.
```
```c
typedef struct {
networktype_t type; // NETWORK_TYPE_IPV4 or (ifdef) NETWORK_TYPE_IPV6
union {
networkinfoipv4_t ipv4; // uint8_t ip[4]
networkinfoipv6_t ipv6; // uint8_t ip[16] (requires DUSK_NETWORK_IPV6)
};
} networkinfo_t;
```
IPv6 support requires the `DUSK_NETWORK_IPV6` compile-time define.
## Platform-specific notes
### Linux / Knulli
Fully functional for connection detection and IP querying. No explicit
connect/disconnect step needed -- the OS manages the interface. Uses
`getifaddrs()` to find the first non-loopback running interface.
### PSP
Connection is asynchronous and driven by a state machine in
`networkPSPUpdate()`. The PSP shows the built-in network configuration
dialog (`sceUtilityNetconfInitStart`) to let the user pick a Wi-Fi
access point.
HTTP/SSL modules (`psphttp`, `pspssl`) are loaded in commented-out code
-- the infrastructure for HTTP exists but is disabled.
### GameCube
`net_init()` is commented out. Networking on GameCube is non-functional
in the current build.
### Wii
Uses `if_config()` (DHCP via libogc) to connect using the Wi-Fi settings
stored in Wii System Menu. This call **blocks** the main thread. The
connection only works when `DUSK_WII` is defined; the GameCube path
always fails.
## Adding a new platform implementation
1. Create `src/dusk<platform>/network/network<platform>.h/.c`.
2. Implement the five required functions:
`Init`, `Update`, `Dispose`, `IsConnected`, `GetInfo`.
3. Optionally implement `RequestConnection` and `RequestDisconnection`
if the platform requires an explicit connection step.
4. Create `networkplatform.h` mapping each `networkPlatform*` macro to
your functions, and defining `networkplatform_t`.
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# Optimization Guidelines
Dusk must run well on severely resource-constrained hardware. The PSP
has 32 MB of RAM and a 333 MHz MIPS CPU. The GameCube has 24 MB of RAM
and a 485 MHz PowerPC CPU with no FPU for integer paths. Optimization
is not an afterthought -- it is a first-class design constraint.
## General principles
- **Measure before optimizing.** Don't guess where bottlenecks are.
Profile on the actual target hardware when possible.
- **Data-oriented design.** The ECS exists to enable cache-friendly
iteration over components. Keep hot data tightly packed (SoA over
AoS where it matters).
- **Minimize allocations.** Dynamic allocation at runtime is expensive
and causes fragmentation. Prefer fixed-size pools, arenas, and
pre-allocated arrays.
- **Avoid per-frame allocations.** Anything allocated and freed every
tick is a red flag. Use scratch buffers or static pools.
- **Avoid recursion** on constrained targets -- stack is small.
## Memory
| Platform | Total RAM | Notes |
|------------|-------------|-----------------------------------|
| GameCube | 24 MB | 16 MB main + 8 MB "Aram" (audio) |
| Wii | 88 MB | 24 MB MEM1 + 64 MB MEM2 |
| PSP | 32 MB | 4 MB reserved for OS |
| Vita | 512 MB | Much more headroom |
| Linux | Host RAM | Effectively unlimited |
Treat the GameCube 16 MB main RAM as the worst-case constraint when
designing data structures and budgets.
Always use `memoryAllocate` / `memoryFree` -- never `malloc` / `free`.
The engine allocator tracks usage and can enforce budgets per platform.
## Math
- Prefer integer math over floating-point on platforms without an FPU.
- Use fixed-point arithmetic (`int32_t` with a known scale) for physics
and animation on PSP/GameCube where FPU throughput is limited.
- SIMD / VFPU (PSP) and paired-singles (GameCube) are available but
require platform-guarded code paths under `#ifdef DUSK_PSP` etc.
- Avoid `double` entirely -- use `float_t` (32-bit) throughout.
## Rendering
- Batch draw calls aggressively. Every draw call has overhead on all
platforms; consoles are especially sensitive.
- Minimize state changes (texture binds, shader switches, etc.).
- Use display lists (GameCube/Wii) and vertex buffer objects (OpenGL)
to offload geometry to GPU memory.
- Keep texture sizes powers of two. Non-PoT textures are unsupported
or have penalties on PSP and GameCube.
## Asset loading
- Assets are loaded asynchronously via the asset loader system. Do not
block the game loop waiting for assets.
- Compress textures to the native format for each platform at build
time, not at runtime.
- Stream large assets from the filesystem rather than loading them all
at startup.
## Platform-specific notes
### PSP
- The Media Engine (ME) is a second CPU core -- use it for audio and
background decompression, not general logic.
- VFPU gives 4-wide SIMD floats; use it for matrix and vector math.
- Keep the uncached scratchpad (4 KB at 0x00010000) in mind for hot
temporary data.
### GameCube / Wii
- The GX display list pipeline is the primary rendering path; avoid
immediate-mode GX calls in the hot path.
- Texture Compression (CMPR / S3TC equivalent) halves texture memory.
- Wii: prefer MEM1 for GPU-accessed data; MEM2 for CPU-only buffers.
### PSP / Vita
- OpenGL ES has a subset of desktop OpenGL. Avoid extensions and
features that are not in the ES 1.1 / ES 2.0 core.
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# Physics System
Source: `src/dusk/physics/`, entity component at
`src/dusk/entity/component/physics/entityphysics.h/.c`
## Overview
Dusk uses a lightweight, custom 3D physics simulation with no external
library dependency. It is integrated with the ECS: only entities that
have both a `COMPONENT_TYPE_PHYSICS` and a `COMPONENT_TYPE_POSITION`
component participate in the simulation.
## Shapes
```c
typedef enum {
PHYSICS_SHAPE_CUBE, // Axis-aligned bounding box (AABB)
PHYSICS_SHAPE_SPHERE,
PHYSICS_SHAPE_CAPSULE, // Y-axis aligned; radius + halfHeight
PHYSICS_SHAPE_PLANE, // Infinite plane; normal + distance
} physicshapetype_t;
```
All shape pairs are supported by the collision dispatch
(`physicsTestShapeVsShape`). See `physicstest.h` for the individual
test functions.
## Body types
```c
typedef enum {
PHYSICS_BODY_STATIC, // Never moves; immovable collision surface
PHYSICS_BODY_DYNAMIC, // Driven by gravity, velocity, collisions
PHYSICS_BODY_KINEMATIC, // Moved programmatically; collides but not
// driven by the simulation (e.g. player)
} physicsbodytype_t;
```
## World and gravity
```c
extern physicsworld_t PHYSICS_WORLD;
// PHYSICS_WORLD.gravity -- default {0, -9.81, 0}
```
The simulation step is driven by `physicsManagerUpdate()`, which is
called each fixed-timestep game loop tick. It skips dynamic-timestep
sub-steps (`DUSK_TIME_DYNAMIC`).
## Simulation phases (each step)
1. **Integrate dynamics** -- apply gravity scaled by `gravityScale`,
advance velocity, update position.
2. **Dynamic vs static/kinematic** -- resolve penetration and cancel
the normal velocity component.
3. **Dynamic vs dynamic** -- split penetration 50/50; exchange
relative normal velocity.
4. **Rebuild transforms** -- call `entityPositionRebuild()` for all
affected dynamic bodies.
`PHYSICS_GROUND_THRESHOLD = 0.707f` -- a collision normal with a Y
component above this value sets `onGround = true` on the dynamic body.
## Entity component (`entityphysics_t`)
```c
typedef struct {
physicsbodytype_t type;
physicsshape_t shape;
vec3 velocity;
float_t gravityScale; // default 1.0
bool_t onGround; // set by the solver each step
} entityphysics_t;
```
Default on init: DYNAMIC body, 0.5m half-extents AABB cube,
`gravityScale = 1.0f`.
### Component API
```c
entityphysics_t *entityPhysicsGet(entityid_t, componentid_t);
void entityPhysicsSetShape(entityid_t, componentid_t, physicsshape_t);
physicsshape_t entityPhysicsGetShape(entityid_t, componentid_t);
void entityPhysicsSetVelocity(entityid_t, componentid_t, vec3);
void entityPhysicsGetVelocity(entityid_t, componentid_t, vec3 dest);
void entityPhysicsApplyImpulse(entityid_t, componentid_t, vec3);
// No-op on STATIC bodies.
bool_t entityPhysicsIsOnGround(entityid_t, componentid_t);
void entityPhysicsSetBodyType(entityid_t, componentid_t, physicsbodytype_t);
physicsbodytype_t entityPhysicsGetBodyType(entityid_t, componentid_t);
```
## Collision detection primitives (`physicstest.h`)
Each function returns `true` if overlapping and writes the push-out
normal (pointing from B toward A) and penetration depth.
| Function | Shapes |
|----------|--------|
| `physicsTestAabbVsAabb` | CUBE vs CUBE |
| `physicsTestSphereVsSphere` | SPHERE vs SPHERE |
| `physicsTestSphereVsAabb` | SPHERE vs CUBE |
| `physicsTestSphereVsPlane` | SPHERE vs PLANE |
| `physicsTestAabbVsPlane` | CUBE vs PLANE |
| `physicsTestCapsuleVsSphere` | CAPSULE vs SPHERE |
| `physicsTestCapsuleVsAabb` | CAPSULE vs CUBE |
| `physicsTestCapsuleVsPlane` | CAPSULE vs PLANE |
| `physicsTestCapsuleVsCapsule` | CAPSULE vs CAPSULE |
| `physicsTestShapeVsShape` | Any pair via dispatch |
Capsules are always Y-axis aligned. Planes are infinite (not half-spaces).
## Limitations and known gaps
- No rotation simulation -- bodies do not rotate from collisions.
- No friction or damping model yet.
- No sleeping / deactivation for resting bodies.
- No broad-phase culling: the solver is O(n^2) per phase.
This is acceptable up to the ECS entity limit (64 entities) but must
be revisited if the entity count grows.
- Capsule vs plane uses the bottom/top hemisphere centers as a
degenerate approximation -- accurate for large planes but
not for thin surfaces.
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# Platform -- Dolphin (GameCube and Wii)
`DUSK_TARGET_SYSTEM`: `gamecube` / `wii`
Source layer: `src/duskdolphin/`
Renderer: libogc GX (native Nintendo hardware)
---
## Overview
GameCube and Wii are collectively called the **Dolphin** targets. They
share a single source layer (`src/duskdolphin/`) and a shared CMake base
(`cmake/targets/dolphin.cmake`). Individual targets add `DUSK_GAMECUBE`
or `DUSK_WII` on top.
Both are **big-endian** PowerPC platforms. They do **not** use SDL2 or
OpenGL -- rendering and input go through `libogc` (the open-source
GameCube/Wii SDK) and the GX hardware API directly.
