neko-mouse-world 0.1.0__tar.gz
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- neko_mouse_world-0.1.0/LICENSE +21 -0
- neko_mouse_world-0.1.0/PKG-INFO +145 -0
- neko_mouse_world-0.1.0/README.md +133 -0
- neko_mouse_world-0.1.0/pyproject.toml +23 -0
- neko_mouse_world-0.1.0/setup.cfg +4 -0
- neko_mouse_world-0.1.0/src/neko_mouse_world/__init__.py +5 -0
- neko_mouse_world-0.1.0/src/neko_mouse_world/__main__.py +23 -0
- neko_mouse_world-0.1.0/src/neko_mouse_world/app.py +2714 -0
- neko_mouse_world-0.1.0/src/neko_mouse_world/box_assets.py +40 -0
- neko_mouse_world-0.1.0/src/neko_mouse_world/box_mesh.py +363 -0
- neko_mouse_world-0.1.0/src/neko_mouse_world/client.py +57 -0
- neko_mouse_world-0.1.0/src/neko_mouse_world/client_net.py +702 -0
- neko_mouse_world-0.1.0/src/neko_mouse_world/collision.py +342 -0
- neko_mouse_world-0.1.0/src/neko_mouse_world/net_protocol.py +49 -0
- neko_mouse_world-0.1.0/src/neko_mouse_world/orientation.py +193 -0
- neko_mouse_world-0.1.0/src/neko_mouse_world/server.py +644 -0
- neko_mouse_world-0.1.0/src/neko_mouse_world/world_file.py +281 -0
- neko_mouse_world-0.1.0/src/neko_mouse_world.egg-info/PKG-INFO +145 -0
- neko_mouse_world-0.1.0/src/neko_mouse_world.egg-info/SOURCES.txt +21 -0
- neko_mouse_world-0.1.0/src/neko_mouse_world.egg-info/dependency_links.txt +1 -0
- neko_mouse_world-0.1.0/src/neko_mouse_world.egg-info/entry_points.txt +4 -0
- neko_mouse_world-0.1.0/src/neko_mouse_world.egg-info/requires.txt +2 -0
- neko_mouse_world-0.1.0/src/neko_mouse_world.egg-info/top_level.txt +1 -0
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MIT License
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Copyright (c) 2026 GGN_2015
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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Metadata-Version: 2.4
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Name: neko-mouse-world
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Version: 0.1.0
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Summary: Panda3D voxel world editor built from reusable .box assets.
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Author: GGN_2015
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Requires-Python: >=3.10
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Description-Content-Type: text/markdown
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License-File: LICENSE
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Requires-Dist: box-editor-view>=0.1.7
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Requires-Dist: panda3d>=1.10.14
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Dynamic: license-file
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# neko-mouse-world
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Voxel-based cubic world editor built from reusable `.box` files created with
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`box-editor-view`.
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## Showcase
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The repository includes a generated castle world at `examples/castle_showcase`.
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It demonstrates a large editable scene made from a small set of reusable `.box`
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assets: a stone castle, towers, a bridge, a stream, trees, paths, windows, and
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layered roofs.
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Open the showcase world in single-player mode:
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```powershell
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venv\Scripts\python.exe -m neko_mouse_world.server examples\castle_showcase --with-client
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```
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The showcase can be regenerated and re-captured with:
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```powershell
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venv\Scripts\python.exe tools\generate_castle_showcase.py
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venv\Scripts\python.exe tools\capture_showcase_screenshots.py
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```
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## Run
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Use the project virtual environment:
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```powershell
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venv\Scripts\python.exe -m neko_mouse_world.server path\to\world-folder --host 127.0.0.1 --port 5678
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venv\Scripts\python.exe -m neko_mouse_world.client --host 127.0.0.1 --port 5678
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```
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If the client is started without `--host` and `--port`, it opens a modal
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connection dialog first. Fill in the server host and TCP port, then press OK.
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The world path is a folder. When `info.world` or `boxes/` is missing, the editor
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creates them automatically. If `info.world` exists but is malformed, startup
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prints `FormatError` and exits.
