# ants-simulation GPU-accelerated ant colony simulation. ants navigate via pheromone trails, all computed in GLSL fragment shaders rendered to offscreen textures. uses WebGL2 features (MRT, GLSL3). ## stack - three.js (0.173) — WebGL2 renderer, render targets, MRT, shader materials - lil-gui — runtime parameter tweaking - vite — dev server and build - biome — lint + format - bun — runtime, test runner, package manager - typescript ## commands - `just check` — lint, typecheck, test (the gate for all work) - `bun run dev` — start dev server - `bun run build` — production build to `build/` - `bun test` — run tests ## architecture all simulation logic runs on the GPU via ping-pong render targets. no JS-side simulation loop — `Renderer.ts` orchestrates render passes and manages all WebGLRenderTargets. ### render pipeline (per frame) 1. `WorldBlurScene` — diffuse + decay pheromones (3 channels: toHome, toFood, repellent, each with independent blur radius and decay rate) 2. clear `antsPresenceRenderTarget` (ant-ant spatial queries, stub) 3. `AntsComputeScene` — per-ant state via MRT (writes 2 textures simultaneously) 4. `AntsDiscretizeScene` — maps continuous ant positions to discrete world grid cells 5. `WorldComputeScene` — merges ant deposits into world pheromone grid 6. `ColonyStats` — CPU readback of ant texture, computes aggregate stats (foragerRatio), feeds back as uniforms 7. `DrawScene` — user painting (food, home, obstacles, erase) 8. `ScreenScene` — final composited output with camera controls ### GPU textures **ant state** — 2 RGBA Float32 textures per ping-pong target (MRT, `count: 2`): - texture 0: `[pos.x, pos.y, angle, packed(storage << 1 | isCarrying)]` - texture 1: `[personality, cargoQuality, pathIntDx, pathIntDy]` **world state** — RGBA Float32 (worldSize x worldSize): - R: packed cell metadata (bits 0-2: food/home/obstacle, bits 3-5: terrain type, bits 6-13: food quality) - G: scentToHome - B: scentToFood - A: repellent pheromone **discrete ants** — RGBA UnsignedByte (worldSize x worldSize): - R: carrying ant scent deposit, G: non-carrying ant scent deposit, B: cell cleared flag, A: 1 **ant presence** — RGBA Float32 (worldSize x worldSize), cleared each frame. stub for future ant-ant spatial interaction. ### bit layout (world.R) defined in `src/constants.ts`, shared between TS and GLSL via defines: - bits 0-2: cell flags (food, home, obstacle) - bits 3-5: terrain type (0-7, reserved for substrate-dependent decay) - bits 6-13: food quality (0-255, reserved for quality-dependent pheromone modulation) ### key files - `src/Renderer.ts` — render target creation, pass orchestration, MRT setup, colony stats readback - `src/Config.ts` — simulation parameters (per-channel pheromone configs) - `src/constants.ts` — cell metadata bit layout (single source of truth for TS + GLSL) - `src/ColonyStats.ts` — CPU readback of ant texture for colony-level aggregate stats - `src/shaders/antsCompute.frag` — ant behavior + MRT output (2 render targets via layout qualifiers) - `src/shaders/worldBlur.frag` — per-channel pheromone diffusion/decay - `src/shaders/world.frag` — cell metadata bit preservation + pheromone merging ## planning docs - `REALISM-IDEAS.md` — research-backed features for more realistic ant behavior - `INFRASTRUCTURE.md` — data structure analysis mapping features to GPU infrastructure layers ## shader files in `src/shaders/`. each scene has a matched .vert/.frag pair. loaded as raw strings by the vite glsl plugin in `vite.config.ts`. all shaders use GLSL3 (`#version 300 es` via three.js `glslVersion: THREE.GLSL3`). ## textures in `public/textures/` — ant.png and food.png sprites.