---
## Hardware
| Attribute | GameCube | Wii |
|-----------|---------|-----|
| CPU | IBM PowerPC 750CL (Gekko), 485 MHz | IBM Broadway (Wii CPU), 729 MHz |
| RAM | 24 MB (16 MB MEM1 + 8 MB ARAM) | 88 MB (24 MB MEM1 + 64 MB MEM2) |
| GPU | ATI Flipper (GX) | ATI Hollywood (GX) |
| Display | 640x480 (480p max) | 640x480 (480p/576i), 480p/1080i via component |
| Storage | Memory Card (slots A/B), SD Gecko | SD card, USB, NAND |
| Endian | Big-endian | Big-endian |
Treat the **GameCube 16 MB MEM1** as the worst-case RAM budget for data
structures shared between both targets.
---
## Compile-time macros
| Macro | GameCube | Wii | Notes |
|-------|---------|-----|-------|
| `DUSK_DOLPHIN` | yes | yes | Set by `dolphin.cmake` |
| `DUSK_GAMECUBE` | yes | no | |
| `DUSK_WII` | no | yes | |
| `DUSK_INPUT_GAMEPAD` | yes | yes | |
| `DUSK_DISPLAY_WIDTH` | 640 | 640 | |
| `DUSK_DISPLAY_HEIGHT` | 480 | 480 | |
| `DUSK_THREAD_PTHREAD` | yes | yes | devkitPPC pthreads |
| `DUSK_PLATFORM_ENDIAN_BIG` | yes | yes | Not set by cmake -- apply manually |
| `DOL` | 1 | 1 | Build type token |
| `ISO` | 2 | 2 | Build type token |
| `DUSK_DOLPHIN_BUILD_TYPE` | `DOL` or `ISO` | `DOL` or `ISO` | |
| `DUSK_DOLPHIN_BUILD_ISO` | if ISO mode | if ISO mode | |
No `DUSK_SDL2`, no `DUSK_OPENGL`, no `DUSK_INPUT_KEYBOARD`,
no `DUSK_INPUT_POINTER`, no `DUSK_TIME_DYNAMIC`.
Attempting to use `DUSK_INPUT_KEYBOARD` or `DUSK_INPUT_POINTER` causes
a compile-time `#error` in `inputdolphin.h`.
---
## Endianness
**Both GameCube and Wii are big-endian.** This is the most critical
platform difference from all other targets.
- All binary asset data (`.dtf` tilesets, STL meshes, DTF headers, etc.)
must be byte-swapped when read on Dolphin.
- Use `endianLittleToHost32` / `endianLittleToHost16` etc. from
`util/endian.h` when reading any multi-byte value from a file.
- Save files are stored in little-endian order; the save stream handles
this transparently via the `saveFile*` macros.
- Network data likewise needs endian conversion.
See `.claude/util.md` (Endian section) for the full API.
---
## Display
- Fixed 640x480 resolution, driven by GX (the hardware rasteriser).
- Uses double-buffered framebuffers:
```c
typedef struct {
void *frameBuffer[2]; // double-buffered
int_t whichFrameBuffer;
GXRModeObj *screenMode;
void *fifoBuffer; // GX command FIFO, 256 KB
} displaydolphin_t;
```
- The GX pipeline uses display lists for efficient draw call batching --
avoid immediate-mode GX calls in the hot path.
- `CONF_GetAspectRatio()` returns `CONF_ASPECT_4_3` on GameCube (always)
and the user's setting on Wii. Use `systemGetAspectRatioDolphin()`.
---
## Asset loading
Two modes are selected at CMake configure time via
`DUSK_DOLPHIN_BUILD_TYPE`:
### DOL mode (default -- `DUSK_DOLPHIN_BUILD_TYPE=DOL`)
Assets are loaded from `dusk.dsk` on a FAT filesystem -- SD card on Wii
(via SD slot), or SD Gecko / SD adapter on GameCube. The loader searches
these paths in order:
```c
"/", "/Dusk", "/dusk", "/DUSK",
"/apps", "/apps/Dusk", "/apps/dusk", "/apps/DUSK",
".", "./Dusk", "./dusk", ...
```
Uses `libfat` for filesystem access.
### ISO mode (`DUSK_DOLPHIN_BUILD_TYPE=ISO`)
`dusk.dsk` is read directly off the DVD disc via the libogc DVD driver
(`assetdolphindvd.c`). Reads are 32-byte aligned:
```c
#define ASSET_DOLPHIN_DVD_ALIGN 32u
```
The DVD FST (file-system table) is parsed at init to locate the data
file. All reads go through `assetDolphinDVDRead(offset, size)` which
returns an aligned heap buffer that the caller must free.
Post-build in ISO mode, `makedolphiniso.py` produces **three disc
images** (NTSC-J, NTSC-U, PAL).
---
## Input
Uses libogc `PAD` API. Only GameCube controllers are supported (port 0
by default; up to 4 via `PAD_CHANMAX`).
Available axes (6 total per controller):
| Axis | Enum |
|------|------|
| Left stick X/Y | `INPUT_GAMEPAD_AXIS_LEFT_X/Y` |
| C-stick X/Y | `INPUT_GAMEPAD_AXIS_C_X/Y` |
| L trigger | `INPUT_GAMEPAD_AXIS_TRIGGER_LEFT` |
| R trigger | `INPUT_GAMEPAD_AXIS_TRIGGER_RIGHT` |
Axis values are normalised by dividing the raw 8-bit value by 128.0.
Deadzone: 0.2 (hardcoded).
Default bindings set at init: D-pad/left stick = directional actions,
A = ACCEPT, B = CANCEL, X = CONSOLE, Start = RAGEQUIT.
Wii Remote / Nunchuk / Classic Controller / Pro Controller are not yet
implemented (noted as TODO in `inputdolphin.h`).
---
## Save system
Uses the libogc Memory Card API (`CARD_*`) to read/write save slots.
```c
typedef struct {
card_file cardFile;
uint8_t cardBuffer[CARD_WORKAREA] __attribute__((aligned(32)));
bool_t mounted;
} savedolphin_t;
```
- Default channel: `CARD_SLOTA` (Memory Card slot A).
Override via `SAVE_DOLPHIN_CHANNEL`.
- Sector size: 8192 bytes (`SAVE_DOLPHIN_SECTOR_SIZE`).
- Buffers must be 32-byte aligned (enforced by `__attribute__((aligned(32)))`).
- Game code: `DUSK` (4 chars, override via `SAVE_DOLPHIN_GAME_CODE`).
- The card must be mounted before any read/write. `saveInitDolphin()`
mounts slot A; failures are treated as "no save present".
- Save stream handles little-endian encoding transparently -- all data
stored little-endian on the card even though the CPU is big-endian.
---
## Network
### GameCube
`net_init()` is commented out. Networking is **non-functional** on
GameCube in the current codebase. The BBA (Broadband Adapter) link
library is in a commented `# bba` in `gamecube.cmake`.
### Wii
Uses `if_config()` from libogc which reads Wi-Fi settings saved in the
Wii System Menu. The call **blocks** the main thread until DHCP
completes or fails. Wii network is available only when `DUSK_WII` is
defined; the GameCube path always fails immediately.
IPv6 is not supported on either Dolphin target.
---
## Time
- No `DUSK_TIME_DYNAMIC`. All ticks are fixed 16 ms steps.
- Tick source: `__SYS_GetSystemTime()` returns PowerPC bus ticks.
- Real time: ticks converted to microseconds via `ticks_to_microsecs()`,
then offset from the GameCube epoch (2000-01-01 00:00:00) to the UNIX
epoch (1970-01-01 00:00:00) by adding **946 684 800 seconds**.
- Timezone: always returned as 0 -- no timezone data without network time.
---
## System
Language and aspect ratio queries:
```c
// Language (used for locale selection):
systemGetLanguageDolphin();
// -> SYS_GetLanguage() on GameCube
// -> CONF_GetLanguage() on Wii
// Aspect ratio:
systemGetAspectRatioDolphin();
// -> CONF_ASPECT_4_3 always on GameCube
// -> CONF_GetAspectRatio() on Wii (4:3 or 16:9)
```
---
## Build and toolchain
Requires [devkitPro](https://devkitpro.org/) with `devkitPPC` and
`libogc` installed.
```sh
# GameCube (SD card / DOL mode)
cmake -B build \
-DDUSK_TARGET_SYSTEM=gamecube \
-DCMAKE_TOOLCHAIN_FILE=/opt/devkitpro/cmake/GameCube.cmake \
-DCMAKE_BUILD_TYPE=Release
cmake --build build
# Wii (SD card / DOL mode)
cmake -B build \
-DDUSK_TARGET_SYSTEM=wii \
-DCMAKE_TOOLCHAIN_FILE=/opt/devkitpro/cmake/Wii.cmake \
-DCMAKE_BUILD_TYPE=Release
cmake --build build
# Either target in ISO mode
cmake -B build \
-DDUSK_TARGET_SYSTEM=gamecube \
-DCMAKE_TOOLCHAIN_FILE=/opt/devkitpro/cmake/GameCube.cmake \
-DDUSK_DOLPHIN_BUILD_TYPE=ISO \
-DCMAKE_BUILD_TYPE=Release
cmake --build build
```
Post-build outputs (DOL mode): `Dusk.elf` + `Dusk.dol` (generated by
`elf2dol`). Copy `Dusk.dol` and `dusk.dsk` to the SD card.
Post-build outputs (ISO mode): `Dusk.dol` + disc images in
`NTSC-J/`, `NTSC-U/`, `PAL/` subdirectories.
Dependencies: libogc, devkitPPC, `fat` (DOL mode), cglm, zip, bz2,
zstd, z, lzma, m.
---
## Gotchas
- **Big-endian is the most common source of bugs** when porting code
from Linux. Always use `endian.h` utilities for file I/O and network.
- Memory is tight on GameCube -- 16 MB MEM1 must hold code, stack, heap,
framebuffers (2x 640x480x2 bytes), and the GX FIFO (256 KB).
- GX display lists are the correct rendering path; immediate-mode GX
calls carry heavy CPU overhead on the short FIFO pipeline.
- The GameCube has no FPU for integer paths. Avoid `double`; use
`float_t` throughout.
- `consoleInit` is shadowed to `consoleInitDolphin` to avoid conflicts
with the devkitPPC console API.
- On GameCube `CONF_GetAspectRatio()` is always 4:3; the macro is
defined to return `CONF_ASPECT_4_3` unconditionally.
- DVD reads must be 32-byte aligned and padded -- use
`ASSET_DOLPHIN_DVD_ALIGN_UP(n)` when computing read sizes in ISO mode.
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# Platform -- Linux and Knulli
`DUSK_TARGET_SYSTEM`: `linux` / `knulli`
Source layer: `src/dusklinux/`
Renderer: OpenGL (Linux) / OpenGL ES via EGL (Knulli)
---
## Overview
Linux is the primary development target. Knulli is a Linux-based handheld
OS (e.g. Anbernic devices); it shares the `src/dusklinux/` layer entirely
and differs only in the CMake target (OpenGL ES instead of desktop OpenGL,
EGL instead of GLX, and no backtrace support).
