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Horizon native development client

horizon-client opens a native Rust window and renders a controlled block scene stored in Horizon's resident chunks, alongside twelve real resource models. It loads the block registry, models and sprites from pinned Java Edition 26.3 resources. A padded chunk mesh culls hidden faces across chunk boundaries and merges adjacent matching faces; the GPU draws the rectangles as instances. A separate instanced draw renders baked cuboid faces without expanding them into cube approximations. The camera is a free inspection tool.

This checkpoint has no player simulation, vanilla world generation, block interaction, inventory, sound, networking or world save/load. It does not meet the playable-build acceptance criteria. Blockstate dispatch, weighted variants, model transforms/UV locking, fractional transparency, tinting, lighting, resource packs, chunk streaming and full visual parity remain unfinished.

The resource gallery sits beside the pyramid and includes oak stairs, a slab, an anvil, a torch, a lantern, fence parts, iron bars, a cobweb, a grindstone, a ladder and an amethyst cluster. These are explicit model selections for geometry inspection, not simulated block placements. Binary-alpha cutouts are rendered; the lantern's three frames advance every eight inspection ticks at 20 ticks/s. The animation metadata codec and frame selection now use the shared horizon-assets implementation checked against the pinned client. GPU interpolation and synchronization with the eventual game loop remain unfinished. Sprites currently require matching square frame dimensions.

Run from a checkout

Use current stable Rust (the locked client dependencies require Rust 1.90 or newer), Python 3.10+ and JDK 25. A native desktop display and compatible graphics driver are required. Resource preparation verifies the pinned game artifacts, exports the registry using the reference server, and extracts selected client resources into ignored .local/horizon-client/26.3/.

python3 tools/prepare_native_client.py --prepare
cargo +stable run --locked -p horizon-client

Java is used during preparation. The native executable itself runs without a JVM. Prepared resources stay private; do not commit or publish the extracted game files. Final distributable builds still need resource provisioning and packaging.

Use --resources PATH for a prepared resource directory. The executable also looks for a sibling resources/ directory before the checkout default. Use --radius N to select 1–16 chunks around the origin; this is a finite test scene, not a render-distance or world-streaming implementation.

Control Action
WASD Move horizontally
Space / either Shift Rise / descend
Either Ctrl Boost inspection speed
Arrow keys Rotate camera
Left click Capture mouse for camera rotation
Escape Release mouse
F3 Toggle FPS/chunk/mesh diagnostics in the window title
Ctrl+Q or window close Exit

Controls bind physical keyboard positions. Losing focus clears held keys and releases the mouse. --trace-input logs keyboard, mouse-button and focus events for diagnosis. On headless Linux use vscreen run ./target/debug/horizon-client, then vscreen shot. The wtype tool's default generated keymap does not preserve physical key positions; typing the character W can report physical Escape.

Validation

The separate horizon-assets crate decodes the pinned 26.3 cuboid model format. Its native comparison covers all 2,883 block-model JSON files in the client JAR plus 2,457 synthetic cases: element bounds, optional geometry, nullable children, face UVs and quarter turns, single-axis/Euler rotations, texture references and translucency materials, light emission, display transforms and inheritance markers. Floating-point fields compare by their exact bits. The comparison also covers primitive coercion, integer truncation/wraparound and selected strict-reader numeric/syntax limits. The numeric scanner also preserves vanilla's rejection when its wrapping integer accumulator hits zero before another digit, including in ignored fields. Twenty newly exposed acceptance mismatches were corrected; the complete comparison now covers 5,340 models. The resolution, baking and animation comparisons also pass with the shared scanner correction.

python3 tools/test_cuboid_model_parity.py

The archived decoder result records source, fixture and reference hashes. The oracle uses actual client classes; those rendering APIs are absent from the server. The decoder, parent resolver and baker now feed the development gallery. Blockstate selection, transformed models, UV locking and rendered appearance still need their own checks.

