add architecture and authoring guideline docs

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# Architecture Documentation
This document explains the architecture of the EID Wireless documentation system and its interactive diorama renderer.
---
## Overview
The EID Wireless documentation is a **text-first** technical resource that uses interactive 3D visualizations (dioramas) as *supplemental* learning tools. The core principle is: **readers should be able to understand the concepts without interactives, but gain deeper insight through them**.
This is achieved through a hybrid architecture:
1. **Typst** generates static HTML documents from `.typ` source files
2. **Custom JavaScript renderer** provides interactive dioramas embedded in those pages
3. **Vite** bundles everything together for development and production
The dioramas are not the primary content—they're visual aids that appear *after* conceptual explanations and serve to reinforce understanding through visualization.
---
## Architecture Goals
### Primary Goal: Text-First Documentation
The documentation system prioritizes readable, searchable, accessible text content. Interactive dioramas:
- Are **optional** and **degrade gracefully** (pages work without JavaScript)
- Are **out-of-the-way** (don't interfere with reading flow)
- Are **supplemental** (don't contain core information that isn't in text)
- Are **mobile-friendly** (scrolling behavior is preserved by default)
### Secondary Goals
1. **Accurate Minecraft rendering** - Dioramas must faithfully represent block states, rotations, and redstone behavior
2. **Efficient rendering** - Multiple dioramas can appear on a single page; rendering must be performant
3. **Easy authoring** - Content creators should focus on concepts, not graphics programming
4. **Version independence** - Documentation should work across different Minecraft versions
---
## System Architecture
### High-Level Flow
```
Typst Source (.typ files) ──▶ HTML + JavaScript ──▶ Browser
│
└─▶ Interactive Dioramas (WebGL)
```
### Components
#### 1. Typst Document Generator
**Role**: Converts `.typ` source files into HTML pages
**Key Files**:
- `main.typ` - Main entry point, defines document structure
- `lib.typ` - Library functions (`diorama()`, `callout()`, etc.)
- `content/*.typ` - Documentation chapters
- `typst.toml` - Package metadata
**Responsibilities**:
- Compile `.typ` files into HTML using `tinymist` language server
- Embed interactive elements via `#show` directives
- Generate navigation between pages
**Key Pattern** - Diorama Embedding:
```typ
#show raw.where(lang: "mc-diorama"): it => diorama(
orbit: true,
pan: true,
autoplay: true,
it.text,
)
```
This directive tells Typst to:
1. Find all `mc-diorama` code blocks
2. Wrap them in the `diorama()` function
3. Pass block content as the world definition
#### 2. World Definition System
**Role**: Defines Minecraft scenes using a timeline-based domain-specific language
**Format**:
```
p x y z block_type properties
t time
```
Where:
- `p` places or modifies blocks at coordinates
- `t` advances the timeline
- Properties are `key=value` pairs (e.g., `facing=east`, `powered=true`)
**Example**:
```
p 0 0 0 dropper facing=up triggered=false
p 0 1 0 dropper facing=up triggered=false
t 2
p 0 0 0 triggered=true
t 4
p 0 0 0 triggered=false
```
This format is designed to be:
- **Human-readable** - Easy to write and debug
- **Concise** - Minimal boilerplate
- **Timeline-aware** - Changes occur at specific game ticks
#### 3. WebGL Renderer (Engine)
**Role**: Renders Minecraft blocks as 3D models using WebGL
**Key Files**:
- `src/engine.js` - Main renderer class
- `src/world.js` - World state management
- `src/diorama.js` - Camera and view management
- `src/math.js` - Matrix operations (orthographic projection, look-at, etc.)
