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# CLAUDE.md
This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
## Build Commands
### Build variants
- `make debug` - Build debug version (uses meson debug configuration)
- `make fast` - Build optimized version
- `make release` - Build release version with LTO and optimizations
- `make small` - Build minimal size version
- `make web` - Build for web/emscripten platform
- `make crosswin` - Cross-compile for Windows using mingw32
### Testing
- `meson test -C build_dbg` - Run all tests in debug build
- `meson test -C build_<variant>` - Run tests in specific build variant
- `./build_dbg/prosperon tests/<testname>.js` - Run specific test
- Available tests: `spawn_actor`, `empty`, `nota`, `wota`, `portalspawner`, `overling`, `send`, `delay`
### Common development commands
- `meson setup build_<variant>` - Configure build directory
- `meson compile -C build_<variant>` - Compile in build directory
- `./build_dbg/prosperon examples/<example>` - Run example from build directory
- Copy prosperon to game directory and run: `cp build_dbg/prosperon <game-dir>/ && cd <game-dir> && ./prosperon`
## Architecture Overview
Prosperon is an actor-based game engine inspired by Douglas Crockford's Misty system. Key architectural principles:
### Actor Model
- Each actor runs on its own thread
- Communication only through message passing (no shared JavaScript objects)
- Hierarchical actor system with spawning/killing
- Actor lifecycle: awake, update, draw, garbage collection
### JavaScript Style Guide
- Use `use()` function for imports (Misty-style, not ES6 import/export)
- Prefer objects and closures over ES6 classes
- Follow existing JavaScript patterns in the codebase
- Functions as first-class citizens
### Core Systems
1. **Actor System** (scripts/core/engine.js)
- Message passing via `$_.send()`, `$_.receive()`
- Actor spawning/management
- Register-based component system (update, draw, gui, etc.)
2. **Module System**
- `use()` function for loading modules
- Module paths: `scripts/modules/`, `scripts/modules/ext/`
- Custom QuickJS build with embedded C modules
3. **Build System**
- Meson build configuration (Makefile is convenience wrapper)
- Multiple platform targets (Windows, macOS, Linux, Web)
- Custom QuickJS build in `subprojects/`
- Uses SDL3 for cross-platform support
### Engine Entry Points
- `source/prosperon.c` - Main C entry point
- `scripts/core/engine.js` - JavaScript engine initialization
- `scripts/core/base.js` - Base prototypes and utilities
### Resource System
- Scripts are bundled into `core.zip` during build
- Runtime module loading via PhysFS
- Resource paths checked in order: `/`, `scripts/modules/`, `scripts/modules/ext/`
### Notable Dependencies
- QuickJS (custom build) - JavaScript runtime
- SDL3 - Platform abstraction
- Chipmunk2D - Physics
- ENet - Networking
- Soloud - Audio
- Tracy - Profiling (when enabled)
## Development Tips
### Running Games
```bash
# Build first
make debug
# Run example from build directory
./build_dbg/prosperon examples/chess
# Or copy to game directory
cp build_dbg/prosperon examples/chess/
cd examples/chess
./prosperon
```
### Shader Development
- Shaders are in `shaders/` directory as HLSL
- Compile script: `shaders/compile.sh`
- Outputs to platform-specific formats: `dxil/`, `msl/`, `spv/`
### Example Games
Located in `examples/` directory:
- `chess` - Chess implementation (has its own Makefile)
- `pong` - Classic pong game
- `snake` - Snake game
- `tetris` - Tetris clone
- `bunnymark` - Performance test
### Testing
```bash
# Run all tests
meson test -C build_dbg
# Run specific test
./build_dbg/prosperon tests/spawn_actor.js
```
### Debugging
- Use debug build: `make debug`
- Tracy profiler support when enabled
- Console logging available via `console.log()`, `console.error()`, etc.
- Log files written to `.prosperon/log.txt`