Both targets use SDL2 for windowing and input. The window is resizable on
both (`DUSK_DISPLAY_SIZE_DYNAMIC`).
---
## Compile-time macros
| Macro | Linux | Knulli |
|-------|-------|--------|
| `DUSK_LINUX` | yes | yes |
| `DUSK_KNULLI` | no | yes |
| `DUSK_SDL2` | yes | yes |
| `DUSK_OPENGL` | yes | yes |
| `DUSK_OPENGL_ES` | no | yes |
| `DUSK_DISPLAY_SIZE_DYNAMIC` | yes | yes |
| `DUSK_INPUT_KEYBOARD` | yes | yes |
| `DUSK_INPUT_POINTER` | yes | yes |
| `DUSK_INPUT_GAMEPAD` | yes | yes |
| `DUSK_TIME_DYNAMIC` | yes | yes |
| `DUSK_NETWORK_IPV6` | yes | no |
| `DUSK_THREAD_PTHREAD` | yes | yes |
| `DUSK_CONSOLE_POSIX` | yes | no |
---
## Display
- Default logical resolution: **640x480** (`DUSK_DISPLAY_WIDTH_DEFAULT` /
`DUSK_DISPLAY_HEIGHT_DEFAULT`); game content renders at
`DUSK_DISPLAY_SCREEN_HEIGHT=240`.
- Dynamic resize: the window can be resized at any time; the engine
letterboxes/scales the logical framebuffer to fit.
- Screen mode is configurable via `SCREEN.mode` (see
`.claude/display-core.md`).
- Knulli uses OpenGL ES (GLES2) linked via EGL. Avoid any desktop
OpenGL extensions that are not in the ES2 core.
---
## Asset loading
`dusk.dsk` is located by searching a list of paths relative to the
current working directory:
```c
static const char_t *ASSET_LINUX_SEARCH_PATHS[] = {
"%s",
"../%s",
"../../%s",
"data/%s",
"../data/%s",
NULL
};
```
The first path where `dusk.dsk` is found wins. No packaging step is
required on Linux -- run from the build directory or the project root.
---
## Input
All three input types are supported:
- **Keyboard** -- SDL scancode array via `SDL_GetKeyboardState()`.
- **Pointer** -- mouse position normalized to [0, 1], scroll axes.
- **Gamepad** -- first available `SDL_GameController`; axes normalized
to [-1, 1] with a 0.2 deadzone.
See `.claude/input.md` for the full action/button API.
---
## Save system
Save files are plain files written to disk.
- Path: `./saves/save_N.dat` (override `SAVE_LINUX_PATH` to change the
directory at CMake configure time).
- Format: `SAVE_LINUX_FILE_FORMAT = "%s/save_%u.dat"` where `%u` is the
slot index.
- No OS-level dialog blocking -- saves are synchronous filesystem calls.
- Endian: host byte order (little-endian on x86/ARM).
---
## Network
- Connection is detected automatically via `getifaddrs()`. No explicit
connect step is needed.
- `networkRequestConnection` immediately calls `onConnected` if any
non-loopback interface is up, `onFailed` otherwise.
- IPv4 and IPv6 supported (`DUSK_NETWORK_IPV6`).
---
## Time
- Tick source: `SDL_GetTicks64()`.
- Real time: `clock_gettime(CLOCK_REALTIME)`.
- Dynamic timestep enabled (`DUSK_TIME_DYNAMIC`).
---
## Threading
pthreads (`DUSK_THREAD_PTHREAD`). Thread-local storage via `__thread`.
---
## Build and toolchain
No cross-compiler needed -- use the host GCC/Clang.
```sh
# Debug build
cmake -B build -DDUSK_TARGET_SYSTEM=linux -DCMAKE_BUILD_TYPE=Debug
cmake --build build
# Knulli (cross-compile to aarch64)
cmake -B build \
-DDUSK_TARGET_SYSTEM=knulli \
-DCMAKE_TOOLCHAIN_FILE=cmake/toolchains/aarch64-linux-gnu.cmake \
-DCMAKE_BUILD_TYPE=Release
cmake --build build
```
Dependencies: `SDL2`, `OpenGL` (Linux) or `GLES2` + `EGL` (Knulli),
`pthread`, `m`.
---
## Endianness
Little-endian. Detected at CMake configure time via `TestBigEndian` and
set as `DUSK_PLATFORM_ENDIAN_LITTLE` or `DUSK_PLATFORM_ENDIAN_BIG`.
---
## Gotchas
- `DUSK_CONSOLE_POSIX` enables POSIX-specific assert backtracing (Linux
only; Knulli does not set it).
- Knulli does not set `DUSK_NETWORK_IPV6` -- IPv6 may not be available
on handheld devices.
- `DUSK_TIME_DYNAMIC` is set, so physics/networking skip dynamic sub-steps
by checking `if(TIME.dynamicUpdate) return;`.
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# Platform -- macOS
`DUSK_TARGET_SYSTEM`: `macos`
Source layer: `src/duskmacos/` (planned, does not exist yet)
Status: **Planned -- not yet implemented**
---
## Overview
macOS desktop is a planned target. No source layer, CMake target file,
or toolchain exists yet. The intended architecture mirrors Linux: SDL2
for windowing/input, OpenGL (or Metal via MoltenVK/SDL2) for rendering.
---
## Expected macros (when implemented)
| Macro | Expected |
|-------|---------|
| `DUSK_MACOS` | yes |
| `DUSK_SDL2` | yes |
| `DUSK_OPENGL` | yes |
| `DUSK_DISPLAY_SIZE_DYNAMIC` | yes |
| `DUSK_INPUT_KEYBOARD` | yes |
| `DUSK_INPUT_POINTER` | yes |
| `DUSK_INPUT_GAMEPAD` | yes |
| `DUSK_PLATFORM_ENDIAN_LITTLE` | yes |
| `DUSK_TIME_DYNAMIC` | yes |
| `DUSK_THREAD_PTHREAD` | yes |
---
## Notes
- Will be little-endian (Apple Silicon and Intel x86-64).
- Apple deprecated OpenGL on macOS in 10.14 (Mojave). The implementation
will need to either target the deprecated OpenGL path or use MoltenVK
(Vulkan-over-Metal) with an SDL2 OpenGL layer. This decision is
pending.
- Save files will likely live in `~/Library/Application Support/`.
- Expected to share `src/dusksdl2/` and `src/duskgl/` with Linux.
- Toolchain: native Clang via Xcode Command Line Tools, or a
cross-compile from Linux with osxcross.
Update this document when the macOS target is implemented.
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# Platform -- Sony PSP
`DUSK_TARGET_SYSTEM`: `psp`
Source layer: `src/duskpsp/`
Renderer: OpenGL ES (legacy, via PSPGL/SDL2)
---
## Overview
The PSP is a 32 MB MIPS-based handheld console running at up to 333 MHz.
It uses SDL2 (ported to PSP) for windowing and OpenGL in legacy/fixed-
function mode. The game binary and all assets are packaged together inside
a `.pbp` file -- the PSP's native executable format.
---
## Hardware
| Attribute | Value |
|-----------|-------|
| CPU | MIPS R4000 (Allegrex), up to 333 MHz |
| RAM | 32 MB (4 MB reserved for OS) |
| Display | 480x272, 16/32-bit colour |
| Storage | Memory Stick (UMD for retail; MS for homebrew) |
| Endian | Little-endian |
---
## Compile-time macros
| Macro | Set |
|-------|-----|
| `DUSK_PSP` | yes |
| `DUSK_SDL2` | yes |
| `DUSK_OPENGL` | yes |
| `DUSK_OPENGL_LEGACY` | yes |
| `DUSK_INPUT_GAMEPAD` | yes |
| `DUSK_PLATFORM_ENDIAN_LITTLE` | yes |
| `DUSK_DISPLAY_WIDTH` | 480 |
| `DUSK_DISPLAY_HEIGHT` | 272 |
| `DUSK_THREAD_PTHREAD` | yes |
No `DUSK_DISPLAY_SIZE_DYNAMIC` -- the resolution is fixed.
No `DUSK_INPUT_KEYBOARD`, no `DUSK_INPUT_POINTER`.
---
## Display
- Fixed 480x272 resolution.
- OpenGL legacy (fixed-function pipeline, `DUSK_OPENGL_LEGACY`).
- Texture dimensions **must** be powers of two (use `mathNextPowTwo`).
- VFPU (4-wide float SIMD) is available -- use it for matrix/vector hot
paths under `#ifdef DUSK_PSP`.
---
## Asset loading
Assets are packed into the **PSAR** section of the `.pbp` file by the
post-build `create_pbp_file()` CMake command. At runtime,
`assetInitPBP()` locates and opens the PSAR from the running executable's
path.
The PBP format header:
```c
typedef struct {
char_t signature[4]; // "\0PBP"
uint32_t version;
uint32_t sfoOffset;
uint32_t icon0Offset;
uint32_t icon1Offset;
uint32_t pic0Offset;
uint32_t pic1Offset;
uint32_t snd0Offset;
uint32_t pspOffset;
uint32_t psarOffset; // dusk.dsk starts here
} assetpbpheader_t;
```
`assetpbp_t` holds the open file handle and parsed header. Asset paths
inside the PSAR are ZIP paths within `dusk.dsk`.
---
## Input
Layered on SDL2. `inputInitPSP()` maps PSP physical buttons to SDL2
`SDL_CONTROLLER_BUTTON_*` constants:
| PSP button | Action |
|------------|--------|
| Cross | Accept |
| Circle | Cancel |
| Triangle | - |
| Square | - |
| L / R | Shoulder buttons |
| D-pad | Directional |
| L-Stick | Analog axes |
No keyboard or pointer input available. Attempting to use
`INPUT_BUTTON_TYPE_KEYBOARD` on PSP is undefined behaviour.
The PSP system setting `PSP_UTILITY_ACCEPT_CROSS` / `ACCEPT_CIRCLE`
swaps the Cross and Circle button roles in OS dialogs -- read this via
`systemPSPGetCrossButtonSetting()` if you need to match the system
convention.
---
## Save system
- Path: `ms0:/PSP/SAVEDATA/<TITLE_ID><slot>/save.dat`
(default title ID `DUSK00001`, configurable via `SAVE_PSP_TITLE_ID`).
- Uses `sceIo` for file I/O -- no extra dialog required for raw reads.
- PSP OS-level save/load dialogs (via `sceUtility`) are separate and
block the main loop when open (`systemGetActiveDialogType()` returns
`SYSTEM_DIALOG_TYPE_TICK_BLOCKING`).
- Do not call save functions directly from game code during a dialog.
---
## Network
Connection requires an explicit user Wi-Fi selection step via the PSP
system network dialog (`sceUtilityNetconfInitStart`).
```
networkRequestConnection(onConnected, onFailed, onDisconnect, user);
// -> shows PSP Wi-Fi selection dialog (blocking dialog type)
// -> calls onConnected or onFailed when the dialog closes
```
HTTP and SSL modules (`psphttp`, `pspssl`, `pspnet_resolver`) are
linked in `psp.cmake` but the HTTP implementation code is commented out.