**Architecture**:
```
Engine (singleton)
├── Dioramas (multiple per page)
│ ├── Canvas (2D context for offscreen rendering)
│ └── Frame (world timeline state)
└── Resources (blockstates, models, textures)
├── Cache (async resource loading)
├── Blockstate Handler (parses JSON blockstate definitions)
├── Model Handler (builds geometry from models)
└── Texture Handler (atlas textures into single canvas)
```
**Key Features**:
- **Instanced rendering** - Thousands of blocks rendered efficiently
- **Lazy updates** - Only re-renders when content changes
- **View culling** - Skips rendering for off-screen dioramas
- **Texture atlasing** - Packs all textures into single texture for batch rendering
#### 4. Controller System
**Role**: Handles user interaction with dioramas
**Key Files**:
- `src/controller.js` - SpacetimeController class
- `src/components.js` - Custom HTML elements
**Features**:
- **Orbit controls** - Rotate view (left drag)
- **Pan controls** - Move view (middle drag or shift+left)
- **Zoom controls** - Scale view (right drag or ctrl+left)
- **Timeline autoplay** - Auto-play animations with configurable speed
- **Mobile support** - Touch gestures with scroll delegation
- **State preservation** - Camera position and timeline state can be reset
**Mobile-Specific Behavior**:
- Default browser scroll is preserved (diagram doesn't capture scroll)
- Touch interaction requires deliberate engagement (200ms timeout)
- 1-finger touch: orbit (don't interfere with scroll)
- 2-finger touch: pan + zoom (pinch gesture)
#### 5. Build System
**Role**: Integrates Typst output with JavaScript rendering
**Key Files**:
- `vite.config.js` - Vite configuration
- `mise.toml` - Development tool configuration
- `dist/` - Production output directory
**Workflow**:
```bash
# Development
mise run dev # Runs Vite dev server + Typst watch
# Build
mise run build # Compile Typst + bundle with Vite
```
**Vite Configuration**:
- `root: .typ-bundle` - Typst-generated HTML is the Vite root
- `publicDir: public` - Static assets served from Minecraft assets
- Alias `/src` → `src/` - JavaScript modules accessible from HTML
- Watch mode monitors both `.typ` and `src/**/*` files
---
## Data Flow
### 1. Document Compilation
```
Typst Source (.typ)
↓ (tinymist)
HTML + Scripts
↓ (Vite bundling)
dist/index.html
```
### 2. World Parsing
```
mc-diorama Code Block
↓ (World constructor)
World Object
├── events[] - Timeline events (changes at each tick)
├── initialState - Block state at t=0
└── labels - Named timeline positions
```
### 3. Frame Playback
```
World Object
↓ (WorldFrame)
Frame Object
├── blocks[] - Current block state
├── currentTime - Timeline position
└── listeners[] - Callbacks on state change
```
### 4. Rendering Pipeline
```
Frame State Change
↓
Engine.updateAll()
├── Parse blocks → Blockstates → Models
├── Build geometry (positions, normals, UVs)
├── Update texture atlas
└── Create instanced meshes (VBOs)
Frame State Change (again)
↓
Engine.render()
├── Check visibility (cull off-screen dioramas)
├── Update camera matrices (orthographic projection)
├── Draw instanced meshes (WebGL)
└── Copy to 2D canvas (for HTML display)
```
### 5. Resource Loading
```
Request Blockstate/Model/Texture
↓
Cache.getAsync()
├── Check if already loading → return promise
├── Check if already loaded → return data
└── Kick off fetch + prepare fallback
Fetch Complete
↓
Handler.process()
├── Parse JSON (blockstate/model)
├── Build geometry (model)
└── Return structured data
↓
Cache.onResolve() → Engine.requestUpdate()
```
---
## User Experience: What Users Actually See
Dioramas appear as interactive 3D diagrams within the documentation:
```
┌─────────────────────────────────────┐
│ Text explanation of redstone... │
│ (this is the primary content) │
├─────────────────────────────────────┤
│ ┌───────────────────────────────┐ │
│ │ [Diorama: 3D interactive │ │
│ │ view of the mechanism] │ │
│ │ │ │
│ │ (click/drag to interact) │ │
│ └───────────────────────────────┘ │
│ Caption: "Figure 1: Mechanism" │
└─────────────────────────────────────┘
```
**Key UX Principles**:
1. **Dioramas are after the text** - Readers understand conceptually first, then visualize
2. **Dioramas don't steal scroll** - Default browser scroll works; interaction requires deliberate action
3. **Mobile-first interaction** - Touch gestures don't interfere with page navigation
4. **Progressive enhancement** - Pages work without JS; dioramas add value when JS is available
### Camera System
Dioramas use **orthographic projection** (not perspective) because:
1. Redstone mechanisms are small and detailed
2. Orthographic preserves proportions
3. Better for technical diagrams
4. Easier to measure distances
**Camera Parameters**:
- `target` - Point camera looks at (world coordinates)
- `radius` - Distance from target
- `theta` - Horizontal rotation angle (degrees)
- `phi` - Vertical rotation angle (degrees)
**Matrix Calculation**:
1. Convert spherical coordinates to Cartesian (eye position)
2. Calculate view direction and up vector
3. Build view matrix via `mat4LookAt()`
4. Build orthographic projection matrix based on radius and aspect ratio
5. Combine: `viewProj = projection × view`
### Instanced Rendering
Each unique block variant gets its own instanced mesh:
```
Geometry (positions, normals, UVs, tints, shades)
↓
Instance Data
├── Matrix[] (16 floats each) - World transformation
└── Color[] (3 floats each) - Redstone power tint
↓
GPU Buffer (VBO)
↓
DrawElementsInstanced()
```
This allows thousands of blocks to be rendered in a single draw call.
