From 1b8dcdced347fe3f43c92b11f1380242e4891cfd Mon Sep 17 00:00:00 2001 From: Serkyo Date: Sun, 28 Jun 2026 00:36:58 +0200 Subject: [PATCH] docs(workspace): scrub minecraft comparisons from public docs --- AGENTS.md | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/AGENTS.md b/AGENTS.md index 332354b..e4903ac 100644 --- a/AGENTS.md +++ b/AGENTS.md @@ -6,7 +6,7 @@ Guidance for AI coding agents — and human contributors — working in this rep Voxel-based game with souls-like combat. Built in Rust; rendering targets Vulkan via [`ash`](https://github.com/ash-rs/ash) (raw Vulkan bindings, not a higher-level wrapper like `wgpu` or `vulkano`). -World is procedurally generated. Voxel edge length is half of Minecraft's (0.5 m), so the player occupies **3 blocks tall × 2 blocks wide**. This finer grid is load-bearing for design decisions: collision, mesh chunking, LOD thresholds, and network bandwidth all need to assume ~8× the voxel count of a Minecraft-scale world per unit volume — pick chunk sizes and data layouts accordingly. Supports both single-player and multiplayer via a dedicated server — that dual mode is why `server` exists as its own crate even for solo play (the single-player path is expected to run the server logic in-process or invoke the same crate, rather than having a separate offline code path). +World is procedurally generated. Voxel edge length is 0.5 m, so the player occupies **3 blocks tall × 2 blocks wide**. This finer grid is load-bearing for design decisions: collision, mesh chunking, LOD thresholds, and network bandwidth all need to assume ~8× the voxel count of a 1 m-grid world per unit volume — pick chunk sizes and data layouts accordingly. Supports both single-player and multiplayer via a dedicated server — that dual mode is why `server` exists as its own crate even for solo play (the single-player path is expected to run the server logic in-process or invoke the same crate, rather than having a separate offline code path). ## Documentation map @@ -161,9 +161,9 @@ All registered content (blocks, items, recipes, biomes, entities, …) is identi ## Coordinate system & units -- **Up axis:** **+Y** (Minecraft-style). +- **Up axis:** **+Y**. - **Handedness:** **right-handed** (default math convention; +X right, +Y up, +Z toward the viewer / out of the screen). -- **World unit:** **1 unit = 1 block.** Blocks are simply smaller than Minecraft's (0.5 m physical scale), but inside the engine everything is counted in *blocks*, not metres. A player is therefore 3 units tall × 2 units wide in world coordinates. +- **World unit:** **1 unit = 1 block.** Blocks are simply 0.5 m in physical scale, but inside the engine everything is counted in *blocks*, not metres. A player is therefore 3 units tall × 2 units wide in world coordinates. Things to be aware of when writing rendering or import code (these are *not* convention changes — just gotchas you'll hit because the rest of the world disagrees):