Add some lofivor notes

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Jared Tyler Miller 2025-12-14 14:04:43 -05:00 committed by Jared Miller
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TODO.md
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# lockstep artillery - build roadmap
# lofivor - build roadmap
## phase 1: foundation
survivor-like optimized for weak hardware. finding the performance ceiling first, then building the game.
- [x] set up build.zig with raylib-zig dependency
- [x] create fixed-point math module (Fixed struct, add/sub/mul/div)
- [x] create trig lookup tables (sin/cos at comptime)
- [x] basic window opens with raylib
## phase 1: sandbox stress test
## phase 2: single-player simulation
- [ ] create sandbox.zig (separate from existing game code)
- [ ] entity struct (x, y, vx, vy, color)
- [ ] flat array storage for entities
- [ ] spawn entities at random screen edges
- [ ] update loop: move toward center, respawn on arrival
- [ ] render: filled circles (4px radius, cyan)
- [ ] metrics overlay (entity count, frame time, update time, render time)
- [ ] controls: +/- 100, shift +/- 1000, space pause, r reset
- [x] define GameState, Player, Projectile structs
- [x] terrain generation (fixed pattern for now)
- [x] cannon aiming (angle adjustment with keys)
- [x] power adjustment
- [x] fire projectile
- [x] projectile physics (gravity, movement)
- [x] terrain collision detection
- [x] player hit detection
- [x] turn switching after shot resolves
## phase 2: find the ceiling
## phase 3: rendering
- [ ] test on i5-6500T / HD 530 @ 1280x1024
- [ ] record entity count where 60fps breaks
- [ ] identify bottleneck (CPU update vs GPU render)
- [ ] document findings
- [x] draw terrain as connected line segments
- [x] draw players as geometric shapes
- [x] draw cannon angle indicator
- [x] draw power meter
- [x] draw projectile with trail (last N positions)
- [x] implement bloom shader (blur.fs)
- [x] render-to-texture pipeline for glow effect
- [x] explosion effect (expanding circle)
## phase 3: optimization experiments
## phase 4: local two-player
based on phase 2 results:
- [ ] split keyboard input (player 1: wasd+space, player 2: arrows+enter)
- [ ] verify determinism by running two simulations side-by-side
- [ ] add checksum verification
- [ ] if render-bound: batch rendering, instancing
- [ ] if cpu-bound: SIMD, struct-of-arrays, multithreading
- [ ] re-test after each change
## phase 5: networking
## phase 4: add collision
- [ ] UDP socket wrapper (bind, send, receive)
- [ ] define packet format (INPUT, SYNC, PING, PONG)
- [ ] host mode: listen for connection, send initial SYNC
- [ ] guest mode: connect, receive SYNC, start simulation
- [ ] input exchange each frame
- [ ] handle packet loss (resend on timeout)
- [ ] checksum exchange and desync detection
- [ ] latency display
- [ ] spatial partitioning (grid or quadtree)
- [ ] projectile-to-enemy collision
- [ ] measure new ceiling with collision enabled
## phase 6: polish
## phase 5: game loop
- [ ] wind indicator
- [ ] health bars
- [ ] win/lose screen
- [ ] rematch option
- [ ] sound effects (optional, breaks no-dependency purity)
- [ ] player entity (keyboard controlled)
- [ ] enemy spawning waves
- [ ] player attacks / projectiles
- [ ] enemy death on hit
- [ ] basic game feel
## known pitfalls to watch
## future
- [ ] don't use floats in simulation
- [ ] don't iterate hashmaps
- [ ] don't use @sin/@cos - use lookup tables
- [ ] always process inputs in same order (player 0 then player 1)
- [ ] serialize terrain heights as fixed-point, not float
## stretch goals
- [ ] destructible terrain (explosion removes pixels)
- [ ] multiple weapon types
- [ ] rollback netcode (predict, rewind, replay on correction)
- [ ] replay file save/load
- [ ] web build via emscripten
- [ ] different enemy types
- [ ] player upgrades
- [ ] actual game design (after we know the constraints)

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# lofivor sandbox - stress test design
a minimal harness for finding entity count ceilings on weak hardware before designing game systems.
## goals
**purpose:** answer "how many simple entities can we update and render at 60fps?"
**target hardware:**
- primary: intel i5-6500T + HD 530 (thinkcentre m900) @ 1280x1024
- secondary: windows laptop for dev iteration
**what it does:**
- spawns colored circles that drift toward screen center
- manual controls to add/remove entities in real-time
- on-screen metrics: entity count, frame time (ms), update time, render time
- circles respawn at random edge when reaching center
**what it doesn't do (yet):**
- no collision detection
- no player input beyond entity count controls
- no game logic, damage, spawning waves
- no particles or visual effects
**success criteria:**
- locked 60fps with some meaningful entity count (finding that number is the goal)
- clear breakdown of where frame time goes (CPU update vs GPU render)
- stable enough to leave running while tweaking counts
## data structures
```zig
const Entity = struct {
x: f32,
y: f32,
vx: f32,
vy: f32,
color: u32,
};
```
simple flat array of entities. no ECS, no spatial partitioning, no indirection. measuring the baseline - fancy structures come later.
**memory budget:** 20 bytes per entity. 10k entities = 200KB (fits in L2 cache on skylake).
## update loop
```
for each entity:
x += vx
y += vy
if distance_to_center < threshold:
respawn at random edge
recalculate vx, vy toward center
```
~5 float ops per entity per frame. no collision, no branching beyond respawn check.
**velocity:** on spawn, compute normalized direction to center, multiply by constant speed, store vx/vy.
## rendering
each frame:
1. clear screen (dark background #0a0a12)
2. draw all entities as filled circles (4px radius)
3. draw metrics overlay
**entity color:** cyan (#00ffff) - bright against dark background
**metrics overlay (top-left):**
```
entities: 5000
frame: 12.4ms
update: 8.2ms
render: 4.1ms
```
## controls
| key | action |
|-----|--------|
| `=` / `+` | add 100 entities |
| `-` | remove 100 entities |
| `shift + =` | add 1000 entities |
| `shift + -` | remove 1000 entities |
| `space` | pause update loop (render continues) |
| `r` | reset to 0 entities |
pause isolates render cost from update cost.
## what we're measuring
**key questions:**
1. what's the entity ceiling at 60fps? (where frame time crosses 16.6ms)
2. is it CPU-bound or GPU-bound? (compare update vs render time)
3. where does it fall apart? (gradual degradation or sudden cliff?)
**hypotheses to test:**
- HD 530 might struggle with thousands of individual draw calls (GPU-bound)
- if CPU-bound, update loop needs SIMD or better memory access
- skylake's 4 cores are untouched - parallelism is a future lever
## next steps based on results
| bottleneck | next experiment |
|------------|-----------------|
| render (draw calls) | batch rendering - instancing, sprite batches |
| update (CPU) | SIMD, struct-of-arrays layout, multithreading |
| both equally | optimize either for gains |
## stretch measurements
- memory bandwidth (cache-bound?)
- draw call count vs batched draws
- fixed-point vs float update cost comparison