The sheet becomes a fixed grid (one row per entity, one column slot per
animation state) described by a sidecar entities.toml that only maps
names to rows; the loader reads present states and frame counts off the
pixels, so assembling the sheet by hand needs no bookkeeping.
tools/mktemplate.py renders the labelled template with low-alpha slot
guides. The CGA atlas is kept for larger UI text.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
pbio moves to git.bnd.wtf/irrlicht/pbio.git branch truecolor16: the
framebuffer is now RGB565 u16, no palette. Assets are loaded from PNG via
the png crate and quantized to RGB565 on load; transparency comes from the
alpha channel as a per-tile opacity mask, so any color (black included) can
be opaque. The TGA loader and the palette-order fragility are gone.
overworld.png is the unmodified Mini-Medieval Overworld sheet (same 24-column
layout as the old TGA, so map tile ids are unchanged); entities.png holds the
player sprite extracted from the old entities.tga.
Adds an ignored snapshot test that renders the first frame headlessly to a
PNG for eyeballing the renderer without a window.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The client becomes the game: it owns a Sim instance and advances it with a
fixed-timestep accumulator (24 Hz ticks, rendering at frame rate). Rendering,
pathfinding and collision read the World directly instead of a chunk cache.
Sim::pending (window slot maps, late rule, horizon) is replaced by one intent
per entity for the next movement window — set_action replaces, executing the
window consumes. The whole client prediction/reconciliation machinery
(tick estimation, RTT lead, retraction, replay) is gone with the latency it
was built for; click-to-move now syncs the route against the sim position
after every window.
Removed: server, netsim, shared (wire types), client/net.rs. client renamed
to game. Headless tests cover the intent model.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>