feat: complete Voltex Engine + Survivor game

11 crates, 13 examples (including survivor_game), 255 tests
Phase 1-8 fully implemented + playable survival game demo

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-03-25 17:49:24 +09:00
parent 63d5ae2c25
commit e8a79e112c
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"Bash(mkdir -p C:/Users/SSAFY/Desktop/projects/voltex/crates/voltex_script/lua)",
"Read(//c/tmp/**)",
"Bash(tar xzf:*)",
"Bash(cp lua-5.4.7/src/*.c lua-5.4.7/src/*.h C:/Users/SSAFY/Desktop/projects/voltex/crates/voltex_script/lua/)"
"Bash(cp lua-5.4.7/src/*.c lua-5.4.7/src/*.h C:/Users/SSAFY/Desktop/projects/voltex/crates/voltex_script/lua/)",
"Bash(cd:*)"
]
}
}

2
Cargo.lock generated
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@@ -1885,6 +1885,8 @@ dependencies = [
"env_logger",
"log",
"pollster",
"voltex_audio",
"voltex_editor",
"voltex_math",
"voltex_platform",
"voltex_renderer",

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# Voltex Survivor Implementation Plan
> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking.
**Goal:** 쿼터뷰 3D 서바이벌 게임 — 적 웨이브를 처치하며 생존, Voltex 엔진 전체 기능 활용
**Architecture:** `examples/survivor_game/` 단일 바이너리. ECS World에 플레이어/적/투사체 엔티티. 포워드 PBR 렌더링 + 섀도우. AI 내비메시 + A* + 스티어링. 물리 충돌 감지. 오디오 SFX. IMGUI HUD.
**Tech Stack:** voltex_math, voltex_platform, voltex_renderer, voltex_ecs, voltex_physics, voltex_ai, voltex_audio, voltex_editor
**Spec:** `docs/superpowers/specs/2026-03-25-survivor-game.md`
---
## File Structure
```
examples/survivor_game/
├── Cargo.toml
└── src/
├── main.rs — 진입점, 윈도우, 이벤트 루프
├── game.rs — GameState, ECS World, 게임 틱 로직
├── player.rs — Player 컴포넌트, 이동, 발사
├── enemy.rs — Enemy 컴포넌트, 스폰, AI 추격
├── projectile.rs — Projectile 컴포넌트, 이동, 충돌
├── arena.rs — 아레나 바닥 + 장애물 + NavMesh
├── camera.rs — 쿼터뷰 카메라
├── wave.rs — 웨이브 시스템
├── hud.rs — IMGUI HUD
└── render.rs — 렌더 설정 (파이프라인, 메시, 머티리얼)
```
---
## Task 1: 프로젝트 셸 + 아레나 + 카메라
아레나 바닥과 장애물이 렌더링되고 쿼터뷰 카메라로 볼 수 있는 최소 동작.
**Files:** Cargo.toml, main.rs, arena.rs, camera.rs, render.rs
이 태스크는 pbr_demo/shadow_demo 패턴을 따라 윈도우+GPU+PBR 파이프라인을 설정하고, 평평한 바닥 메시 + 박스 장애물을 렌더링합니다.
- 아레나: 바닥 (20x20 flat box, y=0), 장애물 4개 (random-ish 위치의 박스)
- 카메라: 고정 쿼터뷰 (offset 0,15,10 from center, look_at center)
- 라이트: directional light (태양)
- 렌더: 포워드 PBR, 섀도우 맵
Commit: `feat(game): add survivor_game with arena and quarter-view camera`
---
## Task 2: 플레이어 이동
ECS에 플레이어 엔티티 추가. WASD로 XZ 평면 이동. 카메라가 플레이어를 추적.