ModelLibrary resolves parent geometry, ambient occlusion, GUI lighting and each display context. It shares inherited elements rather than cloning them. Texture aliases bind after child overrides are applied; successful and failed alias walks are cached. Missing resources use the native missing-model cube; parent cycles invalidate their descendants. The resolution comparison matches 5,648 requested roots across 439 graphs, including the full bundled block-model catalog, missing parents, 702 cyclic roots, 1,024-model parent chains, 512-slot alias chains, explicit empty geometry and identity/null transforms. It calls native ModelDiscovery, ResolvedModel and TextureSlots APIs.

python3 tools/test_model_resolution_parity.py
cargo +stable test --locked -p horizon-assets

Cuboid baking now produces positions in block units, normalized unit-atlas UVs, face winding and facing, material references, tint indices, shade overrides and light-emission metadata. It supports single-axis and Euler element rotations with the pinned rescaling rule. The baking comparison matches 7,100 roots across 440 graphs, using native FaceBakery with a real sprite and the default JOML math options. All bundled block models bake without errors. Synthetic coverage includes reversed/degenerate bounds, signed zero, arbitrary rotations, rescaling, null geometry children and parent cycles. Position, UV and matrix fields compare by exact float bits for these fixtures.

python3 tools/test_model_baking_parity.py

This comparison uses the identity blockstate transform. Atlas packing, transparency classification, actual tint/light evaluation and GPU rendering remain separate from the geometry result. Other operating systems still need their native validation runs.

Blockstate resources now decode into ordered variant selectors and multipart conditions. The native blockstate comparison covers all 1,288 bundled definitions and 1,351 synthetic cases (2,639 total, 468 expected rejections). It uses the same StrictJsonParser and BlockStateModelDispatcher.CODEC as the pinned loader. The Rust representation preserves single versus weighted variants, all three quarter-turn axes, UV-lock flags, positive weights and total-weight limits, ordered selectors, nested AND/OR conditions and per-term negation. Registry binding, property selection, random draw consumption and transformed baking remain separate work.

python3 tools/test_blockstate_model_parity.py

The sprite animation module reproduces the pinned metadata codec's integer conversion, strict primitive types, optional null fields and frame dimensions. It preserves repeated frames, filters out-of-image frame indices, and treats sequences with fewer than two valid entries as static physical frame zero. Frame lookup uses cumulative durations and binary search, so skipped rendering frames do not require replaying all elapsed animation ticks. The native oracle also checks dirty flags, draw requirements and interpolation timing, including transitions near the maximum Java integer duration. Interpolation pixel output and resource-loader failure recovery are outside this comparison.

python3 tools/test_sprite_animation_parity.py

The animation comparison records 907 fixtures and 258,996 native tick states from the actual client codec and SpriteContents.AnimationState.tick, including all 63 bundled animated texture metadata sections and synthetic boundary cases. The associated startup report checks the renderer using this shared implementation. Images, input fixtures and native traces stay private under .local/.

cargo +stable test -p horizon-client
cargo +stable clippy --workspace --all-targets -- -D warnings
python3 tools/test_native_client.py
# Headless Linux alternative:
python3 tools/test_native_client.py --vscreen

The mesh tests compare expanded rectangles against independently enumerated exposed voxel faces, including solid neighbors, cavities, material boundaries, negative chunk origins and random surroundings. The startup runner launches a nine-chunk scene, requires 30 presented frames and a clean exit, verifies 145 baked gallery faces across 18 sprite layers, and writes GPU, platform, binary and source information to ignored .local/horizon-client/startup-smoke.json. It has an external timeout as well as the application's frame deadline. These checks do not establish gameplay or pixel parity with Java. Source and resource fingerprints must remain unchanged during the run. An animation test covers duration boundaries, wrapping and repeated physical frames independently of render frequency.

Initial local validation uses Linux x86_64, a headless Wayland compositor and Vulkan llvmpipe software rendering. Textured geometry and resizing were visually inspected; movement, arrow rotation and Ctrl+Q were exercised using virtual physical key codes. Captured relative mouse movement and Escape release were exercised through a virtual pointer. Native macOS/Metal and Windows/Direct3D 12 runtime tests remain pending. Software-renderer frame rates are not evidence of a hardware speedup.

The model gallery was also inspected at close range on Linux/Vulkan llvmpipe. With the camera stationary, screenshot differences were confined to the lantern as its frames changed. The model-client startup report records the bounded presentation check and the scope of this visual inspection.