4.8 KiB
CLAUDE.md
This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
Project Overview
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.
Build System
The project uses Zig's build system with a custom BuildSystem wrapper:
Key Build Commands
zig build- Build the engine and default projectszig build -Dcookshaders- Build with shader compilation enabledzig build -Dstatic_build- Force static linking (required for Linux)zig build tools- Install development tools (gltf2ozz, spirv-reflect)zig build gltf2ozz -- [args]- Run GLTF animation converterzig build spv-reflect -- [args]- Run SPIRV reflection toolpython tools/scripts/cookShaders.py- Compile shaders from HLSL to SPIR-V, MSL, and DXIL formats, must be run after editing shader files
Project-Specific Commands
From the projects/ directory:
zig build- Build sample game and toolszig build run-sampleGame- Run the sample gamezig build run-newProject- Run the project creation tool
Testing
zig build test- Run all tests (individual modules have their own test files intests/subdirectories)
Setup Commands
python tools/scripts/first-time-setup.py- Initial setup script
Architecture
Engine Modules
The engine is organized into these core modules:
- core - Foundation systems (ECS, logging, memory tracking, jobs, scripting)
- platform - Cross-platform windowing and input handling
- assets - Asset loading and management system
- rend - 3D rendering system with mesh, camera, and material support
- audio - Sound engine integration
- ui - User interface rendering system
- papyrus - Text rendering and UI primitives
- imgui - Debug UI integration
- physics - Physics engine integration (Jolt)
- sys - System utilities and subprocess management
Key Directories
engine/- Core engine modules, each with their ownbuild.zigprojects/- Sample projects and gameslib/- Third-party dependencies and wrapperstools/- Development utilities and scriptscontent/- Game assets and resources (located atprojects/content/)extras/- Optional engine extensions
Engine Initialization
The engine uses a spec-based initialization system where modules are conditionally enabled:
// Programs define which modules to enable
sampleGame.setModuleEnabled("imgui", true);
sampleGame.setModuleEnabled("physics", true);
Dynamic Modules
The engine supports dynamic module loading for game-specific code:
const externGame = sampleGame.addDynamicModule("externGame", b.path("sampleGame/externGame/externGame.zig"));
Shader Pipeline
Shaders are written in HLSL and compiled to multiple targets:
- SPIR-V for Vulkan
- MSL for Metal (macOS)
- DXIL for DirectX
The shader compilation system automatically discovers .hlsl files in engine/*/shaders/ directories.
Development Notes
- All memory allocations go through a centralized
MemoryTrackerfor leak detection - The engine uses Tracy for profiling when enabled
- Lua scripting is integrated for game logic
- The build system generates API wrappers automatically for enabled modules
- Content directory location is determined by
content.txtfile pointing toprojects/content/
Common Development Tasks
- Adding new engine modules: Create in
engine/withbuild.zigand add toengineDepList - Creating new projects: Use the project template in
projects/minimal/ - Shader development: Add HLSL files to module
shaders/directories, runcookShaders.py - Asset pipeline: Assets go in
projects/content/and use.cookextensions for processed assets
Bug Tracking with git-bug
This project uses git-bug for distributed bug tracking. Bug data is stored directly in the git repository.
Common Commands
git bug bug- List all bugsgit bug bug new -t "title" -m "message"- Create a new bug with title and messagegit bug bug show <id>- Display bug detailsgit bug bug comment <id>- Add a comment to a buggit bug bug status <id>- Display bug statusgit bug bug label <id> <label>- Add a label to a buggit bug bug status:open- List only open bugsgit bug pull- Pull bug updates from remotegit bug push- Push bug updates to remote
Workflow
- Bugs are stored in the repository and sync with
git bug pull/git bug push - Bug IDs can be abbreviated to the first few characters
- Use labels to categorize bugs by component (e.g.,
core,rendering,physics,build-system) - Use
--non-interactiveflag for scripting - Keep bug descriptions factual - describe what happens, not speculation about why