Files
horizon-airdef/docs
Ludovic Marie 0892f944c0 Agent control: wait for a state, and the log of what happened
wait-for screen NAME|widget ID|loaded|chat TEXT|event KIND replies once
the game gets there (--timeout, default 30 s, ends in an error of kind
timeout; --since SEQ counts chat and events from an earlier point), so
scripts and agents stop polling. events [--since SEQ] lists what
happened, oldest first, numbered: screens, chat lines, deaths, respawns,
items gained or lost, dimensions, worlds opened and closed. The state is
compared once per event loop turn and only under --control, so watching
never changes the game. respawn now says when the death screen's button
is not active yet instead of clicking it to no effect.

horizon-ctl and its MCP gain both; tools/agent_control_e2e.py gains an
events scenario.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 14:51:30 +02:00
..

Horizon documentation

To play, use the launcher; the project site is playhorizon.dev. These pages are for developers.

Build and run

  • 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.
  • 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.
  • Launcher: installs, updates and starts builds; its CLI and MCP server; releasing it.
  • 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.
  • Menus: the title, world list, create world, multiplayer, options and pause screens share the launcher's design tokens and fonts (crates/horizon-theme), drawn by ui_theme over a live frozen backdrop (game/backdrop.rs, blurred and graded by post.rs). Options → Interface → Menu style switches to vanilla's screens (Classic, kept in horizon.txt; HORIZON_MENU_STYLE=horizon|classic overrides it, and scripted runs default to Classic). Title (webm), worlds, options, pause.

Parity

Architecture: world generation

Architecture: world data and simulation

The earlier Java track (no longer developed)