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