Add some lofivor notes
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TODO.md
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TODO.md
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# lockstep artillery - build roadmap
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# lofivor - build roadmap
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## phase 1: foundation
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survivor-like optimized for weak hardware. finding the performance ceiling first, then building the game.
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- [x] set up build.zig with raylib-zig dependency
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## phase 1: sandbox stress test
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- [x] create fixed-point math module (Fixed struct, add/sub/mul/div)
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- [x] create trig lookup tables (sin/cos at comptime)
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- [x] basic window opens with raylib
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## phase 2: single-player simulation
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- [ ] create sandbox.zig (separate from existing game code)
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- [ ] entity struct (x, y, vx, vy, color)
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- [ ] flat array storage for entities
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- [ ] spawn entities at random screen edges
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- [ ] update loop: move toward center, respawn on arrival
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- [ ] render: filled circles (4px radius, cyan)
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- [ ] metrics overlay (entity count, frame time, update time, render time)
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- [ ] controls: +/- 100, shift +/- 1000, space pause, r reset
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- [x] define GameState, Player, Projectile structs
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## phase 2: find the ceiling
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- [x] terrain generation (fixed pattern for now)
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- [x] cannon aiming (angle adjustment with keys)
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- [x] power adjustment
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- [x] fire projectile
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- [x] projectile physics (gravity, movement)
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- [x] terrain collision detection
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- [x] player hit detection
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- [x] turn switching after shot resolves
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## phase 3: rendering
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- [ ] test on i5-6500T / HD 530 @ 1280x1024
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- [ ] record entity count where 60fps breaks
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- [ ] identify bottleneck (CPU update vs GPU render)
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- [ ] document findings
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- [x] draw terrain as connected line segments
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## phase 3: optimization experiments
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- [x] draw players as geometric shapes
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- [x] draw cannon angle indicator
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- [x] draw power meter
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- [x] draw projectile with trail (last N positions)
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- [x] implement bloom shader (blur.fs)
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- [x] render-to-texture pipeline for glow effect
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- [x] explosion effect (expanding circle)
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## phase 4: local two-player
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based on phase 2 results:
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- [ ] split keyboard input (player 1: wasd+space, player 2: arrows+enter)
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- [ ] if render-bound: batch rendering, instancing
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- [ ] verify determinism by running two simulations side-by-side
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- [ ] if cpu-bound: SIMD, struct-of-arrays, multithreading
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- [ ] add checksum verification
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- [ ] re-test after each change
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## phase 5: networking
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## phase 4: add collision
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- [ ] UDP socket wrapper (bind, send, receive)
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- [ ] spatial partitioning (grid or quadtree)
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- [ ] define packet format (INPUT, SYNC, PING, PONG)
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- [ ] projectile-to-enemy collision
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- [ ] host mode: listen for connection, send initial SYNC
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- [ ] measure new ceiling with collision enabled
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- [ ] guest mode: connect, receive SYNC, start simulation
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- [ ] input exchange each frame
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- [ ] handle packet loss (resend on timeout)
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- [ ] checksum exchange and desync detection
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- [ ] latency display
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## phase 6: polish
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## phase 5: game loop
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- [ ] wind indicator
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- [ ] player entity (keyboard controlled)
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- [ ] health bars
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- [ ] enemy spawning waves
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- [ ] win/lose screen
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- [ ] player attacks / projectiles
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- [ ] rematch option
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- [ ] enemy death on hit
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- [ ] sound effects (optional, breaks no-dependency purity)
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- [ ] basic game feel
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## known pitfalls to watch
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## future
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- [ ] don't use floats in simulation
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- [ ] different enemy types
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- [ ] don't iterate hashmaps
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- [ ] player upgrades
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- [ ] don't use @sin/@cos - use lookup tables
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- [ ] actual game design (after we know the constraints)
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- [ ] always process inputs in same order (player 0 then player 1)
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- [ ] serialize terrain heights as fixed-point, not float
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## stretch goals
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- [ ] destructible terrain (explosion removes pixels)
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- [ ] multiple weapon types
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- [ ] rollback netcode (predict, rewind, replay on correction)
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- [ ] replay file save/load
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- [ ] web build via emscripten
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115
docs/plans/2025-12-14-sandbox-design.md
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115
docs/plans/2025-12-14-sandbox-design.md
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# lofivor sandbox - stress test design
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a minimal harness for finding entity count ceilings on weak hardware before designing game systems.
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## goals
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**purpose:** answer "how many simple entities can we update and render at 60fps?"
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**target hardware:**
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- primary: intel i5-6500T + HD 530 (thinkcentre m900) @ 1280x1024
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- secondary: windows laptop for dev iteration
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**what it does:**
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- spawns colored circles that drift toward screen center
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- manual controls to add/remove entities in real-time
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- on-screen metrics: entity count, frame time (ms), update time, render time
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- circles respawn at random edge when reaching center
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**what it doesn't do (yet):**
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- no collision detection
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- no player input beyond entity count controls
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- no game logic, damage, spawning waves
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- no particles or visual effects
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**success criteria:**
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- locked 60fps with some meaningful entity count (finding that number is the goal)
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- clear breakdown of where frame time goes (CPU update vs GPU render)
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- stable enough to leave running while tweaking counts
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## data structures
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```zig
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const Entity = struct {
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x: f32,
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y: f32,
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vx: f32,
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vy: f32,
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color: u32,
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};
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```
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simple flat array of entities. no ECS, no spatial partitioning, no indirection. measuring the baseline - fancy structures come later.
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**memory budget:** 20 bytes per entity. 10k entities = 200KB (fits in L2 cache on skylake).
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## update loop
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```
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for each entity:
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x += vx
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y += vy
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if distance_to_center < threshold:
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respawn at random edge
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recalculate vx, vy toward center
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```
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~5 float ops per entity per frame. no collision, no branching beyond respawn check.
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**velocity:** on spawn, compute normalized direction to center, multiply by constant speed, store vx/vy.
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## rendering
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each frame:
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1. clear screen (dark background #0a0a12)
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2. draw all entities as filled circles (4px radius)
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3. draw metrics overlay
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**entity color:** cyan (#00ffff) - bright against dark background
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**metrics overlay (top-left):**
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```
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entities: 5000
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frame: 12.4ms
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update: 8.2ms
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render: 4.1ms
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```
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## controls
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| key | action |
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|-----|--------|
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| `=` / `+` | add 100 entities |
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| `-` | remove 100 entities |
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| `shift + =` | add 1000 entities |
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| `shift + -` | remove 1000 entities |
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| `space` | pause update loop (render continues) |
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| `r` | reset to 0 entities |
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pause isolates render cost from update cost.
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## what we're measuring
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**key questions:**
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1. what's the entity ceiling at 60fps? (where frame time crosses 16.6ms)
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2. is it CPU-bound or GPU-bound? (compare update vs render time)
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3. where does it fall apart? (gradual degradation or sudden cliff?)
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**hypotheses to test:**
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- HD 530 might struggle with thousands of individual draw calls (GPU-bound)
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- if CPU-bound, update loop needs SIMD or better memory access
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- skylake's 4 cores are untouched - parallelism is a future lever
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## next steps based on results
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| bottleneck | next experiment |
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| render (draw calls) | batch rendering - instancing, sprite batches |
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| update (CPU) | SIMD, struct-of-arrays layout, multithreading |
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| both equally | optimize either for gains |
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## stretch measurements
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- memory bandwidth (cache-bound?)
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- draw call count vs batched draws
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- fixed-point vs float update cost comparison
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