60ddf3daf8
horizon-friends: codes (Crockford base32, nameplate + secret), the relay's JSON-line protocol, SPAKE2 then ChaCha20-Poly1305 frames keyed off the code's secret, direct connections (candidates, TCP simultaneous open from a reuse-port socket) with the relay as fallback, and the host and guest ends that carry the game's TCP stream between loopback ports. horizon-relay: the service (codes, rendezvous, byte relay, rate limits, bandwidth caps, idle timeouts, counts only), its Dockerfile and Railway config. Nothing is deployed and nothing in the game uses it yet. Design: docs/play-with-friends.md. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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-ctlscripting, packaging, architecture. - Graphics: the Simple and Advanced graphics settings, the graphics benchmark and what it measured.
- 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.
- Menus: the title, world list, create world, multiplayer, options and pause screens share the launcher's design tokens and fonts (
crates/horizon-theme), drawn byui_themeover a live frozen backdrop (game/backdrop.rs, blurred and graded bypost.rs). Options → Interface → Menu style switches to vanilla's screens (Classic, kept inhorizon.txt;HORIZON_MENU_STYLE=horizon|classicoverrides it, and scripted runs default to Classic). Title (webm), worlds, options, pause.
Parity
- Rust rewrite status: completion criteria, how to reproduce the validation, and per-area scope.
- Parity workflow:
tools/parity.py, the gate, other machines, merging. - Area notes: block behaviours and ticking, section meshing.
- Decompilation and research lab and decompilation status: the local game inspection workspace the harnesses build on.
Architecture: world generation
- World generation: the pipeline from noise to features.
- Noise generation, compiled density functions, structure density, terrain filling.
- Biomes: lookup, temperatures.
- Surfaces: material surfaces, material conditions, rule libraries, vertical anchors, value providers.
- Carving, heightmaps, feature placement.
Architecture: world data and simulation
- World data: chunk storage, palettes, region files.
- Block-state codecs, scheduled ticks.
- Collision geometry: shapes, collision, movement and fluids.
- Face visibility: which model faces the mesher emits.