### Texture Atlasing
All block textures are packed into a single canvas:
```
16×16px blocks
↓
Atlas Canvas (256×256px default)
├── Cell 0: block_0.png
├── Cell 1: block_1.png
├── Cell 2: block_2.png
└── ...
↓
UV Map
├── u, v (cell position)
└── du, dv (cell size)
```
Texture loading is **asynchronous** but **synchronous fallback** is provided:
- Renderer immediately gets UV coordinates
- Texture data loads in background
- Fallback texture (black silhouette) shown until loaded
---
## Interactive Element Design
### Accessibility First
Dioramas must work without JavaScript:
```html
<!-- Without JS: plain text world definition -->
<mc-diorama>
<script type="text/mc-world">
p 0 0 0 dropper...
</script>
</mc-diorama>
<!-- With JS: interactive canvas -->
<mc-diorama>
<canvas width="800" height="600"></canvas>
</mc-diorama>
```
### Performance Optimizations
1. **Lazy rendering** - Only update when content changes
2. **Visibility culling** - Skip off-screen dioramas
3. **State preservation** - Only rebuild meshes when blocks change
4. **Texture batching** - Single texture bind for all blocks
5. **Instanced drawing** - One draw call per block type
### Mobile-First Interaction
**Touch Handling**:
- 200ms delay before engaging (allows scroll detection)
- 1-finger: orbit (doesn't interfere with page scroll)
- 2-finger: pan + zoom (pinch gesture)
- Touch doesn't block page scroll unless clearly interacting
**Scroll Delegation**:
```javascript
canvas.addEventListener('touchstart', e => {
// Check if user is trying to scroll
if (maxTouchDistance < 10px) {
// Let browser handle scroll
return;
}
// Engage diorama interaction
e.preventDefault();
});
```
---
## Extensibility
### Adding New Block Types
1. **Blockstate JSON** - Define block variants in `public/assets/minecraft/blockstates/`
2. **Model JSON** - Define geometry in `public/assets/minecraft/models/`
3. **Texture PNG** - Add texture image in `public/assets/minecraft/textures/`
The system automatically discovers and loads these assets.
### Adding New Diorama Features
The controller system is designed for easy extension:
```javascript
class SpacetimeController {
constructor(diorama, options = {}) {
this.opts = {orbit: true, pan: true, zoom: true, ...options};
// Add new options here
}
}
```
New features can be added as optional behaviors without breaking existing dioramas.
---
## Development Workflow
### Running Locally
```bash
mise run dev
# Opens browser at localhost:5173
# Automatically reloads on changes to .typ or src/**/*
```
### Building for Production
```bash
mise run build
# Compiles Typst to .typ-bundle/
# Bundles with Vite to dist/
```
### Debugging
**Enable debug redraw**:
```javascript
window.mcEngine.debug_redraw = true;
// Highlights regions that are being redrawn
```
**Check resource loading**:
```javascript
window.mcEngine.cache.data
// Shows all loaded resources
```
**Inspect frame state**:
```javascript
const frame = document.querySelector('mc-diorama').frame;
console.log(frame.blocks, frame.currentTime);
```
---
## Future Architecture Changes
The JavaScript API is intentionally unstable. Planned changes:
1. **Component system** - Move from custom elements to framework components
2. **WebAssembly rendering** - Potential Rust/WASM renderer for better performance
3. **TypeScript migration** - Improve type safety and IDE support
4. **Animation system** - More sophisticated timeline interpolation
5. **Shader effects** - Enhanced visual feedback (glows, particles, etc.)
These changes won't break the Typst authoring experience—the diorama content format will remain the same.
---
## References
- Typst documentation: https://typst.app/docs
- WebGL2 documentation: https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API
- Minecraft Java Edition documentation: https://minecraft.wiki/w/Java_Edition
- Instanced rendering: https://learnopengl.com/Advanced-OpenGL/Instancing

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# Typst Documentation Authoring Guidelines
This document provides comprehensive authoring guidelines for the EID Wireless documentation written in Typst.
