Monorepo for Aesthetic.Computer aesthetic.computer
README.md

Aesthetic Computer Xbox native runtime #

This directory is the portability seam for the native Xbox AC BIOS. The target does not host a WebView: Direct3D renders AC drawing commands, XAudio2 plays sound, Windows.Gaming.Input supplies input, and an interpreter compiled into the package runs downloaded AC JavaScript pieces. The WebView dynamic shell is an experimental comparison target, not the production architecture.

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.

Live piece loading #

JsEngine is the narrow adapter for an embedded interpreter. The intended first engine is QuickJS: it is MIT licensed, small, has no required external dependencies, and is an interpreter (so it does not require runtime code generation/JIT privileges). Pin and vendor an audited release in the build; never download the engine itself at runtime.

The AC endpoint returns a bounded PieceBundle containing slug, immutable version, UTF-8 source, and SHA-256. The host downloads it with Windows.Web.Http.HttpClient, requires HTTPS, verifies the digest, then asks PieceSupervisor to stage it. Staging creates a fresh JS runtime with only AC bindings, compiles and calls boot; activation happens at a frame boundary. The prior context remains the last-known-good fallback until the new generation has survived its probation window. Syntax/boot/runtime/watchdog failures emit telemetry and roll back without restarting the binary.

The JS global surface must not expose WinRT, filesystem/process APIs, eval of untrusted secondary sources, raw sockets, or a general-purpose browser API. Heap, source size, stack, callback time, and pending-job counts are bounded. Network access is host-mediated and restricted to declared AC endpoints.

This dynamic model must remain consistent with the product's declared purpose. Microsoft Store policy 10.2.2 disallows using downloaded code to fundamentally change or extend an app's described functionality. AC pieces therefore need to be presented and certified as the title's normal content/runtime model, not as a way to install unrelated programs. Dev Mode testing is feasible now; retail certification needs an explicit policy review before relying on remote source.

The control channel accepts configuration, piece source, and probe identifiers. It must never accept downloaded native code. Native BIOS changes still require a rebuilt and signed package.

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.