**Files:** game.rs, player.rs, camera.rs 수정
- Player 컴포넌트: hp, fire_cooldown, invincible_timer
- Transform: 플레이어 위치
- Collider: Sphere { radius: 0.5 }
- 입력: WASD → velocity, 매 프레임 position += velocity * dt
- 카메라: player position + offset으로 갱신
- 아레나 경계 체크 (position clamp)
Commit: `feat(game): add player movement with WASD and camera follow`
---
## Task 3: 투사체 발사
마우스 방향으로 투사체 발사. XZ 평면에서 마우스 위치 계산.
**Files:** projectile.rs, player.rs 수정, game.rs 수정
- 마우스 → 레이캐스트로 Y=0 평면 교차점 계산 (간단한 ray-plane)
- 조준 방향: (교차점 - 플레이어 위치).normalize() on XZ
- 좌클릭: fire_cooldown <= 0이면 투사체 스폰
- Projectile 컴포넌트: velocity (Vec3), lifetime (2.0s)
- 매 프레임: position += velocity * dt, lifetime -= dt, lifetime <= 0이면 despawn
- 시각: 작은 노란 구체
Commit: `feat(game): add projectile shooting toward mouse aim`
---
## Task 4: 적 스폰 + AI 추격
내비메시 기반 AI로 적이 플레이어를 추격.
**Files:** enemy.rs, arena.rs 수정 (NavMesh 생성), wave.rs, game.rs 수정
- NavMesh: 아레나 바닥을 삼각형으로 분할 (장애물 영역 제외, 단순 수동 정의)
- Enemy 컴포넌트: speed
- 스폰: 아레나 가장자리 랜덤 위치
- AI 루프:
1. find_path(navmesh, enemy_pos, player_pos)
2. follow_path + seek 스티어링
3. position += steering * speed * dt
- Wave: 3 enemies → 5 → 8 → ... (웨이브 간 5초)
- 시각: 빨간 구체
Commit: `feat(game): add enemy spawning with NavMesh A* and steering AI`
---
## Task 5: 충돌 + 데미지 + 점수
투사체↔적, 적↔플레이어 충돌 처리.
**Files:** game.rs 수정, player.rs 수정
- detect_collisions(world) 사용
- 투사체↔적: 둘 다 despawn, score += 100
- 적↔플레이어: 적 despawn, player HP -= 1 (invincible 1초)
- HP <= 0: game_over = true
Commit: `feat(game): add collision detection, damage, and scoring`
---
## Task 6: HUD + 게임 오버 + 오디오
IMGUI HUD + 오디오 SFX + 게임 오버/재시작.
**Files:** hud.rs, game.rs 수정, main.rs 수정
- HUD: voltex_editor IMGUI
- 좌상단: "HP: 3/3", "Wave: 1", "Score: 0"
- 게임 오버: 큰 텍스트 "GAME OVER" + "Score: XXXX" + "Press R to restart"
- 오디오: AudioSystem
- 발사 SFX: 짧은 사인파 (generate procedurally, 440Hz 0.05s)
- 적 처치 SFX: 220Hz 0.1s
- 발사/처치 시 play()
- R키: game_over 시 리셋 (World 초기화)
Commit: `feat(game): add HUD, audio SFX, and game over/restart`
---
## Task Summary
| Task | 내용 | 핵심 엔진 |
|------|------|-----------|
| 1 | 아레나 + 카메라 + 렌더 | renderer, platform, math |
| 2 | 플레이어 이동 | ecs, platform (input) |
| 3 | 투사체 발사 | physics (ray-plane), ecs |
| 4 | 적 AI + 웨이브 | ai (navmesh, A*, steering), ecs |
| 5 | 충돌 + 데미지 | physics (detect_collisions) |
| 6 | HUD + 오디오 + 게임오버 | editor (IMGUI), audio |
각 태스크는 이전 태스크에 의존하므로 순차 실행. Task 1이 가장 큰 설정 작업 (GPU, 파이프라인).