---
## 1. Voice and Tone
### General Approach
- **Technical but approachable**: Explain complex technical concepts clearly without oversimplifying
- **Use examples and analogies**: Concrete examples help readers understand abstract concepts
- **Direct and conversational**: Use second-person perspective and active voice when appropriate
- **Confident and authoritative**: The documentation presents established facts and proven principles
### Voice Characteristics
```typ
// Example of technical but approachable tone (from core.typ:25-27)
#callout(kind: "tip", label: "Key Point")[
Stationary items only begin to fall when their $"age" + "id"$ is a multiple of $4$.
]
```
The documentation explains technical details clearly:
- Uses precise terminology ("stationary items," "mod 4 cycle")
- Provides context and explanation for why things work
- Avoids jargon without explanation
### Examples from the Documentation
The documentation frequently uses:
1. **Direct explanation**: "Recall that *any* entity spawning will increment the ID counter"
2. **Examples with concrete scenarios**: Step-by-step walkthroughs of entity spawning
3. **Mathematical reasoning**: Clear derivation of relationships with mod arithmetic
4. **Practical implications**: "Therefore $B$ falls at time $t=2$"
---
## 2. Formatting Conventions
### Mathematical Notation
- Use `$...$` for inline math: `$"age"_(A, 1) = "age"_(A, 0) + 1$`
- Use `&` for alignment in multi-line equations
- Use `(mod N)` notation for modular arithmetic: `$... equiv 0 &(mod 4)$`
**Important**: The documentation uses a specific notation for modular arithmetic:
```typ
$ "age"_(A, 0) + 1 + "id"_A & equiv 0 (mod 4) $
```
### Code Blocks
- Use triple backticks with language specifier: ```` ```mc-diorama` ``
- The documentation defines a custom diorama format for Minecraft diagrams
- Java code blocks use: ```` ```java ````
**Example from core.typ:41-67**:
```java
public class ItemEntity extends Entity {
public void tick() {
...
if (this.onGround() && !(this.getDeltaMovement().horizontalDistanceSqr() > (double)1.0E-5F) && (this.tickCount + this.getId()) % 4 != 0) {
...
} else {
this.move(MoverType.SELF, this.getDeltaMovement());
...
}
...
}
}
```
### Block References
- Use `@symbol` syntax to reference sections: `@singleplayer`, `@paper`, `@tilesets`
- Use `@block-priority`, `@block-delay`, `@observer-bug` for subsections
### Section Headers
- Use `=` for level 1 headings (chapters): `= Core Mechanics`
- Use `==` for level 2 headings (sections): `== Entity IDs`
- Use `===` for level 3 headings (subsections): `=== Daylight Detector`
**Example from core.typ:3**:
```typ
= Core Mechanics <core>
== Entity IDs
```
The `<core>` syntax creates an anchor/ID for the section.
---
## 3. Interactive Elements (Dioramas)
### What is a Diorama?
A diorama is an interactive visualization of Minecraft redstone mechanisms. The documentation uses custom `mc-diorama` blocks that render as interactive HTML elements.
