73ca04b10d
The Horizon options shell's Video section now holds the graphics settings: a Simple / Advanced switch (remembered in horizon-graphics.txt), then the level's rows, each with its frame-time cost and one-line description (ui_theme::described_row). Horizon settings draw as switches, sliders or value buttons like vanilla options. The Classic style keeps the Video Settings buttons to the same screens. Main's menu blur and the world's resolution-scale pass are separate (post.wgsl, world_post.wgsl). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Horizon documentation
To play, use the launcher. 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.
- Launcher: installs, updates and starts builds; its CLI and MCP server; releasing it.
- 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.