Monorepo for Aesthetic.Computer aesthetic.computer
README.md

Aesthetic Computer Xbox native runtime #

This directory is the portability seam between AC game logic and the Xbox UWP host. It does not replace the latency probe or the WebView app. It defines the small native API that future C++ ports—starting with the nom family—can share.

Compatibility target #

Piece API Xbox native shape Notes
boot(api) / sim(api) / paint(api) / act(api) / leave(api) Piece virtual methods Same lifecycle and fixed-step intent
api.screen.{width,height} Api::screen Physical backbuffer dimensions
api.clock.time() / seconds Api::clock, Api::seconds QPC monotonic time plus network-adjustable Unix time
wipe, box, line, write Graphics command interface D3D renderer batches these commands
sound.synth({...}) Sound::synth(SynthVoice) Submit immediately to XAudio2, outside Present
keyboard direction events translated D-pad events Existing nom.mjs names are preserved
Space/Enter munch A/Menu translated events A maps to Space, Menu maps to Enter
api.dark, handle, online state Api::system Populated by host/control session

numbnom primarily needs the lifecycle, clock, four drawing primitives, direction/munch events, synth, deterministic random numbers, and text. HD canvas, speech, pointer tap-to-walk, and the shared JS Synth percussion helpers are the next compatibility tier. Until those exist, the native port should retain its game rules but use native text and basic oscillator cues.

Host loop #

  1. Poll Windows.Gaming.Input as tightly as the foreground policy permits.
  2. Timestamp transitions with QPC and call act immediately.
  3. Run sim at a fixed 60 Hz; catch up with a bounded number of steps.
  4. Build one graphics command list in paint, then present once.
  5. Enqueue Sound::synth directly to a preallocated XAudio2 source voice.
  6. Poll the outbound ControlChannel and emit timestamped telemetry.

The control channel accepts only precompiled piece/probe identifiers and JSON configuration. It must not evaluate downloaded native code. A hosted WebView can remain available when arbitrary JS iteration is useful.

Nom porting plan #

Keep board generation and gameplay in a platform-neutral NomGame class. Put rendering and sound behind Graphics/Sound, and adapt controller transitions through input_map.hpp. This lets numbnom, engnom, and the other editions share one engine just as they share lib/nom.mjs today.