### Integration Syntax
Dioramas are integrated using the `#show` directive in `lib.typ`:
```typ
#show raw.where(lang: "mc-diorama"): it => diorama(
autoplay: true,
loop: true,
radius: 5,
theta: 25,
phi: 25,
it.text,
)
```
This directive tells Typst to:
1. Find all blocks with language `mc-diorama`
2. Wrap them in the `diorama()` function
3. Pass the block content as `it.text`
### Diorama Parameters
Common parameters include:
- `autoplay: true` - Start animation automatically
- `loop: true` - Repeat animation when finished
- `orbit: true` - Enable orbit camera controls
- `pan: true` - Enable pan camera controls
- `zoom: true` - Enable zoom controls
- `radius`, `theta`, `phi` - Camera position
- `speed` - Animation speed
**Example from tilesets.typ:15-23**:
```typ
#show raw.where(lang: "mc-diorama"): it => diorama(
orbit: true,
pan: true,
zoom: true,
autoplay: true,
theta: 160,
phi: 20,
it.text,
)
```
### Diorama Content Format
Diorama content uses a custom format:
```
p x y z block_type properties
t time
```
Where:
- `p` = place/modify a block at coordinates
- `t` = advance time to specified tick
- Properties are space-separated key=value pairs
**Example from design.typ:17-49**:
```
p 0 0 0 smooth_stone_slab type=top
p 0 1 0 daylight_detector inverted=true power=1
p 0 2 0 piston facing=east extended=false
t 0
p 0 2 0 extended=true
t 1
p 0.5 2 0 piston_head facing=east short=true type=normal
```
### Timeline Format
The diorama uses a timeline-based animation system:
- `t N` advances the timeline to tick N
- Changes between ticks are interpolated
- Multiple changes can be made at the same tick
---
## 4. Stylistic Patterns
### Callouts
Callouts are defined in `lib.typ:1-10` and used extensively throughout the documentation:
```typ
#let callout(body, kind: none, label: none, outlined: false) = {
html.section(
class: ("callout", kind),
context {
let level = counter(heading).get().len() + 1
heading(label + ":", level: level, numbering: none, outlined: outlined)
body
},
)
}
```
#### Types of Callouts
1. **Tip**: `#tip[Content]` - Helpful suggestions or insights
2. **Note**: `#note[Content]` - Important information or clarifications
3. **Warning**: `#warn[Content]` - Critical warnings or cautions
4. **Todo**: `#todo[label, body]` - Notes for future work
### Example and Solution Blocks
These are currently implemented as TODO callouts but are planned to be proper elements:
```typ
#let example(body) = todo("example", body)
#let solution(body) = todo("solution", body)
```
**Example from core.typ:83-116**:
```typ
#example[
For example, suppose we spawn an item $A$, then 2 game ticks later we spawn an item $B$...
#solution[
To simplify the arithmetic, orient everything around $t=0$...
]
]
```
### Details Block
The `details` function is defined but commented out, suggesting it's planned for expansion:
```typ
#let details(body, label: none) = {
todo(label, body)
// html.details({
// if label != none {
// html.summary(label)
// }
// body
// })
}
```
### HTML Integration
The documentation uses HTML elements for interactive components:
**From design.typ:128-135**:
```typ
#html.div(id: "atlas-container", style: "position: fixed; left: 0; top: 0; border 1px solid white;")
#html.script(
"
document.onreadystatechange = () => {
document.getElementById('atlas-container')?.appendChild(window.mcEngine.atlas.canvas)
}
",
)
```
---
## 5. Structuring Technical Explanations
### Problem → Solution Format
The documentation frequently follows this pattern:
1. Present the problem or phenomenon
2. Explain the underlying mechanism
3. Show the mathematical reasoning
4. Provide concrete examples
5. Draw conclusions
**Example from core.typ:77-227**:
```
== Observable Drop Delay
[Problem] We can't control absolute entity ID but can compare them
[Explanation] Use reference items to predict behavior
[Example 1] Simple two-item comparison with math derivation
[Example 2] Four-item scenario showing pattern recognition
[Example 3] Broken pattern analysis to determine entity spawns
```
### Mathematical Explanations
When explaining mathematics, the documentation uses:
1. **State the relation**: "$"age"_(A, 0) + 1 + "id"_A equiv 0 (mod 4)$"
2. **Substitute known values**: "Item $A$ has ID before $B$, so $"id"_A = "id"_B - 1$"
3. **Show derivation**: Multi-line equation with alignment
4. **State conclusion**: "*$A$ must fall at $t=0$.*"
**Example from core.typ:107-116**:
```
So take the relation for $A$ and substitute in these values for $B$.
$
"age"_(A, 0) + 1 + "id"_A & equiv 0 (mod 4) \
"age"_(B, 0) + 2 + 1 + "id"_B - 1 & equiv 0 (mod 4) \
"age"_(B, 0) + 2 + "id"_B & equiv 0 (mod 4) \
$
Compare with the relation for $B$ and we see that $x=2$.
#callout(kind: "tip", label: "Therefore:")[$B$ falls at time $t=2$.
]
```
### Java Code Documentation
When showing Java code:
1. **Include only relevant sections**: Don't show entire classes, just the important parts
2. **Add context with notes**: Use `#note[]` to explain what code does
3. **Highlight key lines**: The documentation shows full code but focuses reader attention
**Example from core.typ:38-52**:
```typ
#note[ `onGround` is only ever updated via `move`, and this branch is the *only* place that
`ItemEntity.move` is called. `tickCount` is the item's age. ]
```java
public class ItemEntity extends Entity {
public void tick() {
...
if (this.onGround() && !(this.getDeltaMovement().horizontalDistanceSqr() > (double)1.0E-5F) && (this.tickCount + this.getId()) % 4 != 0) {
...
