# CLAUDE.md ## Project: Cartograph A browser-based world map creation tool (like Wonderdraft/Inkarnate). C99 compiled to WebAssembly via Emscripten. ### Stack - **Graphics:** Sokol (WebGPU backend, `SOKOL_WGPU`) — `lib/sokol/` - **UI:** Dear ImGui via cimgui — `lib/imgui/` - **Math:** cglm (types are C arrays: `vec2` = `float[2]`, `mat4` = `float[4][4]` column-major) — `lib/cglm/` - **Shaders:** WGSL in `src/shaders/`, compiled to C headers via `xxd -i` into `src/generated/` ### Build - `make` (release) / `make debug` — outputs `app.html` - All includes go through `src/api.h` which defines `SOKOL_IMPL`, `SOKOL_WGPU`, and pulls in every library header - Include paths: `lib/sokol`, `lib/imgui`, `lib/imgui/imgui`, `lib/util`, `lib/cglm/include` ### Key files - `src/main.c` — entry point, sokol init, render loop, input (zoom/pan/drag) - `src/api.h` — central include hub, backend defines - `src/sprite.h` — sprite batching, texture manager, file import stubs - `src/util.h` — `vector_t` (dynamic array) and `mem_pool_t` (free-list pool), both stripe-based - `src/rand.h` — xorshift32 PRNG ### Conventions - No malloc/free directly — use `ALLOC`/`FREE` macros (wired to smemtrack in main.c) - Assert is encouraged for invariant checks - Data structures use stripe-based allocation (byte stride per element, not sizeof) --- **Tradeoff:** These guidelines bias toward caution over speed. For trivial tasks, use judgment. ## 1. Think Before Coding **Don't assume. Don't hide confusion. Surface tradeoffs.** Before implementing: - State your assumptions explicitly. If uncertain, ask. - If multiple interpretations exist, present them - don't pick silently. - If a simpler approach exists, say so. Push back when warranted. - If something is unclear, stop. Name what's confusing. Ask. ## 2. Simplicity First **Minimum code that solves the problem. Nothing speculative.** - No features beyond what was asked. - No abstractions for single-use code. - No "flexibility" or "configurability" that wasn't requested. - No error handling for impossible scenarios. - If you write 200 lines and it could be 50, rewrite it. Ask yourself: "Would a senior engineer say this is overcomplicated?" If yes, simplify. ## 3. Surgical Changes **Touch only what you must. Clean up only your own mess.** When editing existing code: - Don't "improve" adjacent code, comments, or formatting. - Don't refactor things that aren't broken. - Match existing style, even if you'd do it differently. - If you notice unrelated dead code, mention it - don't delete it. When your changes create orphans: - Remove imports/variables/functions that YOUR changes made unused. - Don't remove pre-existing dead code unless asked. The test: Every changed line should trace directly to the user's request. ## 4. Goal-Driven Execution **Define success criteria. Loop until verified.** Transform tasks into verifiable goals: - "Add validation" → "Write tests for invalid inputs, then make them pass" - "Fix the bug" → "Write a test that reproduces it, then make it pass" - "Refactor X" → "Ensure tests pass before and after" For multi-step tasks, state a brief plan: ``` 1. [Step] → verify: [check] 2. [Step] → verify: [check] 3. [Step] → verify: [check] ``` Strong success criteria let you loop independently. Weak criteria ("make it work") require constant clarification. --- **These guidelines are working if:** fewer unnecessary changes in diffs, fewer rewrites due to overcomplication, and clarifying questions come before implementation rather than after mistakes.