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For single-player convenience, run the server with a main local client:
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```powershell
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venv\Scripts\python.exe -m neko_mouse_world.server path\to\world-folder --with-client
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```
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In `--with-client` mode the server runs in the background, launches one client
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connected to itself, and shuts down when that main client exits.
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The server accepts `--udp-host` and `--udp-port`. The default UDP port is `0`,
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which means the OS chooses a free port. The selected UDP endpoint is negotiated
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over TCP. World/map changes always use TCP. Player positions first try UDP; the
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client sends 5 probe packets and UDP is used only when at least 3 probes succeed.
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If the test fails, player positions automatically fall back to TCP.
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During startup, the main TCP connection receives the world snapshot and an asset
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manifest. Missing `.box` assets are then downloaded over temporary parallel TCP
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channels that share the same client UUID and startup token. The temporary
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channels close after startup, leaving only the main TCP connection. Configure
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the count with `--startup-asset-channels`; use `1` to effectively disable
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parallel startup asset transfer. If those temporary channels fail, the client
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reconnects and falls back to inline asset transfer on the main TCP connection.
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The server saves world changes immediately. When the last client disconnects, it
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also removes `.box` files from `boxes/` that are no longer referenced by the
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world.
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When a client first connects to a server, it shows a loading progress bar while
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preparing reusable `.box` meshes, collision hulls, and world chunks over multiple
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frames. Later reconnect snapshots are synchronized in the background without
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showing the first-load progress overlay again.
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## World Format
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`info.world` is a SQLite database containing the world grid. Each occupied world
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cell stores the content hash of a `.box` file plus an `orientation` value from
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`0..23`. The hash identifies the reusable shape; the orientation only rotates
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that instance. The corresponding file is loaded from:
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```text
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boxes/<hash>.box
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```
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The hash is the same stable digest printed by:
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```powershell
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venv\Scripts\python.exe -m box_editor_view --hash some.box
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```
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If `info.world` references a missing `.box` file, that world cell is removed on
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load and the repaired world file is saved.
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`.box` color alpha follows `box-editor-view`: alpha `0` is not empty. It is
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rendered as an opaque RGB cube and acts as an RGB-colored point light source.
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The client keeps realtime point lighting capped to nearby/in-view light cubes;
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far or off-screen light cubes still render as opaque RGB cubes. Alpha `1..254`
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is transparent, and alpha `255` is opaque.
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## Controls
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- Mouse look after the mouse is captured.
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- `WASD`: move.
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- `F`: switch walk and fly modes.
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- Walk mode `Space`: jump 1.1 world units.
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- Fly mode `Space` / `Shift`: move up / down.
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- Right click: place the selected `.box`.
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- Left click: delete the targeted world box.
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- `Z`: restore the last world box you deleted.
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- Middle click: select the targeted world box type.
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- `E`: edit the targeted world box in `box-editor-view`.
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- Numpad `4` / `6`: rotate the targeted box around the player's view-up axis.
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- Numpad `8` / `2`: rotate the targeted box around the player's view direction axis.
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- `F2` or `Ctrl+S`: show save status; multiplayer worlds are saved by the server.
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- `F5`: switch first-person / third-person view.
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- `C`: look at the world-box centroid, or the origin when the world is empty.
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- `H`: show help.
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- `Esc`: release the mouse and show exit choices.
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Placing, deleting, selecting, editing, and hover highlighting only work within
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10 world units of the player.
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World boxes collide using the convex hull of their `.box` voxel vertices, not a
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full cube. In walk mode the player can step up onto obstacles up to 0.5 world
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units high and follows convex slope surfaces.
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The default placed object is the gray `N=0` single-cube `.box`.
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# neko-mouse-world
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Voxel-based cubic world editor built from reusable `.box` files created with
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`box-editor-view`.
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5
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+
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## Showcase
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The repository includes a generated castle world at `examples/castle_showcase`.
