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