The infrastructure exists for future use.
---
## Time
- Tick source: `SDL_GetTicks64()`.
- Real time: `sceRtcGetCurrentTick()` (returns microseconds).
- Dynamic timestep is **not** enabled (`DUSK_TIME_DYNAMIC` not set).
Every tick is a fixed 16 ms step.
---
## System dialogs
PSP shows OS-level dialogs for:
- Wi-Fi configuration (`networkRequestConnection`)
- Save management (if using `sceUtility` save dialogs)
Check `systemGetActiveDialogTypePSP()` to know whether the main loop
should skip rendering or ticking.
---
## Build and toolchain
Requires the [PSPDEV toolchain](https://github.com/pspdev/pspdev).
Set `PSPDEV` in your environment before configuring.
```sh
cmake -B build \
-DDUSK_TARGET_SYSTEM=psp \
-DCMAKE_TOOLCHAIN_FILE=${PSPDEV}/lib/cmake/psp.cmake \
-DCMAKE_BUILD_TYPE=Release
cmake --build build
```
Post-build output: `Dusk.pbp` (executable + assets combined).
Dependencies: SDL2-PSP, OpenGL-PSP, pspgu, pspctrl, pspdisplay,
pspaudio, pspaudiolib, psputility, pspvfpu, pspvram, pspnet,
pspnet_inet, pspnet_apctl, psphttp, pspssl, pspdebug, psphprm,
mbedtls, mbedcrypto, lzma, zip, bz2, z.
---
## Endianness
Little-endian. `DUSK_PLATFORM_ENDIAN_LITTLE` is set at compile time.
No runtime endian check is needed.
---
## Gotchas
- The PSP has only 28 MB of usable RAM after the OS. Keep asset budgets
tight -- see `.claude/optimization.md`.
- VFPU instructions are not valid on threads other than the main thread
on some firmware versions. Use `assertIsMainThread` on any code that
calls VFPU intrinsics.
- OpenGL legacy mode means no vertex/fragment shaders; rendering uses
the fixed-function pipeline via `pspgl`.
- `DUSK_TIME_DYNAMIC` is absent -- physics always runs at exactly the
fixed step rate.
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# Platform -- PlayStation Vita
`DUSK_TARGET_SYSTEM`: `vita`
Source layer: `src/duskvita/`
Renderer: vitaGL (OpenGL-over-GXM compatibility layer)
---
## Overview
The PlayStation Vita is an ARM-based handheld with 512 MB of RAM and a
960x544 OLED/LCD display. It uses SDL2 (ported to Vita) for input
abstraction, but the graphics layer is vitaGL -- an OpenGL compatibility
shim that translates OpenGL calls to Sony's native GXM API.
The distribution format is a `.vpk` (Vita Package) file containing the
signed executable and `dusk.dsk` bundled as `dusk.dsk` at the package
root, accessible at `app0:/dusk.dsk` at runtime.
---
## Hardware
| Attribute | Value |
|-----------|-------|
| CPU | ARM Cortex-A9 quad-core, ~444 MHz |
| RAM | 512 MB |
| Display | 960x544 |
| Storage | Vita game card / memory card / internal flash |
| Endian | Little-endian |
---
## Compile-time macros
| Macro | Set |
|-------|-----|
| `DUSK_VITA` | yes |
| `DUSK_SDL2` | yes |
| `DUSK_OPENGL` | yes |
| `DUSK_OPENGL_LEGACY` | yes |
| `DUSK_INPUT_GAMEPAD` | yes |
| `DUSK_PLATFORM_ENDIAN_LITTLE` | yes |
| `DUSK_DISPLAY_WIDTH` | 960 |
| `DUSK_DISPLAY_HEIGHT` | 544 |
No `DUSK_DISPLAY_SIZE_DYNAMIC`, no `DUSK_TIME_DYNAMIC`,
no `DUSK_INPUT_KEYBOARD`, no `DUSK_INPUT_POINTER`,
no `DUSK_NETWORK_IPV6`.
---
## Display
- Fixed 960x544 resolution.
- vitaGL translates OpenGL calls to GXM. Some OpenGL calls are stubbed
out in `duskplatform.h` where vitaGL does not support them:
```c
#define glDrawArrays(type, first, count) ((void)0)
#define glDepthFunc(func) ((void)0)
#define glBlendFunc(sfactor, dfactor) ((void)0)
#define glColorTableEXT(...) ((void)0)
```
These stubs mean the Vita uses the fixed-function pipeline through
vitaGL. Do not rely on `glDrawArrays` or depth/blend state changes
being applied -- use the engine's `displaystate_t` flags instead
(see `.claude/display-shader.md`).
- `DUSK_OPENGL_LEGACY` is set. Avoid shader-based features that are
not in the fixed-function ES1 subset.
- Texture dimensions **must** be powers of two.
---
## Asset loading
`dusk.dsk` is bundled inside the `.vpk` and mounted at `app0:/` by the
Vita OS. The asset system opens it at the fixed path:
```c
#define ASSET_VITA_DSK_PATH "app0:/" ASSET_FILE_NAME
```
No path search is needed -- the file is always at that location.
---
## Input
Uses SDL2 with Vita button mapping. Buttons map to SDL2 gamepad
constants:
| Vita button | SDL2 constant |
|-------------|---------------|
| Triangle | `SDL_CONTROLLER_BUTTON_Y` |
| Cross | `SDL_CONTROLLER_BUTTON_A` |
| Circle | `SDL_CONTROLLER_BUTTON_B` |
| Square | `SDL_CONTROLLER_BUTTON_X` |
| Start | `SDL_CONTROLLER_BUTTON_START` |
| Select | `SDL_CONTROLLER_BUTTON_BACK` |
| D-pad | `SDL_CONTROLLER_BUTTON_DPAD_*` |
| L / R | `SDL_CONTROLLER_BUTTON_LEFTSHOULDER / RIGHTSHOULDER` |
| L-Stick | `SDL_CONTROLLER_AXIS_LEFTX/Y` |
Vita also has L2, R2, L3, R3 and touch surfaces -- not currently wired
into the input system.
---
## Save system
Uses `SceIofilemgr` (Vita filesystem API) for file I/O. Save data lives
in the application's sandbox on the memory card. The stream API
(`savestream_t`) handles all serialization with automatic CRC32 and
little-endian encoding (see `.claude/save.md`).
---
## Network
No network implementation exists in `src/duskvita/`. Network
functionality is not currently available on Vita.
---
## Time
No `src/duskvita/time/` directory exists -- the Vita time implementation
falls back to the SDL2 time layer if available, or is not yet
implemented.
---
## Build and toolchain
Requires the [VITASDK](https://vitasdk.org/). Set `VITASDK` in your
environment before configuring.
```sh
cmake -B build \
-DDUSK_TARGET_SYSTEM=vita \
-DCMAKE_TOOLCHAIN_FILE=$VITASDK/share/vita.cmake \
-DCMAKE_BUILD_TYPE=Release
cmake --build build
```
Post-build output: `Dusk.self` (signed executable) and `Dusk.vpk`
(installable package containing the SELF + `dusk.dsk`).
Title ID: `DUSK00001` (configurable via `VITA_TITLEID`).
Dependencies: SDL2, vitaGL, mathneon, vitashark, kubridge, SceGxm,
SceCtrl, SceAudio, SceTouch, SceRtc, SceAppUtil, zip, bz2, z, lzma.
---
## Endianness
Little-endian. `DUSK_PLATFORM_ENDIAN_LITTLE` is set at compile time.
---
## Gotchas
- vitaGL stubs several OpenGL calls. Always use the engine display state
API rather than calling `glBlendFunc` / `glDepthFunc` directly.
- `DUSK_TIME_DYNAMIC` is not set -- all ticks are fixed-step 16 ms.
- Threading: `pthread` is linked but `DUSK_THREAD_PTHREAD` is not
explicitly defined in `vita.cmake`. Verify threading behaviour before
relying on it.
- The Vita implementation is less complete than Linux and PSP -- network
and time platform layers are absent. Contributions welcome.
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# Platform -- Windows
`DUSK_TARGET_SYSTEM`: `windows`
Source layer: `src/duskwindows/` (planned, does not exist yet)
Status: **Planned -- not yet implemented**
---
## Overview
Windows desktop is a planned target. No source layer, CMake target file,
or toolchain exists yet. The intended architecture closely mirrors Linux:
SDL2 for windowing/input, desktop OpenGL for rendering, pthreads (via
MinGW or MSVC pthreads shim) for threading.
---
## Expected macros (when implemented)
| Macro | Expected |
|-------|---------|
| `DUSK_WINDOWS` | yes |
| `DUSK_SDL2` | yes |
| `DUSK_OPENGL` | yes |
| `DUSK_DISPLAY_SIZE_DYNAMIC` | yes |
| `DUSK_INPUT_KEYBOARD` | yes |
| `DUSK_INPUT_POINTER` | yes |
| `DUSK_INPUT_GAMEPAD` | yes |
| `DUSK_PLATFORM_ENDIAN_LITTLE` | yes |
| `DUSK_TIME_DYNAMIC` | yes |
| `DUSK_THREAD_PTHREAD` | yes |
---
## Notes
- Will be little-endian (x86-64 Windows).
- Expected to share `src/dusksdl2/` and `src/duskgl/` with Linux and
Knulli; only a thin `src/duskwindows/` layer for OS-specific
functionality (save paths, system dialogs) should be needed.
- Save files will likely live in `%APPDATA%` or a sibling `saves/`
directory.
- No cross-compiler needed; MSVC or MinGW-w64 on Windows or a
cross-compile from Linux.
Update this document when the Windows target is implemented.
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# Platform Support
Dusk targets a wide range of platforms, from modern desktops to classic
handheld and home consoles. New platform targets will be added over time.
## Platform index
| Platform | `DUSK_TARGET_SYSTEM` | Status | Reference |
|----------|----------------------|--------|-----------|
| Linux | `linux` | Supported | `.claude/platform-linux.md` |
| Knulli | `knulli` | Supported | `.claude/platform-linux.md` |
| Windows | `windows` | Planned | `.claude/platform-windows.md` |
| macOS | `macos` | Planned | `.claude/platform-macos.md` |
| Sony PSP | `psp` | Supported | `.claude/platform-psp.md` |
| PlayStation Vita | `vita` | Supported | `.claude/platform-vita.md` |
| Nintendo GameCube | `gamecube` | Supported | `.claude/platform-dolphin.md` |
| Nintendo Wii | `wii` | Supported | `.claude/platform-dolphin.md` |
GameCube and Wii share the `src/duskdolphin/` layer and are collectively
referred to as **Dolphin** targets throughout the codebase.