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It demonstrates a large editable scene made from a small set of reusable `.box`
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assets: a stone castle, towers, a bridge, a stream, trees, paths, windows, and
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layered roofs.
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Open the showcase world in single-player mode:
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```powershell
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venv\Scripts\python.exe -m neko_mouse_world.server examples\castle_showcase --with-client
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```
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The showcase can be regenerated and re-captured with:
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```powershell
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venv\Scripts\python.exe tools\generate_castle_showcase.py
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venv\Scripts\python.exe tools\capture_showcase_screenshots.py
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```
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## Run
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Use the project virtual environment:
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```powershell
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venv\Scripts\python.exe -m neko_mouse_world.server path\to\world-folder --host 127.0.0.1 --port 5678
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venv\Scripts\python.exe -m neko_mouse_world.client --host 127.0.0.1 --port 5678
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```
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If the client is started without `--host` and `--port`, it opens a modal
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connection dialog first. Fill in the server host and TCP port, then press OK.
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The world path is a folder. When `info.world` or `boxes/` is missing, the editor
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creates them automatically. If `info.world` exists but is malformed, startup
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prints `FormatError` and exits.
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For single-player convenience, run the server with a main local client:
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+
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```powershell
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venv\Scripts\python.exe -m neko_mouse_world.server path\to\world-folder --with-client
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```
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In `--with-client` mode the server runs in the background, launches one client
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connected to itself, and shuts down when that main client exits.
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+
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+
The server accepts `--udp-host` and `--udp-port`. The default UDP port is `0`,
|
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+
which means the OS chooses a free port. The selected UDP endpoint is negotiated
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+
over TCP. World/map changes always use TCP. Player positions first try UDP; the
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client sends 5 probe packets and UDP is used only when at least 3 probes succeed.
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If the test fails, player positions automatically fall back to TCP.
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+
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During startup, the main TCP connection receives the world snapshot and an asset
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64
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+
manifest. Missing `.box` assets are then downloaded over temporary parallel TCP
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65
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+
channels that share the same client UUID and startup token. The temporary
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channels close after startup, leaving only the main TCP connection. Configure
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the count with `--startup-asset-channels`; use `1` to effectively disable
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parallel startup asset transfer. If those temporary channels fail, the client
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+
reconnects and falls back to inline asset transfer on the main TCP connection.
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70
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+
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The server saves world changes immediately. When the last client disconnects, it
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also removes `.box` files from `boxes/` that are no longer referenced by the
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73
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+
world.
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+
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75
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When a client first connects to a server, it shows a loading progress bar while
|
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76
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+
preparing reusable `.box` meshes, collision hulls, and world chunks over multiple
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77
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+
frames. Later reconnect snapshots are synchronized in the background without
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78
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showing the first-load progress overlay again.
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79
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+
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## World Format
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`info.world` is a SQLite database containing the world grid. Each occupied world
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83
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cell stores the content hash of a `.box` file plus an `orientation` value from
|
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84
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+
`0..23`. The hash identifies the reusable shape; the orientation only rotates
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85
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+
that instance. The corresponding file is loaded from:
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```text
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boxes/<hash>.box
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```
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The hash is the same stable digest printed by:
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```powershell
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venv\Scripts\python.exe -m box_editor_view --hash some.box
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```
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If `info.world` references a missing `.box` file, that world cell is removed on
|
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load and the repaired world file is saved.
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99
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+
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100
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+
`.box` color alpha follows `box-editor-view`: alpha `0` is not empty. It is
|
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101
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+
rendered as an opaque RGB cube and acts as an RGB-colored point light source.
|
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102
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+
The client keeps realtime point lighting capped to nearby/in-view light cubes;
|
|
103
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+
far or off-screen light cubes still render as opaque RGB cubes. Alpha `1..254`
|
|
104
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+
is transparent, and alpha `255` is opaque.
|
|
105
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+
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## Controls
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107
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+
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108
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+
- Mouse look after the mouse is captured.
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|
109
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+
- `WASD`: move.
