Eatscharted is a native C++20 / WebGPU 2.5D "Living Cartography" action-RPG and world-exploration engine built on the Eatsbits and Eatsrealms foundation.
See it live: Eatscharted on GitHub Pages
It synthesizes:
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Watabou's Perilous Shores Procedural Cartography: Voronoi/Delaunay dual-mesh world generation, fractal coastlines with concentric ink water-lining rings, topographic slope hachures aligned with
$\nabla h$ , clumped ink-wash forests, cased royal highways & dashed wilderness trails, watercolor biome washes with pigment edge-pooling, and 3D curved calligraphic map banners. - Cat Quest's 2.5D Tabletop Map Gameplay: High-angle 2.5D exploration directly across an undulating parchment world map populated by shadow-casting 2.5D paper-cutout standees, continuous SDF collision, seamless land-to-sea caravel sailing, ground-projected combat AoE telegraphs, zoom-to-atlas camera transitions, and Watabou One-Page Dungeon cross-hatched interiors.
- Diegetic Cartographic Fog-of-War & Ink Bloom: Uncharted wilderness appears as raw antique vellum with faint graphite pencil contours; as the hero travels, an organic capillary ink-bleeding front washes over the map, blooming into vibrant watercolors and bold calligraphy.
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Seamless Chunk-Based World Streaming: Fixed-coordinate
$32\text{m} \times 32\text{m}$ chunk grid with O(1) cached memory, eliminating stutters and scenery popping for infinite navigation.
# Build and launch interactive 2.5D Living Cartography viewer
.\build.ps1
# Compile only without launching
.\build.ps1 -NoRun -NoLaunch
# Render headless PNG preview snapshot
.\build.ps1 -RenderPreview# Compile to WebAssembly + WebGPU and launch local dev server (0.0.0.0:8080)
.\build-web.ps1
# Compile WebAssembly + WebGPU bundle only without launching server
.\build-web.ps1 -NoServe
# Serve on a custom port
.\build-web.ps1 -Port 9000W / A / S / Dor Arrow Keys: Move Hero across land, or sail the inked Caravel across bays and shoalsLeft Shift: Cat Quest Dodge-Roll / SprintSpace/J/Left Click: Melee Sword Slash (cleaves nearby enemies with knockback & floating damage numbers)K/Right Click: Cast Arcane Nova (projects a glowing runic AoE circle onto the parchment map)E/Enter: Enter / Exit nearby Watabou One-Page Dungeon portal (SUNKEN SANCTUM)T: Toggle dynamic Day/Night Cycle (smooth orbital sun & moon light, shifting atmospheric watches)[/]: Step Time of Day backward / forward by 1 hour (adjust sun angle and hatch drop shadows)M/Z: Toggle Zoom-to-Atlas mode (smoothly transitions between the 2.5D action camera and a high-altitude Perilous Shores cartographic map view)1 / 2 / 3 / 4 / 5: Switch Chart Recipe:1:scenes/shattered_isles.eats(The Shattered Isles - Corsair's Haven & Naval Archipelago)2:scenes/perilous_shores.eats(The Perilous Shores Peninsula, Bay & Barrier Islands)3:scenes/highland_kingdom.eats(Silvervale Realm Twin-Ridge River Valley)4:scenes/sunken_sanctum_dungeon.eats(The Sunken Sanctum Cross-Hatched One-Page Dungeon)5:scenes/sunscorched_wastes.eats(The Sunscorched Wastes - Arid Dunes, Terraced Mesas & Oasis)
- Architectural Blueprint (
BLUEPRINT.md): Full technical specification, WGSL shader design, data structures, and module layout. - Continental Procedural Generation Blueprint (
CONTINENTAL_PROCGEN_BLUEPRINT.md): Continental overland design, single-seed deterministic hierarchy, macro-climate Whittaker modeling, Voronoi province blending, and connecting the Ultima-inspired overland world. - World Mutation & Persistence Blueprint (
WORLD_MUTATION_BLUEPRINT.md): Declarative Eatscript diff persistence, heightfield terraforming, and modular architectural placement. - Encharted Fork Charter (
ENCHARTED_CHARTER.md): Architectural separation between Eatscharted (macro living cartography RPG) and Encharted (seamless 1:1 living world RPG). - Agent & Build Safety Rules (
AGENTS.md): Strict policies regarding manual testing and Windows GPU process safety.