---
## Layer structure
```
src/dusk/ Core -- platform-agnostic game logic and ECS
src/duskgl/ OpenGL abstraction (Linux, Knulli, PSP, Vita)
src/dusksdl2/ SDL2 window + input (Linux, Knulli, PSP, Vita)
src/dusklinux/ Linux + Knulli platform impl
src/duskpsp/ PSP platform impl
src/duskvita/ Vita platform impl
src/duskdolphin/ GameCube + Wii platform impl
```
Dolphin is the only target that bypasses SDL2 and OpenGL entirely --
it uses native libogc GX for rendering and PAD for input.
---
## Capability macros
Each target sets a combination of these macros. Do not assume a
capability is present without checking the appropriate macro.
| Macro | Meaning |
|-------|---------|
| `DUSK_SDL2` | SDL2 is available |
| `DUSK_OPENGL` | OpenGL is available |
| `DUSK_OPENGL_ES` | OpenGL ES variant (Knulli) |
| `DUSK_OPENGL_LEGACY` | Fixed-function OpenGL (PSP, Vita) |
| `DUSK_INPUT_GAMEPAD` | Gamepad / controller input |
| `DUSK_INPUT_KEYBOARD` | Keyboard input (Linux, Knulli only) |
| `DUSK_INPUT_POINTER` | Mouse / pointer input (Linux, Knulli only) |
| `DUSK_DISPLAY_SIZE_DYNAMIC` | Window is resizable (Linux, Knulli) |
| `DUSK_TIME_DYNAMIC` | Dynamic timestep available (Linux, Knulli) |
| `DUSK_THREAD_PTHREAD` | pthreads available |
| `DUSK_NETWORK_IPV6` | IPv6 supported (Linux only) |
| `DUSK_PLATFORM_ENDIAN_BIG` | Big-endian byte order |
| `DUSK_PLATFORM_ENDIAN_LITTLE` | Little-endian byte order |
| `DUSK_DOLPHIN` | Any Dolphin target |
| `DUSK_DOLPHIN_BUILD_ISO` | Dolphin DVD-ISO asset mode |
| `DUSK_CONSOLE_POSIX` | POSIX assert backtrace (Linux only) |
---
## Quick comparison
| | Linux | Knulli | PSP | Vita | GameCube | Wii |
|-|-------|--------|-----|------|----------|-----|
| SDL2 | yes | yes | yes | yes | no | no |
| OpenGL | desktop | ES2 | legacy | vitaGL | no | no |
| Endian | little | little | little | little | **big** | **big** |
| Dynamic resize | yes | yes | no | no | no | no |
| Dynamic timestep | yes | yes | no | no | no | no |
| Keyboard | yes | yes | no | no | no | no |
| Pointer/mouse | yes | yes | no | no | no | no |
| Network | full | full | partial | no | no | partial |
| Save storage | file | file | MS/SAVEDATA | SceIo | Mem Card | SD/NAND |
| Asset source | dsk file | dsk file | inside .pbp | inside .vpk | SD or DVD | SD or DVD |
---
## Abstraction pattern
Platform-specific implementations are wired in via `#define` macros in
each platform's `displayplatform.h`, `inputplatform.h`, etc., which the
core calls through. Functions that a platform does not support are
simply left undefined -- the core guards calls with `#ifdef`.
## Adding platform-specific code
- Put new code under `src/dusk<platform>/` in the matching subsystem
folder.
- Gate any core call-site with `#ifdef DUSK_<PLATFORM>` or the
relevant capability macro.
- Keep `src/dusk/` free of platform `#ifdef`s -- delegate through
the platform header macros instead.
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# Save System
Source: `src/dusk/save/`, platform layers in `src/dusk<platform>/save/`
## Overview
The save system provides multi-slot persistent storage. Each slot
maps to one `savefile_t`. Platform implementations handle the actual
read/write (memory card on GameCube/Wii, EEPROM/flash on PSP,
filesystem on Linux).
## Global state
```c
extern save_t SAVE;
// SAVE.files[SAVE_FILE_COUNT_MAX] -- one per slot
// SAVE.platform -- platform-specific state
```
## API
```c
errorret_t saveInit(void);
errorret_t saveDispose(void);
errorret_t saveLoad(uint8_t slot); // read slot from storage -> SAVE.files[slot]
errorret_t saveWrite(uint8_t slot); // write SAVE.files[slot] -> storage
errorret_t saveDelete(uint8_t slot); // delete slot from storage
bool_t saveExists(uint8_t slot); // true if a save file is present
savefile_t *saveGet(uint8_t slot); // pointer to the in-memory slot data
```
Slot indices are 0-based, range `[0, SAVE_FILE_COUNT_MAX - 1]`.
## Save file structure (`savefile.h`)
`savefile_t` is a plain struct written verbatim to storage. Keep it
small and use fixed-width integer types (`uint8_t`, `int32_t`, etc.)
to ensure cross-platform binary compatibility.
**Endianness:** storage is always written in little-endian byte order.
Use the `endian.h` utilities when reading fields on big-endian targets
(GameCube, Wii). See `.claude/util.md`.
**Versioning:** include a version field at the start of `savefile_t`.
Check it on load and handle mismatches gracefully (reset to defaults
rather than crashing on corrupt data).
## Save stream (`savestream.h`)
`savestream_t` is a cursor-based reader/writer used to serialize
`savefile_t` to/from a raw byte buffer. Platform implementations
use it to abstract the I/O layer.
```c
typedef struct {
bool_t found;
uint32_t checksum;
uint32_t expectedChecksum;
saveplatformstream_t platform;
} savestream_t;
```
### Typed read/write macros
Use the `saveFile*` macros inside `saveFileLoad` and `saveFileWrite`.
All multi-byte values are stored in little-endian order; endian
conversion is handled automatically.
```c
saveFileReadHeader(stream, headerBuf)
saveFileWriteHeader(stream, headerBuf)
saveFileReadVersion(stream, &version)
saveFileWriteVersion(stream, &version)
saveFileReadBool(stream, &boolField)
saveFileWriteBool(stream, &boolField)
saveFileReadInt8(stream, &i8) saveFileWriteInt8(stream, &i8)
saveFileReadUInt8(stream, &u8) saveFileWriteUInt8(stream, &u8)
saveFileReadInt16(stream, &i16) saveFileWriteInt16(stream, &i16)
saveFileReadUInt16(stream, &u16) saveFileWriteUInt16(stream, &u16)
saveFileReadInt32(stream, &i32) saveFileWriteInt32(stream, &i32)
saveFileReadUInt32(stream, &u32) saveFileWriteUInt32(stream, &u32)
saveFileReadInt64(stream, &i64) saveFileWriteInt64(stream, &i64)
saveFileReadUInt64(stream, &u64) saveFileWriteUInt64(stream, &u64)
saveFileReadFloat(stream, &f) saveFileWriteFloat(stream, &f)
saveFileReadString(stream, buf, maxLen)
saveFileWriteString(stream, str, maxLen)
saveFileReadDate(stream, &epoch)
saveFileWriteDate(stream, &epoch)
```
Each macro expands to `errorChain(saveStreamRead/WriteXxxImpl(...))`.
A failing read/write propagates the error up from `saveFileLoad` /
`saveFileWrite`.
### Typical saveFileLoad / saveFileWrite pattern
```c
errorret_t saveFileLoad(savestream_t *stream, savefile_t *file) {
char_t header[SAVE_FILE_HEADER_SIZE];
saveFileReadHeader(stream, header);
saveFileReadVersion(stream, &file->version);
saveFileReadInt32(stream, &file->score);
// ... remaining fields ...
errorOk();
}
errorret_t saveFileWrite(savestream_t *stream, savefile_t *file) {
char_t header[SAVE_FILE_HEADER_SIZE] = SAVE_FILE_HEADER;
saveFileWriteHeader(stream, header);
saveFileWriteVersion(stream, &file->version);
saveFileWriteInt32(stream, &file->score);
// ... remaining fields ...
errorOk();
}
```
After `saveFileWrite` completes, the platform layer calls
`saveStreamFinalizeWriteImpl` which seeks back and writes the CRC32.
After `saveFileLoad`, the platform calls `saveStreamVerifyChecksumImpl`
to confirm the CRC matches.
## Platform notes
| Platform | Storage mechanism |
|----------|------------------|
| Linux | File in user home / working directory |
| Knulli | File on filesystem |
| PSP | EEPROM / memory stick via `sceIo` |
| GameCube | Memory Card via libogc `CARD_*` API |
| Wii | NAND filesystem via libogc or SD card |
Platform-specific save implementations go in `src/dusk<platform>/save/`
and are wired in via `save/saveplatform.h` macros.
## PSP note
PSP save dialogs are OS-level UI shown via `sceUtility`. When a dialog
is open, `systemGetActiveDialogType()` returns a blocking type so the
engine pauses the main loop. Never call save functions directly from
game code without going through the engine's dialog guard.
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# Scene System
Source: `src/dusk/scene/`
## Overview
The scene system is the top-level coordinator for a running game state.
It manages one active scene at a time. Scenes are JS scripts -- each
scene is a `.js` asset file that exports an object with lifecycle hooks.
The scene system loads, ticks, and tears down these scripts, while the
C side runs the ECS and render pipeline on each tick.
## Scene lifecycle (C side)
```c
extern scene_t SCENE;
errorret_t sceneInit(void); // initialise the scene manager
errorret_t sceneUpdate(void); // process pending transition, tick active scene
errorret_t sceneRender(void); // render entities + render pipeline + UI
errorret_t sceneDispose(void); // dispose the active scene immediately
```
`sceneUpdate` each tick:
1. Checks for a pending scene transition and performs it (dispose old,
load and init new).
2. Calls the JS scene's `update()` hook.
3. Calls `entityManagerUpdate()` to fire all entity update callbacks.
`sceneRender` each tick:
1. Binds the screen.
2. Calls `sceneRenderPipeline()` -- renders all entities with a
`COMPONENT_TYPE_RENDERABLE` in priority order.
3. Renders UI.
4. Calls the JS scene's `render()` hook (for any custom drawing).
5. Unbinds the screen.
## Scene lifecycle (JS side)
A scene file exports a plain object with these optional hooks:
```js
var scene = {};
scene.init = async function() {
// Load assets, create entities, set up state.
// May be async -- await asset loads here.
};
scene.update = function() {
// Called each fixed-timestep tick.
};
scene.render = function() {
// Called each render tick, after ECS renderables.
};
scene.dispose = function() {
// Clean up entities and state.
};
module.exports = scene;
```
See `CLAUDE.md` -- "JavaScript (asset scripts)" for JS style rules.
## Render pipeline (`scenerenderpipeline.h`)
`sceneRenderPipeline(cameraEntityId)` gathers all active
`COMPONENT_TYPE_RENDERABLE` components, sorts them by effective
priority, and draws each one using its shader.
**Priority rules:**
- `renderable.priority != 0` -- use that value directly.
- `renderable.priority == 0` -- auto-derive: opaque geometry sorts
before transparent geometry; sprite batches sort before shader
materials; etc.