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# Voltex Survivor — Top-Down Survival Game Spec
## Overview
Voltex 엔진의 기능을 종합적으로 활용하는 쿼터뷰 3D 서바이벌 게임. 아레나에서 웨이브별로 몰려오는 적을 처치.
## Genre / Camera
쿼터뷰 탑다운 서바이벌. 싱글플레이.
## Engine Features Used
- voltex_renderer: PBR, directional light, shadow
- voltex_ecs: Entity, World, Transform, query
- voltex_physics: Collider, detect_collisions, raycast
- voltex_ai: NavMesh, A* pathfinding, steering (seek, arrive)
- voltex_audio: WAV playback, 3D spatial audio, mixer
- voltex_math: Vec3, Mat4
- voltex_platform: Window, InputState, GameTimer
- voltex_editor: IMGUI HUD (HP, wave, score)
## Game Structure
```
examples/survivor_game/
├── Cargo.toml
└── src/
├── main.rs — entry point, window, game loop
├── game.rs — GameState, ECS World, tick logic
├── player.rs — Player component, movement, shooting
├── enemy.rs — Enemy component, spawn, AI chase
├── projectile.rs — Projectile component, movement, collision
├── arena.rs — Arena mesh + NavMesh generation
├── camera.rs — Quarter-view camera following player
├── wave.rs — Wave system (enemy count escalation)
└── hud.rs — IMGUI HUD overlay
```
## Gameplay
### Arena
- 20x20 unit flat floor (Y=0 plane)
- 4~6 obstacle boxes randomly placed
- NavMesh: floor triangulated excluding obstacles
### Player
- Visual: blue sphere (radius 0.5)
- Movement: WASD on XZ plane, speed 8 units/sec
- Aim: mouse position projected onto Y=0 plane (raycast from camera)
- Shoot: left click, fires projectile toward aim direction
- Fire rate: 0.2s cooldown
- HP: 3, contact with enemy = -1 HP, invincibility 1s after hit
- Collider: Sphere { radius: 0.5 }
### Enemy
- Visual: red sphere (radius 0.4)
- Spawn: at arena edges, random position
- AI: find_path on NavMesh from enemy to player, then seek steering
- Speed: 3 units/sec (slower than player)
- Contact with player: deal damage, enemy destroyed
- Collider: Sphere { radius: 0.4 }
### Projectile
- Visual: small yellow sphere (radius 0.15)
- Movement: straight line, speed 20 units/sec
- Lifetime: 2 seconds, then despawn
- Collision: hit enemy → destroy both projectile and enemy, +100 score
- Collider: Sphere { radius: 0.15 }
### Wave System
- Wave 1: 3 enemies, 5s delay
- Wave N: 2+N enemies, 5s between waves
- After all enemies in wave killed → next wave starts after delay
- No max wave (infinite escalation)
### Camera
- Quarter-view: player_pos + Vec3(0, 15, 10)
- look_at(player_pos)
- Fixed angle, follows player
### HUD (IMGUI)
- Top-left: HP hearts or "HP: 3/3"
- Top-right: "Wave: 5" + "Score: 1200"
- Game over: "GAME OVER - Score: XXXX" centered
- Press R to restart
### Audio
- Shoot SFX: short sine burst (generated procedurally)
- Enemy death SFX: lower pitch burst
- BGM: optional, simple looping tone
- 3D spatial: enemy death sounds at enemy position
## Rendering
Forward PBR pipeline (existing). No deferred needed for simple scene.
- Floor: large flat box, gray PBR material (metallic=0, roughness=0.8)
- Obstacles: dark boxes, PBR material
- Player: blue sphere (base_color blue, metallic=0.3, roughness=0.5)
- Enemies: red sphere (base_color red)
- Projectiles: yellow sphere (base_color yellow, emissive-like bright)
- Light: 1 directional light (sun), shadow enabled
- Clear color: dark blue sky
## Controls
| Input | Action |
|-------|--------|
| WASD | Move player |
| Mouse move | Aim direction |
| Left click | Shoot |
| R | Restart (after game over) |
| ESC | Quit |
## Components (ECS)
```rust
struct Player { hp: i32, fire_cooldown: f32, invincible_timer: f32 }
struct Enemy { speed: f32 }
struct Projectile { velocity: Vec3, lifetime: f32 }
struct Health { current: i32, max: i32 }
```
All entities also have Transform + Collider.
## Game Loop (per frame)
1. Process input (WASD → player velocity, mouse → aim)
2. Update player position
3. Update enemy AI (pathfinding + steering)
4. Update projectile positions
5. Run collision detection
6. Process collisions (projectile↔enemy, enemy↔player)
7. Update wave system
8. Update camera
9. Render scene (PBR)
10. Render HUD (IMGUI overlay)
11. Present
## Out of Scope
- Multiplayer
- Power-ups / items
- Different enemy types
- Particle effects
- Level progression / save