Files
chexit 278f356aa6 Scope camera picture milestones to the run whose frame drew them
A camera shown only as the screen's own view was never prepared: the note
required a non-empty picture list. Two runs picking the same local id both
claimed the screen's frame, though only the first one's camera was drawn
from it. The client now notes whether the frame was a world frame and the
(run, camera id) the screen's world was drawn from, so the main-view
milestone belongs to the run whose selection the screen used, and a title
or loading frame reports the path off without erasing earlier milestones.

A world transition clears the submission, the main-view selection and the
milestones: another world's cameras are not drawn. A camera given to
set-main-view drops its picture target, so its milestone starts over until
a frame is drawn from it. prepared stays a host-side encoding milestone,
not target registration, not a GPU fence, not a visible pixel.

Also gate the client's note on the `mods` feature: without it the default
horizon-client build did not compile.

Verified: horizon-mods 37 unit, 44 sandbox (1 ignored; real Wasmtime
guests, the two-run test shows each id 7 follows only its own pictures and
selection) and 4 api_reference; client checks and build with and without
`mods`; gfx lib tests.

Co-Authored-By: Kimi Code <noreply@moonshot.cn>
2026-11-04 21:04:47 +03:00
..
2026-10-24 16:15:39 +02:00
2026-11-03 11:23:47 +03:00

Horizon documentation

To play, use the launcher; the project site is playhorizon.dev. These pages are for developers. What is being done now and next, the work board and how to help: the hub (ROADMAP.md, roadmap/README.md for keeping it current).

Build and run

  • AGENTS.md and Architecture: where each part of the code lives, how Game is organised, which harness checks which area.
  • Build from source: your own copy of the game, resource preparation, cargo run.
  • Native client: options, controls, the dedicated server, horizon-ctl scripting, packaging, architecture.
  • Host a server: install horizon-server, prepare the game files, first run, server.toml, the commands, the web panel, backups, services and Docker; what works today and what doesn't yet.
  • Hosting a server: design: horizon-server, the design and the plan: install, server.toml, the CLI, the web panel, backups, services, Docker, and the bot benchmark against vanilla.
  • Agent control: what AI agents can drive in the launcher and the game, and the design of the control socket, horizon-ctl and MCP.
  • Graphics: the Simple and Advanced graphics settings, the graphics benchmark and what it measured.
  • Benchmark: Horizon against vanilla 26.3 and vanilla with performance mods, on the same machine, world, path and settings: what is measured, how it is kept fair, how to reproduce it.
  • Extras: optional zoom, minimap, FPS and keystroke overlays and auto-reconnect, all off by default.
  • Shader packs: Horizon's own WGSL shader packs, how to make and check one (horizon-shader).
  • Mods: Horizon's own mod system (Rust, sandboxed WebAssembly), how to make and install mods.
  • Modpacks: porting whole packs (ATM10 and smaller): import, inventory, carry-over, an agent per mod with a harness against the Java original, coverage, and how "10x" is measured.
  • Launcher: installs, updates and starts builds; its CLI and MCP server; releasing it.
  • Versioning: how releases are numbered from 0.2 (v0.2.x, launcher@0.2.x), how installs from before 0.2 get there, and the steps for the day 0.2 ships.
  • Resource packs: everything a 26.3 resource pack can change, whether Horizon honours it, and the proof.
  • Opt-in data collection: the consent, exactly what is sent, how it is stored and sent.
  • Benchmark report format: the versioned JSON every benchmark writes (game, launcher, tools/perf_bench.py), the local log and, with consent, the upload.
  • Horizon APIs: every surface other programs build on (mods, shaders, agent control, servers, the launcher, data formats), each with its guide, generated reference, stability and changelog, and the stability and versioning policy.
  • Menus: every screen is vanilla's (title, world list, create world, multiplayer, options, pause). Horizon's own settings hang off vanilla's Options the way mods add theirs: Horizon Settings... and Mods... in the last two slots of the Options grid (Horizon Settings opens Graphics, Advanced Graphics, Controller Settings, Extras and Mods, each a vanilla options list), with Horizon Graphics and Advanced Graphics also at the top of Video Settings and Controller Settings at the bottom of Controls. The title screen's and pause menu's Friends buttons open Join a Friend and Play with Friends (play-with-friends.md).

Parity

Architecture: world generation

Architecture: world data and simulation

Java comparison profiling