- Lower priority number = drawn first (behind); higher = drawn last
(on top).
The shader used for each renderable:
- `ENTITY_RENDERABLE_TYPE_SPRITEBATCH` and `CUSTOM` default to
`SHADER_LIST_SHADER_UNLIT`.
- `ENTITY_RENDERABLE_TYPE_SHADER_MATERIAL` uses the shader indexed by
`renderable.data.material.shaderType` in `SHADER_LIST_DEFS`.
## Transitioning between scenes
To move to a new scene from JS, call the scene module's transition
function (exact API in the `scene` JS module). The C side defers the
actual switch to the start of the next `sceneUpdate` call so the
current tick completes cleanly before any dispose runs.
## Relationship to the engine loop
```
engineUpdate()
timeUpdate()
inputUpdate()
physicsManagerUpdate()
scriptUpdate() <- runs JS microjobs
sceneUpdate() <- JS update + ECS entity updates
engineUpdate() -> sceneRender()
screenBind()
sceneRenderPipeline() <- ECS renderables sorted by priority
uiRender()
sceneRender (JS hook)
screenUnbind / screenRender
```
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# Script -- Async Promises (`scriptpromisepend_t`)
Source: `src/dusk/script/scriptpromisepend.h`
See also: `.claude/script.md`
---
## Overview
When a C module needs to resolve a JS `Promise` from an asynchronous
C event (e.g. an asset finishing loading, a network response arriving),
use `scriptpromisepend_t`. The pattern avoids heap allocation by using
a fixed-size pending slot array declared in the module.
---
## Declaring the pending array
```c
#define MY_MODULE_PENDING_MAX 8
static scriptpromisepend_t MY_PENDING[MY_MODULE_PENDING_MAX];
static uint32_t MY_PENDING_COUNT = 0;
```
---
## Add a pending promise
Called from the JS-facing function that returns the Promise:
```c
jerry_value_t promise = jerry_create_promise();
scriptPromisePendAdd(
MY_PENDING, &MY_PENDING_COUNT, MY_MODULE_PENDING_MAX,
key, // opaque void * used to match the resolve/reject later
promise
);
return jerry_acquire_value(promise); // return a copy to the caller
```
The `key` should be a stable pointer that uniquely identifies the
async operation -- e.g. an `assetentry_t *`, a network request handle,
or a pointer to a fixed-size slot in the module.
---
## Resolve or reject
Called when the C event fires, typically from `moduleUpdate` or an
event callback:
```c
// On success:
scriptPromisePendResolve(
MY_PENDING, &MY_PENDING_COUNT,
key, jerry_undefined() // or a result value
);
// On failure:
jerry_value_t err = jerry_create_error(
JERRY_ERROR_COMMON, (const jerry_char_t *)"reason"
);
scriptPromisePendReject(MY_PENDING, &MY_PENDING_COUNT, key, err);
jerry_release_value(err);
```
Both macros remove the slot from the pending array after settling.
---
## Guard against double-submit
```c
if(scriptPromisePendHas(MY_PENDING, MY_PENDING_COUNT, key)) {
// already waiting -- return the existing promise or an error
}
```
---
## Module teardown
Free all pending promises before cleaning up events or other state:
```c
scriptPromisePendFreeAll(MY_PENDING, &MY_PENDING_COUNT);
```
This rejects all still-pending promises and resets the count to 0.
Call it from the module's `Dispose` function, **before** any backing
data (asset entries, event subscriptions) is torn down.
---
## Design notes
- `MY_MODULE_PENDING_MAX` sets a hard cap on concurrent async ops.
Exceeding it is a runtime assertion -- size the array to the maximum
realistic concurrency for the module.
- The key is opaque (`void *`); the system does not dereference it.
A raw integer cast to `void *` is fine if no pointer is available.
- `scriptUpdate()` runs the JerryScript microjob queue each frame,
which is what processes `.then()` chains after a resolve/reject.
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# Script System (JerryScript)
Source: `src/dusk/script/`, modules at `src/dusk/script/module/`
## Overview
The engine embeds **JerryScript** as its scripting runtime. Game scenes
and logic are authored in JavaScript (ES5 subset). The script system
initialises JerryScript, registers all built-in C modules as JS globals,
and runs the event loop each tick.
The full rules for writing JS asset scripts are in `CLAUDE.md` under
"JavaScript (asset scripts)". This doc covers the C-side module system.
## Script lifecycle
```c
errorret_t scriptInit(); // start JerryScript, register all modules
errorret_t scriptUpdate(); // run pending microjobs (call once per frame)
errorret_t scriptDispose(); // shut down JerryScript
errorret_t scriptExecString(const char_t *source);
// Evaluate a JS source string in global scope.
errorret_t scriptExecFile(const char_t *path);
// Load + eval a script from the asset archive. Result cached by asset
// system -- repeated calls with the same path do not re-execute.
```
## Module registration
All C modules are initialised in `src/dusk/script/module/modulelist.c`:
```c
void moduleListInit(void); // called by scriptInit
void moduleListDispose(void); // called by scriptDispose
```
Each module's `Init` is called once. The module registers its
properties and methods on `scriptproto_t` objects (see below), which
become JS globals.
## Writing a C module -- the `scriptproto_t` pattern
A `scriptproto_t` represents a JS class prototype backed by a C struct.
### 1. Declare in the header
```c
// moduleMything.h
extern scriptproto_t MODULE_MYTHING_PROTO;
// Init and dispose for the module itself:
void moduleMyThingInit(void);
void moduleMyThingDispose(void);
```
### 2. Implement
```c
// moduleMything.c
scriptproto_t MODULE_MYTHING_PROTO;
// JS-callable function using the convenience macro:
moduleBaseFunction(myThingDoSomething) {
moduleBaseRequireArgs(1);
moduleBaseRequireNumber(0);
float_t x = moduleBaseArgFloat(0);
// ... do work ...
return jerry_undefined();
}
void moduleMyThingInit(void) {
scriptProtoInit(
&MODULE_MYTHING_PROTO,
"MyThing", // JS global name; NULL to skip registration
sizeof(mything_t),
myThingCtor // constructor handler, or NULL
);
// Instance methods:
scriptProtoDefineFunc(
&MODULE_MYTHING_PROTO, "doSomething", myThingDoSomething
);
// Instance property (get/set):
scriptProtoDefineProp(
&MODULE_MYTHING_PROTO, "x", myThingGetX, myThingSetX
);
// Static method:
scriptProtoDefineStaticFunc(
&MODULE_MYTHING_PROTO, "create", myThingCreate
);
}
```
### 3. Register
In `modulelist.c`: `#include` the header and call `moduleMyThingInit()`
in `moduleListInit()` (and `Dispose` in `moduleListDispose()`).
## `moduleBaseFunction` macro
```c
moduleBaseFunction(myFn) {
// callInfo, args[], argc available
moduleBaseRequireArgs(2);
moduleBaseRequireNumber(0);
moduleBaseRequireString(1);
float_t x = moduleBaseArgFloat(0);
int32_t n = moduleBaseArgInt(0);
bool_t b = moduleBaseArgBool(0);
float_t opt = moduleBaseOptFloat(2, 0.0f); // optional with default
// Error propagation:
errorret_t ret = someCall();
if(errorIsNotOk(ret)) return moduleBaseThrowError(ret);
return jerry_undefined(); // or jerry_boolean(true) etc.
}
```
## Wrapping C values in JS objects
```c
// Create a JS object wrapping a copy of a C value:
jerry_value_t obj = scriptProtoCreateValue(&MY_PROTO, &myValue);
// Unwrap back to C pointer:
mything_t *ptr = scriptProtoGetValue(&MY_PROTO, jsObj);
// ptr is NULL if jsObj is not an instance of MY_PROTO.
```
## Utility helpers (`modulebase.h`)
| Helper | Purpose |
|--------|---------|
| `moduleBaseThrow(msg)` | Return a JS TypeError |
| `moduleBaseThrowError(ret)` | Convert `errorret_t` -> JS error |
| `moduleBaseToString(val, buf, len)` | Jerry value -> C string |
| `moduleBaseGetProp(obj, name)` | Get object property by name |
| `moduleBaseWrapPointer(ptr)` | Wrap a raw pointer in a JS object |
| `moduleBaseUnwrapPointer(val)` | Unwrap a raw pointer |
| `moduleBaseSetValue(name, val)` | Set a global JS variable |
| `moduleBaseSetNumber(name, n)` | Set a global JS number |
| `moduleBaseSetInt(name, n)` | Set a global JS integer |
| `moduleBaseDefineMethod(obj, name, fn)` | Add method to any JS object |
| `moduleBaseDefineGlobalMethod(name, fn)` | Add method to global scope |
## Async JS -- pending promises (`scriptpromisepend.h`)
When a C module needs to resolve a JS `Promise` from an asynchronous
C event, use `scriptpromisepend_t`. Each module declares a fixed-size
pending slot array; the helpers add/resolve/reject by an opaque key.
Full API and design notes: `.claude/script-promises.md`
## Type declarations (`.d.ts`)
Every module that is accessible from JS **must** have a corresponding
TypeScript declaration file in `types/`. The CLAUDE.md checklist
requires updating these whenever a `.c` module file changes.
- Add `types/<category>/mymod.d.ts`
- Add `/// <reference path="..." />` to `types/index.d.ts`
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# Tests and Assertions
## Test infrastructure
Tests live in `test/` and mirror the `src/dusk/` directory structure.
Enable with `-DDUSK_BUILD_TESTS=ON`. The test runner is **cmocka**.
### Entry point
Every test file includes `dusktest.h`, which pulls in `dusk.h` and
`assert/assert.h`. When `DUSK_TEST_ASSERT` is defined, `assert.h`
includes `cmocka.h` and redirects assertion failures through
`mock_assert()` instead of calling `abort()`.
### Test function signature
```c
static void test_something(void **state) {
// ... setup ...
// ... exercise ...
// ... assert ...
assert_int_equal(memoryGetAllocatedCount(), 0); // leak check
}
```
### Registering and running tests
```c
int main(void) {
const struct CMUnitTest tests[] = {
cmocka_unit_test(test_errorThrow),
cmocka_unit_test(test_errorOk),
};
return cmocka_run_group_tests(tests, NULL, NULL);
}
```
Use `cmocka_unit_test_setup_teardown()` when a test needs per-test
setup or teardown callbacks.
### Assertion mix
Tests use **two** sets of assertion macros:
| Origin | When to use |
|--------|-------------|
| cmocka: `assert_int_equal()`, `assert_non_null()` etc. | Validate results inside test functions |
| Dusk: `assertTrue()`, `assertNotNull()` etc. | Exercise the code under test (these may fire and need catching) |
To assert that a Dusk assertion fires, use cmocka's mock system:
```c
expect_assert_failure(assertTrueImpl(__FILE__, __LINE__, false, "msg"));
```
### Memory leak discipline
Every test function must end by asserting:
```c
assert_int_equal(memoryGetAllocatedCount(), 0);
```
This ensures all allocations from the code under test were freed.