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|
110
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+
- `F`: switch walk and fly modes.
|
|
111
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+
- Walk mode `Space`: jump 1.1 world units.
|
|
112
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+
- Fly mode `Space` / `Shift`: move up / down.
|
|
113
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+
- Right click: place the selected `.box`.
|
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114
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+
- Left click: delete the targeted world box.
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115
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+
- `Z`: restore the last world box you deleted.
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|
+
- Middle click: select the targeted world box type.
|
|
117
|
+
- `E`: edit the targeted world box in `box-editor-view`.
|
|
118
|
+
- Numpad `4` / `6`: rotate the targeted box around the player's view-up axis.
|
|
119
|
+
- Numpad `8` / `2`: rotate the targeted box around the player's view direction axis.
|
|
120
|
+
- `F2` or `Ctrl+S`: show save status; multiplayer worlds are saved by the server.
|
|
121
|
+
- `F5`: switch first-person / third-person view.
|
|
122
|
+
- `C`: look at the world-box centroid, or the origin when the world is empty.
|
|
123
|
+
- `H`: show help.
|
|
124
|
+
- `Esc`: release the mouse and show exit choices.
|
|
125
|
+
|
|
126
|
+
Placing, deleting, selecting, editing, and hover highlighting only work within
|
|
127
|
+
10 world units of the player.
|
|
128
|
+
|
|
129
|
+
World boxes collide using the convex hull of their `.box` voxel vertices, not a
|
|
130
|
+
full cube. In walk mode the player can step up onto obstacles up to 0.5 world
|
|
131
|
+
units high and follows convex slope surfaces.
|
|
132
|
+
|
|
133
|
+
The default placed object is the gray `N=0` single-cube `.box`.
|
|
@@ -0,0 +1,23 @@
|
|
|
1
|
+
[build-system]
|
|
2
|
+
requires = ["setuptools>=68"]
|
|
3
|
+
build-backend = "setuptools.build_meta"
|
|
4
|
+
|
|
5
|
+
[project]
|
|
6
|
+
name = "neko-mouse-world"
|
|
7
|
+
version = "0.1.0"
|
|
8
|
+
description = "Panda3D voxel world editor built from reusable .box assets."
|
|
9
|
+
readme = "README.md"
|
|
10
|
+
requires-python = ">=3.10"
|
|
11
|
+
authors = [{ name = "GGN_2015" }]
|
|
12
|
+
dependencies = [
|
|
13
|
+
"box-editor-view>=0.1.7",
|
|
14
|
+
"panda3d>=1.10.14",
|
|
15
|
+
]
|
|
16
|
+
|
|
17
|
+
[project.scripts]
|
|
18
|
+
neko-mouse-world = "neko_mouse_world.client:main"
|
|
19
|
+
neko-mouse-world-client = "neko_mouse_world.client:main"
|
|
20
|
+
neko-mouse-world-server = "neko_mouse_world.server:main"
|
|
21
|
+
|
|
22
|
+
[tool.setuptools.packages.find]
|
|
23
|
+
where = ["src"]
|
|
@@ -0,0 +1,23 @@
|
|
|
1
|
+
from __future__ import annotations
|
|
2
|
+
|
|
3
|
+
import sys
|
|
4
|
+
|
|
5
|
+
|
|
6
|
+
def main(argv: list[str] | None = None) -> int:
|
|
7
|
+
args = list(sys.argv[1:] if argv is None else argv)
|
|
8
|
+
if args and args[0] == "server":
|
|
9
|
+
from .server import main as server_main
|
|
10
|
+
|
|
11
|
+
return server_main(args[1:])
|
|
12
|
+
if args and args[0] == "client":
|
|
13
|
+
from .client import main as client_main
|
|
14
|
+
|
|
15
|
+
return client_main(args[1:])
|
|
16
|
+
|
|
17
|
+
from .client import main as client_main
|
|
18
|
+
|
|
19
|
+
return client_main(args)
|
|
20
|
+
|
|
21
|
+
|
|
22
|
+
if __name__ == "__main__":
|
|
23
|
+
raise SystemExit(main())
|