141 lines
5.4 KiB
Markdown
141 lines
5.4 KiB
Markdown
# CLAUDE.md
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This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
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## Project Overview
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Backlog is a game engine written in Zig (version 0.14) with a modular architecture. The engine supports cross-platform development with Windows, macOS, and Linux targets, and includes support for both static and dynamic module loading.
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## Build System
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The project uses Zig's build system with a custom `BuildSystem` wrapper:
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### Key Build Commands
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- `zig build` - Build the engine and default projects
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- `zig build -Dcookshaders` - Build with shader compilation enabled
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- `zig build -Dstatic_build` - Force static linking (required for Linux)
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- `zig build tools` - Install development tools (gltf2ozz, spirv-reflect)
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- `zig build gltf2ozz -- [args]` - Run GLTF animation converter
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- `zig build spv-reflect -- [args]` - Run SPIRV reflection tool
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- `python tools/scripts/cookShaders.py` - Compile shaders from HLSL to SPIR-V, MSL, and DXIL formats, must be run after editing shader files
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### Project-Specific Commands
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From the `projects/` directory:
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- `zig build` - Build sample game and tools
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- `zig build run-sampleGame` - Run the sample game
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- `zig build run-newProject` - Run the project creation tool
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### Testing
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- `zig build test` - Run all tests (individual modules have their own test files in `tests/` subdirectories)
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### Setup Commands
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- `python tools/scripts/first-time-setup.py` - Initial setup script
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## Architecture
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### Engine Modules
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The engine is organized into these core modules:
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- **core** - Foundation systems (ECS, logging, memory tracking, jobs, scripting)
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- **platform** - Cross-platform windowing and input handling
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- **assets** - Asset loading and management system
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- **rend** - 3D rendering system with mesh, camera, and material support
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- **audio** - Sound engine integration
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- **ui** - User interface rendering system
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- **papyrus** - Text rendering and UI primitives
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- **imgui** - Debug UI integration
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- **physics** - Physics engine integration (Jolt)
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- **sys** - System utilities and subprocess management
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### Key Directories
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- `engine/` - Core engine modules, each with their own `build.zig`
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- `projects/` - Sample projects and games
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- `lib/` - Third-party dependencies and wrappers
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- `tools/` - Development utilities and scripts
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- `content/` - Game assets and resources (located at `projects/content/`)
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- `extras/` - Optional engine extensions
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### Engine Initialization
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The engine uses a spec-based initialization system where modules are conditionally enabled:
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```zig
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// Programs define which modules to enable
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sampleGame.setModuleEnabled("imgui", true);
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sampleGame.setModuleEnabled("physics", true);
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```
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### Dynamic Modules
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The engine supports dynamic module loading for game-specific code:
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```zig
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const externGame = sampleGame.addDynamicModule("externGame", b.path("sampleGame/externGame/externGame.zig"));
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```
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### Shader Pipeline
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Shaders are written in HLSL and compiled to multiple targets:
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- SPIR-V for Vulkan
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- MSL for Metal (macOS)
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- DXIL for DirectX
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The shader compilation system automatically discovers `.hlsl` files in `engine/*/shaders/` directories.
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## Development Notes
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- All memory allocations go through a centralized `MemoryTracker` for leak detection
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- The engine uses Tracy for profiling when enabled
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- Lua scripting is integrated for game logic
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- The build system generates API wrappers automatically for enabled modules
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- Content directory location is determined by `content.txt` file pointing to `projects/content/`
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## Common Development Tasks
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- Adding new engine modules: Create in `engine/` with `build.zig` and add to `engineDepList`
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- Creating new projects: Use the project template in `projects/minimal/`
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- Shader development: Add HLSL files to module `shaders/` directories, run `cookShaders.py`
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- Asset pipeline: Assets go in `projects/content/` and use `.cook` extensions for processed assets
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## Bug Tracking with git-bug
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This project uses git-bug for distributed bug tracking. Bug data is stored directly in the git repository.
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### Common Commands
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- `git bug bug` - List all bugs
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- `git bug bug new -t "title" -m "message"` - Create a new bug with title and message
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- `git bug bug show <id>` - Display bug details
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- `git bug bug comment <id>` - Add a comment to a bug
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- `git bug bug status <id>` - Display bug status
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- `git bug bug label new <id> <label>` - Add a label to a bug
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- `git bug bug label rm <id> <label>` - Remove a label from a bug
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- `git bug bug label <id>` - Display labels for a bug
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- `git bug bug status:open` - List only open bugs
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- `git bug pull` - Pull bug updates from remote
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- `git bug push` - Push bug updates to remote
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### Workflow
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- Bugs are stored in the repository and sync with `git bug pull`/`git bug push`
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- Bug IDs can be abbreviated to the first few characters
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- Use labels to categorize bugs by component (e.g., `core`, `rendering`, `physics`, `build-system`)
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- Use `--non-interactive` flag for scripting
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- Keep bug descriptions factual - describe what happens, not speculation about why
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### Standard Labels
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Use these standard labels to categorize bugs:
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- **Component labels**: `core`, `rendering`, `physics`, `build-system`, `platform`, `assets`, `audio`, `ui`
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- **Type labels**:
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- `memory` - Memory allocation, leaks, or performance issues
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- `threading` - Job system, parallelization, race conditions, or deadlocks
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- `crash` - Application crashes or critical failures
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- `build` - Build system or compilation issues |