---
## Assertion system
Source: `src/dusk/assert/`
### Runtime vs test mode
| Mode | Trigger | Effect on failure |
|------|---------|-------------------|
| Runtime (default) | Release / non-test builds | Logs the message + backtrace, then calls `abort()` |
| Test (`DUSK_TEST_ASSERT`) | `-DDUSK_TEST_ASSERT` build flag | Routes through cmocka `mock_assert()` for controlled catching |
| Faked (`DUSK_ASSERTIONS_FAKED`) | Defined by platform or test | All macros become no-ops (`((void)0)`) |
### Available macros
| Macro | Description |
|-------|-------------|
| `assertTrue(x, msg)` | Fails if `x` is false |
| `assertFalse(x, msg)` | Fails if `x` is true |
| `assertNotNull(ptr, msg)` | Fails if `ptr` is NULL |
| `assertNull(ptr, msg)` | Fails if `ptr` is not NULL |
| `assertUnreachable(msg)` | Unconditional failure; marks unreachable code |
| `assertDeprecated(msg)` | Marks a code path as deprecated |
| `assertStringEqual(a, b, msg)` | Fails if strings differ |
| `assertStrLenMax(str, len, msg)` | Fails if `strlen(str) >= len` |
| `assertStrLenMin(str, len, msg)` | Fails if `strlen(str) < len` |
| `assertIsMainThread(msg)` | Fails if called from a non-main thread |
| `assertNotMainThread(msg)` | Fails if called from the main thread |
| `assertStructSize(type, size)` | Compile-time size check via `_Static_assert` |
### Thread tracking
`assertInit()` records the main thread ID (pthreads). The main-thread
assertions compare against this stored ID. Call `assertInit()` once at
startup before spawning any threads.
### Usage guidelines
- Prefer the specific macro over a bare `assertTrue` for clarity
(e.g. use `assertNotNull` instead of `assertTrue(ptr != NULL, ...)`).
- Use `assertUnreachable` in `default:` cases of exhaustive switches.
- Use `assertStructSize` to guard struct layouts that must match
a known binary format or a platform ABI.
- Do not use asserts for expected error paths -- use `errorThrow`
instead. Asserts are for programmer mistakes, not runtime errors.
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# Threading System
Source: `src/dusk/thread/`
## Platform support
Threading currently requires **pthreads** (`DUSK_THREAD_PTHREAD`). The
implementation lives in the core thread files and is guarded by that
compile-time flag -- there are no separate per-platform thread
directories.
Thread-local storage uses the `THREAD_LOCAL` macro, which maps to
`__thread` when pthreads is available. This is used by the error system
to give each thread its own `ERROR_STATE`.
## Thread lifecycle
Threads follow a strict state machine:
```
STOPPED -> STARTING -> RUNNING -> STOP_REQUESTED -> STOPPED
```
- `threadStart()` -- blocking: starts the thread and waits until it
reaches RUNNING.
- `threadStop()` -- blocking: requests stop and waits until STOPPED.
- `threadStartRequest()` -- non-blocking equivalent of `threadStart`.
- `threadStopRequest()` -- non-blocking equivalent of `threadStop`.
The thread callback polls `threadShouldStop()` to know when to exit.
Never kill a thread forcefully -- always let it stop cooperatively.
## Thread API
```c
void threadInit(thread_t *thread, errorret_t (*callback)(thread_t *t));
// Initialise; callback is the thread entry point.
errorret_t threadStart(thread_t *thread);
// Start and block until RUNNING.
errorret_t threadStop(thread_t *thread);
// Request stop, block until STOPPED.
void threadStartRequest(thread_t *thread);
void threadStopRequest(thread_t *thread);
// Non-blocking variants.
bool_t threadShouldStop(const thread_t *thread);
// Call from inside the thread callback to know when to exit.
```
## Mutex API (`threadmutex.h`)
Each `threadmutex_t` wraps a pthread mutex and a condition variable.
```c
void threadMutexInit(threadmutex_t *mutex);
void threadMutexDispose(threadmutex_t *mutex);
void threadMutexLock(threadmutex_t *mutex);
void threadMutexUnlock(threadmutex_t *mutex);
bool_t threadMutexTryLock(threadmutex_t *mutex);
// Returns true if the lock was acquired; false if already held.
void threadMutexWaitLock(threadmutex_t *mutex);
// Block until signalled (like pthread_cond_wait).
// Must be called while holding the lock.
void threadMutexSignal(threadmutex_t *mutex);
// Wake one waiter.
```
## Usage example
```c
static errorret_t workerCallback(thread_t *t) {
while(!threadShouldStop(t)) {
// do work
}
errorOk();
}
thread_t worker;
threadInit(&worker, workerCallback);
errorChain(threadStart(&worker));
// ... later ...
errorChain(threadStop(&worker));
```
## Thread safety rules
- The error system (`ERROR_STATE`) is thread-local -- each thread has
its own error state. Do not pass `errorret_t` across thread
boundaries without copying the message and lines strings first.
- Asset loading: the background thread calls `loadAsync`; the main
thread calls `loadSync`. Never call GPU or SDL functions from the
loader background thread.
- Use `assertIsMainThread()` / `assertNotMainThread()` to guard
functions that have thread affinity requirements.
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# Time System
Source: `src/dusk/time/`, platform layers in `src/dusk<platform>/time/`
## Global state
```c
extern dusktime_t TIME;
```
```c
typedef struct {
float_t delta; // Fixed step size in seconds (DUSK_TIME_STEP)
float_t time; // Accumulated game time in seconds
// Only present when DUSK_TIME_DYNAMIC is defined:
float_t lastNonDynamic;
bool_t dynamicUpdate; // true on sub-step ticks
float_t dynamicDelta; // real elapsed seconds this frame
float_t dynamicTime; // accumulated real time
} dusktime_t;
```
## Fixed vs dynamic timestep
### Fixed timestep (default)
`DUSK_TIME_STEP` defaults to `16ms / 1000 = 0.016f` seconds (62.5 Hz).
Every call to `timeUpdate()` advances `TIME.time` by exactly
`DUSK_TIME_STEP` and sets `TIME.delta = DUSK_TIME_STEP`. This is the
safe, deterministic mode for physics and game logic.
### Dynamic timestep (`DUSK_TIME_DYNAMIC`)
When enabled, `timeUpdate()` calls the platform tick hook to measure
actual elapsed time. It fires a "non-dynamic" step (`dynamicUpdate =
false`, `delta = DUSK_TIME_STEP`) once per fixed interval, and
"dynamic" sub-steps (`dynamicUpdate = true`) in between. Systems that
must run on the fixed interval (physics, networking) skip the dynamic
sub-steps by checking:
```c
if(TIME.dynamicUpdate) return;
```
## Platform hooks
Each platform provides three macros in its `time/timeplatform.h`:
| Macro | Purpose |
|-------|---------|
| `timeTickPlatform()` | Sample the hardware timer |
| `timeGetDeltaPlatform()` | Return seconds since last tick |
| `timeGetRealPlatform()` | Return epoch seconds since 1970 |
| `timeGetRealTimeZonePlatform()` | Return local timezone offset (seconds) |
`timeTickPlatform` and `timeGetDeltaPlatform` are only required when
`DUSK_TIME_DYNAMIC` is defined.
## Platform implementations
| Platform | Tick source | Real time source |
|----------|------------|-----------------|
| Linux | `SDL_GetTicks64()` (via SDL2) | `clock_gettime(CLOCK_REALTIME)` |
| Knulli | `SDL_GetTicks64()` (via SDL2) | `clock_gettime(CLOCK_REALTIME)` |
| PSP | `SDL_GetTicks64()` (via SDL2) | `sceRtcGetCurrentTick()` (microseconds) |
| GameCube | none (fixed step only) | `ticks_to_microsecs(__SYS_GetSystemTime())` + 2000->1970 offset |
| Wii | none (fixed step only) | same as GameCube |
GameCube / Wii note: the hardware timer returns ticks since
2000-01-01, so an offset of 946684800 seconds is added to convert to
UNIX epoch. The timezone offset is always returned as 0.0 on Dolphin
(timezone is not available without network time).
## Epoch time (`timeepoch.h`)
```c
typedef struct {
double_t time; // raw UTC seconds since 1970
double_t timeZone; // timezone offset in seconds
double_t offsetTime; // time + timeZone
} dusktimeepoch_t;
dusktimeepoch_t timeGetEpoch(void);
// Returns current time in local timezone.
```
### Epoch helpers
```c
int32_t timeEpochGetYear(epoch);
int32_t timeEpochGetMonth(epoch); // 1-12
int32_t timeEpochGetDayOfMonth(epoch); // 1-31
int32_t timeEpochGetHours(epoch); // 0-23
int32_t timeEpochGetMinutes(epoch); // 0-59
int32_t timeEpochGetSeconds(epoch); // 0-59
bool_t timeEpochIsLeapYear(year);
size_t timeEpochFormat(
dusktimeepoch_t epoch,
const char_t *format, // %Y %m %d %H %M %S
char_t *buffer,
size_t bufferSize
);
```
## Adding a new platform time implementation
1. Create `src/dusk<platform>/time/time<platform>.h/.c`.
2. Implement `timeGetReal<Platform>()` and
`timeGetRealTimeZone<Platform>()`.
3. If `DUSK_TIME_DYNAMIC`: also implement `timeTick<Platform>()` and
`timeGetDelta<Platform>()`.
4. Create `src/dusk<platform>/time/timeplatform.h` with the `#define`
macros pointing to your functions.
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# Utility Library
Source: `src/dusk/util/`
All C code in the project must use these utilities instead of their
standard library equivalents. Do not use `malloc`, `free`, `strcmp`,
`strcpy`, `memcpy`, `memset`, etc. directly.
---
## Memory (`memory.h`)
```c
void *memoryAllocate(size_t size);
void *memoryAlign(size_t alignment, size_t size); // aligned alloc
void memoryFree(void *ptr);
void memoryCopy(void *dest, const void *src, size_t size);
void memoryZero(void *dest, size_t size);
errorret_t memoryCompare(const void *a, const void *b, size_t size);
size_t memoryGetAllocatedCount(void);
// Returns the number of live allocations. Must be 0 at test teardown.
void memoryTrack(void *ptr);
// Register a pointer that was malloc'd outside the engine (e.g. by a
// third-party library) so it counts toward the allocation tracker.
```
`MEMORY_POINTERS_IN_USE` is a file-scope static tracking the live count.
It is incremented by `memoryAllocate` / `memoryTrack` and decremented by
`memoryFree`. Tests assert this is 0 at teardown to catch leaks.
