4.2 KiB
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 viaxxd -iintosrc/generated/ - Shapes: Line-strip based vector shapes (circle, star) with procedural vertex generation
Build
make(release) /make debug— outputsapp.html- All includes go through
src/api.hwhich definesSOKOL_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, all input handling, overlay geometry, UI panels, and debug statssrc/api.h— central include hub, backend defines, ALLOC/FREE macros (wired to smemtrack)src/camera.h— viewport state (zoom/pan), MVP matrix computation, screen↔world coordinate transformssrc/render.h— shape pipeline init/shutdown, per-shape draw calls (shader uniform binding)src/shape.h— shape geometry types, procedural generation (circle/star), transform building, hit testing, buffer managementsrc/spatial.h— spatial hash grid for accelerating hit tests and rect-selection queriessrc/history.h— undo/redo stack with property-level tracking (position/scale/rotation/color), edit session capture, batch operationssrc/util.h—vector_t(dynamic array) andmem_pool_t(free-list pool), both stripe-basedsrc/rand.h— xorshift32 PRNG
Conventions
- No malloc/free directly — use
ALLOC/FREEmacros (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.