Skip to content
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
1 change: 1 addition & 0 deletions README.md
Original file line number Diff line number Diff line change
Expand Up @@ -47,6 +47,7 @@ npm run size # Enforce bundle size budget

## Roadmap Snapshot
- Milestone 0.2 next targets crowd-flow integrations (RVO + flow fields) and behaviour-tree decorators for richer AI control.
- Milestone 0.4 plans a procedural + gameplay systems toolkit (Wave Function Collapse, dungeon suite, L-systems, game loop, camera, particles, inventory, combat, save/load, and more).

Examples live under `examples/` and can be executed with `tsx`/`ts-node` or compiled for the browser. See `examples/astar.ts`, `examples/steering.ts`, `examples/boids.ts`, `examples/requestDedup.ts`, `examples/sat.ts`, `examples/simplex.ts`, and `examples/worley.ts` for quick starts.

Expand Down
35 changes: 33 additions & 2 deletions ROADMAP.md
Original file line number Diff line number Diff line change
Expand Up @@ -19,6 +19,9 @@
- [x] Document new modules in `docs/index.d.ts` and examples folder
- [x] Achieve >80% coverage across new modules
- [ ] Implement reciprocal velocity obstacles (RVO) crowd steering with tests and example
- [ ] Add Jump Point Search optimisation for uniform grids
- [ ] Implement flow-field pathfinding for multi-unit navigation
- [ ] Provide navigation mesh (navmesh) helper for irregular terrain

## Milestone 0.3.0 – Web Performance & Data Pipelines
- [x] Introduce request deduplication helper
Expand All @@ -27,6 +30,33 @@
- [x] Create benchmarking scripts to compare algorithm variants
- [x] Expand CI to include coverage gating and bundle size checks

## Milestone 0.4.0 – Procedural Worlds & Game Systems (Planned)
- [ ] Implement Wave Function Collapse tile solver with options + example
- [ ] Add dungeon generation suite (BSP subdivision, rooms & corridors variants)
- [ ] Provide L-system generator for foliage/organic structures
- [ ] Ship diamond-square terrain height map generator
- [ ] Offer maze algorithms pack (Kruskal, Wilson, Aldous–Broder, Recursive Division)
- [ ] Add cellular automata cave/organic generator utilities
- [ ] Deliver fixed-timestep game loop utility with interpolation helpers
- [ ] Provide object pool helper for rapid reuse of entities
- [ ] Add weighted random selector (aliasing method) utilities
- [ ] Implement Bresenham line / raster traversal helpers
- [ ] Implement 2D camera system (smooth follow, screen shake, dead zones)
- [ ] Add particle system with configurable emitters
- [ ] Provide sprite animation controller (frame timing, looping, events)
- [ ] Implement platformer physics helper (gravity, coyote time, jump buffering)
- [ ] Ship tile map renderer helpers (chunking, layering)
- [ ] Add shadowcasting field-of-view (FOV) utilities
- [ ] Implement inventory system primitives (stacking, filtering, persistence hooks)
- [ ] Add combat resolution helpers (cooldowns, damage formulas, status effects)
- [ ] Provide quest/dialog state machine utilities
- [ ] Implement 2D lighting helpers (light falloff, blending stubs)
- [ ] Add wave spawner utilities for encounter pacing
- [ ] Provide sound manager stubs (channel limiting, priority)
- [ ] Implement input manager abstraction (key remapping, axis curves)
- [ ] Add save/load serialization helpers (slots, integrity checks)
- [ ] Provide screen transition utilities (fades, wipes, letterboxing)

## Milestone 1.0.0 – Production Readiness
- [ ] Publish to npm with semver automation and changelog management
- [ ] Provide comprehensive documentation site (e.g., VitePress) with interactive demos
Expand All @@ -43,6 +73,7 @@

## Upcoming Focus
1. Procedural generation enhancements (Worley refinements, Worley-based effects, upcoming Worley variants like Worley F1/F2)
2. Behavioural AI additions (crowd steering via RVO, pathflow integration, behaviour tree decorators)
3. Advanced collision utilities (swept volumes with rotation, broad-phase acceleration structures)
2. Behavioural AI additions (crowd steering via RVO, flow-field integration, behaviour tree decorators)
3. Procedural & systems expansion (Wave Function Collapse, dungeon suite, L-systems, diamond-square, full game systems toolkit)
4. Advanced collision utilities (swept volumes with rotation, broad-phase acceleration structures)
Note: tasks will move to the completed section once merged via the standard branch + PR workflow.
3 changes: 3 additions & 0 deletions docs/index.d.ts
Original file line number Diff line number Diff line change
Expand Up @@ -13,6 +13,9 @@
// - 🎨 Visual & Geometry → convexHull, lineIntersection, pointInPolygon, easing, bezier
//
// Each declaration includes "Use for", a performance hint, and the import path for quick selection.
// Planned expansions (Milestone 0.4) cover Wave Function Collapse, dungeon generation suites,
// L-systems, diamond-square, maze packs, and full game systems (loop, camera, particles, physics,
// tilemaps, FOV, inventory, combat, quest/dialog, lighting, wave spawner, sound, input, save/load, transitions).

// ============================================================================
// 🎮 PATHFINDING & NAVIGATION
Expand Down
Loading