Files
horizon-airdef/docs
Ludovic Marie c12e1dcd91 Website and README: fresh in-game and menu screenshots from today's Horizon
Six scenes from one fixed-seed world (seed 8675309): a plains village among
savanna hills, sunset over it and the river, moonrise over its lit square, a
crimson forest with a zombified piglin, tropical fish over a warm-ocean coral
reef, and survival at dusk with a zombie and the full HUD. Plus Horizon's own
title, Singleplayer, Video options and pause screens.

Captured with horizon-ctl screenshot from the offscreen client (fullscreen
2560x1286 on the Mac mini, default graphics settings, GUI scale Auto), scenes
cropped to 16:9 and menus to 16:10 (left-aligned) and scaled to the old sizes
(1600x900, 1280x800). The scene sources are JPEGs in docs/media again, the
names scripts/assets.mjs already reads; the README's WebP copies are the
rebuilt website media. Alt texts and LEGAL.md follow the new pictures.

The launcher screenshots are unchanged: the Mac mini's session is locked, so
no window capture works.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 19:38:37 +02:00
..
2026-10-16 21:42:01 -04:00
2026-10-17 16:51:55 +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.
  • Hosting a server: 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.
  • Shader packs: how the renderer draws a frame, the Horizon WGSL shader pack format (stages, uniforms, pack.toml, hot reload), and the plan to translate OptiFine/Iris packs.
  • Extras: optional zoom, minimap, FPS and keystroke overlays and auto-reconnect, all off by default.
  • Mods: Horizon's own mod system (Rust, sandboxed WebAssembly), how to make and install mods, and what carries over from Java 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.
  • 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.
  • 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)