feat(isometric): procedural terrain, physics, and game systems#7763
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feat(isometric): procedural terrain, physics, and game systems#7763
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Adds a new Diablo-style isometric game at apps/kbve/isometric/ using: - Bevy 0.15.1 for wgpu rendering (isometric camera, tilemap, player) - Tauri 2 for desktop shell with custom Bevy-Tauri event bridge - React 19 + Vite 6 for HUD overlay (health/mana bars, inventory, FPS) - IPC commands for game state and FPS monitoring
…cons - Simplify TauriPlugin to builder closure API without wgpu bridge - Let Bevy create its own native window (Tauri handles IPC only) - Fix camera with FixedVertical scaling (viewport_height: 20.0) - Add tonemapping_luts and bevy_winit features to Cargo.toml - Generate proper app icons from 1024x1024 source via cargo tauri icon - Add pnpm lockfile and workspace config for frontend deps - Remove unused PI import from camera.rs
Upgrade from Bevy 0.15.1 to 0.18.1 with all migration changes applied: - AmbientLight resource split to GlobalAmbientLight - ScalingMode moved to bevy::camera - Query::get_single() replaced with Query::single() - WindowResolution::new takes u32 instead of f32 - wgpu updated to v27, renderer.rs updated for new API Add pixelation post-processing effect using Bevy 0.18 FullscreenMaterial: - pixelate.wgsl shader quantizes UVs for retro pixel look - PixelateSettings component with configurable pixel_size (default 4.0) - Runs after tonemapping in the Core3d render graph
…endent pixelation - Add test scene objects (boxes, crystal, pillar, sphere) with animations - Add AABB collision detection for player movement with wall-sliding - Add occlusion transparency when player walks behind objects - Improve shadow visibility with cascade config and offset light angle - Rewrite pixelation shader to work in UV/logical pixel space for consistent rendering across Retina and non-Retina displays - Add tunable edge_strength and depth_edge_strength uniforms - Sync window DPI scale_factor into shader each frame
…hots, and shadow tuning Centralized object management via ObjectRegistry with ObjectKind enum, message-driven spawn/despawn, spatial index, and IPC snapshot. Added mouse hover highlight system with emissive glow boost and wireframe gizmo outlines via MeshPickingPlugin. Replaced Mutex<Option<T>> with DashMap for lock-free concurrent snapshot reads. Tuned ambient/directional lighting and edge detection strength.
… and chunked loading - Add noise-based terrain generation with height bands (grass/dirt/stone/snow) - Implement chunked terrain loading/unloading around player position - Add jump mechanics (Space), gravity, and fall damage - Terrain-aware movement with auto-step up to 1 unit - Column-based tile rendering with cap/body differentiation and cliff edge insets - Camera smooth-follow system for player tracking - Cylinder collider support for scene objects - Terrain-relative Y positioning for spawned objects
Keep our isometric game source files, take dev's Cargo.lock version.
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Dependency Review✅ No vulnerabilities or license issues or OpenSSF Scorecard issues found.Scanned FilesNone |
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Summary
Test plan
cargo checkcompiles cleancargo tauri devlaunches with visible terrain elevation