---
## String (`string.h`)
Use these instead of `<string.h>` / `<ctype.h>` functions:
```c
void stringCopy(char_t *dest, const char_t *src, size_t destSize);
int stringCompare(const char_t *a, const char_t *b);
bool_t stringEquals(const char_t *a, const char_t *b);
int stringCompareInsensitive(const char_t *a, const char_t *b);
size_t stringLength(const char_t *str);
void stringTrim(char_t *str);
bool_t stringIsWhitespace(char_t c);
bool_t stringStartsWith(const char_t *str, const char_t *prefix);
bool_t stringEndsWith(const char_t *str, const char_t *suffix);
bool_t stringContains(const char_t *haystack, const char_t *needle);
char_t *stringFind(const char_t *haystack, const char_t *needle);
void stringFormat(char_t *dest, size_t destSize, const char_t *fmt, ...);
int32_t stringToInt(const char_t *str);
float_t stringToFloat(const char_t *str);
void stringFromInt(char_t *dest, size_t destSize, int32_t value);
void stringFromFloat(char_t *dest, size_t destSize, float_t value);
```
`destSize` in `stringCopy` / `stringFormat` is the buffer capacity
**excluding** the null terminator.
---
## Math (`math.h`)
```c
#define MATH_PI M_PI
#define mathMax(a, b)
#define mathMin(a, b)
#define mathClamp(x, lower, upper)
#define mathAbs(amt)
uint32_t mathNextPowTwo(uint32_t value);
float_t mathModFloat(float_t x, float_t y); // always non-negative
float_t mathLerp(float_t a, float_t b, float_t t);
// plus additional trig / remap helpers
```
The project uses **cglm** for vector and matrix math (`vec3`, `mat4`,
`glm_vec3_*`, `glm_mat4_*`, etc.). `math.h` provides scalar helpers
that complement cglm.
---
## Endian (`endian.h`)
GameCube and Wii are big-endian. Any binary data format (asset files,
network packets) must use the endian utilities when reading multi-byte
values.
```c
bool_t isHostLittleEndian(void);
uint16_t endianLittleToHost16(uint16_t value);
uint32_t endianLittleToHost32(uint32_t value);
uint64_t endianLittleToHost64(uint64_t value);
float_t endianLittleToHostFloat(float_t value);
```
If neither `DUSK_PLATFORM_ENDIAN_LITTLE` nor `DUSK_PLATFORM_ENDIAN_BIG`
is defined, the implementation falls back to a runtime check
(`ENDIAN_MAGIC` probe). Prefer setting the compile-time macro for new
platform targets.
---
## Reference counting (`ref.h`)
`ref_t` is a generic reference-counted handle with optional lock /
unlock / all-unlocked callbacks.
```c
void refInit(
ref_t *ref,
void *data,
refcallback_t onLock,
refcallback_t onUnlock,
refcallback_t onAllUnlocked // called when count -> 0; do cleanup here
);
void refLock(ref_t *ref); // increment count
bool_t refUnlock(ref_t *ref); // decrement; returns true if count == 0
```
The asset entry system uses `ref_t` internally to track how many
subsystems have locked a loaded asset.
---
## Array (`array.h`)
```c
void arrayReverse(void *array, size_t count, size_t elementSize);
```
Generic in-place reverse using the element stride.
---
## Sort (`sort.h`)
Use these instead of `qsort` for portability across all platforms.
```c
typedef int_t (*sortcompare_t)(const void *, const void *);
void sortBubble(
void *array,
const size_t count,
const size_t size,
const sortcompare_t compare
);
void sortQuick(
void *array,
const size_t count,
const size_t size,
const sortcompare_t compare
);
#define sort sortQuick // preferred; use this in new code
```
Typed convenience helpers for `uint8_t` arrays:
```c
int sortArrayU8Compare(const void *a, const void *b);
void sortArrayU8(uint8_t *array, const size_t count);
```
---
## Crypt (`crypt.h`)
CRC32 checksum for save file integrity. Not cryptographically secure --
do not use for security purposes.
```c
// One-shot checksum:
uint32_t cryptCRC32(const void *data, const size_t size);
// Streaming (incremental) CRC32:
uint32_t cryptCRC32Begin(void);
void cryptCRC32Update(
uint32_t *crc, const void *data, const size_t size
);
uint32_t cryptCRC32End(const uint32_t crc);
```
The streaming API allows computing a checksum across multiple buffers
or while interleaving other reads -- the save system uses this to
verify the whole save slot in a single pass.
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# Dusk Claude Code rules # Dusk -- Claude Code rules
## About Dusk
Dusk is a pure C game and game engine. There is no C++ anywhere in the
codebase. The engine is built around a data-oriented Entity Component
System (ECS) and is designed for heavy optimization across a wide range
of hardware targets, including platforms with very limited RAM and CPU.
**Current and planned platforms:** Linux, Windows, macOS, Sony PSP,
PlayStation Vita, Nintendo GameCube, Nintendo Wii. Additional platforms
will be added over time. GameCube and Wii are collectively referred to
as the **Dolphin** targets throughout the codebase and docs.
**Build system:** CMake exclusively. Every source subdirectory owns its
own `CMakeLists.txt`.
**Architecture:** Entity Component System (ECS) as the primary pattern.
All game objects are entities; behaviour and state are attached via
components. No inheritance hierarchies -- favour composition.
**Optimization:** Performance is a first-class constraint, not an
afterthought. The engine must run well on hardware as constrained as
the GameCube (16 MB main RAM, 485 MHz PowerPC) and PSP (32 MB RAM,
333 MHz MIPS). Every design and implementation decision should consider
the most constrained target.
**Coding style:** All C code must strictly follow the project style
rules documented in the [Coding style](#coding-style) section below.
Deviations are not acceptable.
### Further reading
Detailed documentation on specific topics lives in `.claude/`:
| Topic | File |
|-------|------|
| Platform overview, capability macros, quick comparison | `.claude/platforms.md` |
| Platform -- Linux and Knulli | `.claude/platform-linux.md` |
| Platform -- Sony PSP | `.claude/platform-psp.md` |
| Platform -- PlayStation Vita | `.claude/platform-vita.md` |
| Platform -- GameCube and Wii (Dolphin) | `.claude/platform-dolphin.md` |
| Platform -- Windows (planned) | `.claude/platform-windows.md` |
| Platform -- macOS (planned) | `.claude/platform-macos.md` |
| ECS architecture and conventions | `.claude/ecs.md` |
| CMake build system and toolchain setup | `.claude/build.md` |
| Optimization guidelines and platform budgets | `.claude/optimization.md` |
| Test infrastructure and assertion macros | `.claude/tests.md` |
| Error handling system (`errorret_t`, macros) | `.claude/errors.md` |
| Asset system (loading, caching, loaders) | `.claude/assets.md` |
| Threading (`thread_t`, mutex, thread-local) | `.claude/threading.md` |
| Input system (actions, buttons, platforms) | `.claude/input.md` |
| Physics simulation and collision shapes | `.claude/physics.md` |
| Event system (pub/sub) | `.claude/events.md` |
| Locale / localisation system | `.claude/locale.md` |
| Time system (fixed/dynamic, epoch) | `.claude/time.md` |
| Network system (per-platform status) | `.claude/network.md` |
| Utility library (memory, string, math, endian, ref) | `.claude/util.md` |
| Script system (JerryScript, module proto API) | `.claude/script.md` |
| Script async promises (`scriptpromisepend_t`) | `.claude/script-promises.md` |
| Engine main loop, system platform API, log | `.claude/engine.md` |
| Save system (multi-slot, platform storage) | `.claude/save.md` |
| Animation (keyframes, easing functions) | `.claude/animation.md` |
| Display (index) | `.claude/display.md` |
| Display -- screen, framebuffer, size modes | `.claude/display-core.md` |
| Display -- texture, tileset, font | `.claude/display-texture.md` |
| Display -- shader, material, display state | `.claude/display-shader.md` |
| Scene system (lifecycle, render pipeline, JS hooks) | `.claude/scene.md` |
---
## File headers ## File headers
Every C, H, and JS file starts with: Every C, H, and JS file starts with:
@@ -101,6 +170,10 @@ assertIsMainThread("msg");
--- ---
## Build system ## Build system
See `.claude/build.md` for extended CMake conventions, platform
toolchain setup, and adding platform-conditional sources.
Each subdirectory has its own `CMakeLists.txt` that adds sources with: Each subdirectory has its own `CMakeLists.txt` that adds sources with:
```cmake ```cmake
@@ -116,6 +189,10 @@ Never add source files to the root `CMakeLists.txt` directly.
## Platform support ## Platform support
See `.claude/platforms.md` for the full platform table (including
planned Windows / macOS targets), capability macros, toolchain setup,
and endianness notes.
### Targets ### Targets
Set `DUSK_TARGET_SYSTEM` at CMake configure time to select a platform: Set `DUSK_TARGET_SYSTEM` at CMake configure time to select a platform:
@@ -175,19 +252,11 @@ simply left undefined — the core guards calls with `#ifdef`.
--- ---
## Adding a new asset loader type
1. Add an enum value to `assetloadertype_t` (before `_COUNT`) in
`src/dusk/asset/loader/assetloader.h`.
2. Add fields to the input/loading/output unions in `assetloader.h`.
3. Implement `assetXxxLoaderSync`, `assetXxxLoaderAsync`, and
`assetXxxDispose` in a new `src/dusk/asset/loader/xxx/` directory.
4. Register the three callbacks in `ASSET_LOADER_CALLBACKS[]` in
`src/dusk/asset/loader/assetloader.c`.
5. If user-facing, create a JS module (see below) and a `.d.ts` file.
---
## Adding a new entity component ## Adding a new entity component
See `.claude/ecs.md` for ECS design rules, component categories, and
entity lifecycle details.
1. Create `src/dusk/entity/component/<category>/entityMyComp.h/.c` with 1. Create `src/dusk/entity/component/<category>/entityMyComp.h/.c` with
struct `entityMyComp_t`, `entityMyCompInit()`, and optionally struct `entityMyComp_t`, `entityMyCompInit()`, and optionally
`entityMyCompDispose()`. `entityMyCompDispose()`.
@@ -201,6 +270,18 @@ simply left undefined — the core guards calls with `#ifdef`.
--- ---
## Adding a new asset loader type
1. Add an enum value to `assetloadertype_t` (before `_COUNT`) in
`src/dusk/asset/loader/assetloader.h`.
2. Add fields to the input/loading/output unions in `assetloader.h`.
3. Implement `assetXxxLoaderSync`, `assetXxxLoaderAsync`, and
`assetXxxDispose` in a new `src/dusk/asset/loader/xxx/` directory.
4. Register the three callbacks in `ASSET_LOADER_CALLBACKS[]` in
`src/dusk/asset/loader/assetloader.c`.
5. If user-facing, create a JS module (see below) and a `.d.ts` file.
---
## Adding a new script (JS) module ## Adding a new script (JS) module
1. Create `src/dusk/script/module/<category>/moduleMyMod.h/.c`. 1. Create `src/dusk/script/module/<category>/moduleMyMod.h/.c`.
- Declare `extern scriptproto_t MODULE_MYMOD_PROTO;` in the header. - Declare `extern scriptproto_t MODULE_MYMOD_PROTO;` in the header.