} else {
this.move(MoverType.SELF, this.getDeltaMovement());
...
}
...
}
}
```
```
---
## 6. Relationship Between Text and Interactive Visualizations
### Dioramas as Explanatory Tools
Dioramas are not just decorative—they are integral to understanding:
1. **Before reading, see the phenomenon**: Dioramas show what happens first
2. **Then read the explanation**: Text explains why it happens
3. **Then verify understanding**: Readers can manipulate the diorama
**Pattern from tilesets.typ:15-56**:
```typ
#show raw.where(lang: "mc-diorama"): it => diorama(...)
```mc-diorama
p 0 -1 0 smooth_stone_slab type=top
p 1 -1 0 smooth_stone_slab type=top
... (animation showing tile sequence)
t 20
p 0 0 0
```
```
The diorama appears *before* the textual explanation, allowing readers to observe first.
### Text Supporting Visualization
Text always complements the diorama by:
1. **Explaining what to look for**: "Note how the redstone signal propagates in order"
2. **Providing context**: "This 4gt tileset demonstrates binary encoding"
3. **Giving the mathematical basis**: "We identify higher priority with 0, lower with 1"
### Multiple Perspectives
Complex concepts are shown from multiple angles:
**Example: Tilesets in tilesets.typ**
1. **Full diorama** showing the complete system (lines 15-56)
2. **Numeric representation** showing the encoding (lines 254-263)
3. **Abstract diagram** showing the bit pattern (line 268)
4. **Another diorama** showing arbitrary values (lines 270-297)
This multi-modal approach helps different learning styles.
### Interactive vs. Static
The documentation uses:
- **Autoplay loops** for demonstrating processes: `autoplay: true, loop: true`
- **Manual control** for exploration: `orbit: true, pan: true, zoom: true`
- **Static cameras** for focused attention: `orbit: false`
---
## 7. Additional Conventions
### File Organization
- Content files are in `/content/` directory
- Library definitions in `/lib.typ`
- Main document in `/main.typ`
- Each content file corresponds to a web page
### Linking
External links use `#link("URL")[text]`:
```typ
#link("https://youtu.be/81OV1BltMQ8")[iPlayGames's Wireless Masterclass]
#link("https://minecraft.wiki/w/Entity#Types_of_entities")[The Minecraft Wiki]
```
### Cross-References
Use `@symbol` for internal references:
```typ
See @singleplayer for details.
See @paper for details.
See @tilesets for details.
```
### TODO System
The documentation uses `#todo[label, body]` for planning:
```typ
#todo["Network Protocol" is inaccurate]
#todo[Singleplayer patch links][figure out exact version compatibility list.]
```
### Block References
Special section anchors use `<name>` syntax:
```typ
== Entity IDs <core>
== Stationary Item Optimization <singleplayer>
== Paper Servers <paper>
= Tilesets <tilesets>
```
---
## 8. Best Practices for Authors
### When Writing New Content
1. **Start with a diorama** showing the phenomenon or system
2. **Explain the mechanism** with clear, concise language
3. **Provide mathematical justification** when appropriate
4. **Give concrete examples** with step-by-step reasoning
5. **Use callouts** for key takeaways and warnings
6. **Reference existing sections** rather than repeating information
### When Creating Dioramas
1. **Use autoplay for demonstrations** of recurring patterns
2. **Enable orbit/pan/zoom for complex systems** readers should explore
3. **Keep timelines explicit** with clear `t N` markers
4. **Show before/after states** to demonstrate changes
5. **Use appropriate scaling**—don't overcrowd the view
### Mathematical Writing
1. **Define all variables** before using them
2. **Show derivation steps** clearly with alignment
3. **Use consistent notation** throughout
4. **Explain the mod arithmetic** thoroughly
5. **Connect math to implementation** with code examples
---
## 9. Template for New Sections
Here's a recommended template for new documentation sections:
```typ
#show raw.where(lang: "mc-diorama"): it => diorama(
autoplay: true,
loop: true,
radius: 5,
theta: 25,
phi: 25,
it.text,
)
= Section Title <section-name>
== subsection
```mc-diorama
p 0 0 0 block_type
p 0 1 0 another_block
t 0
p 0 0 0 changed_block
t 10
p 0 0 0
```
Explanation of what's happening, why it matters, and how it works.
#example[
Concrete example with step-by-step walkthrough.
#solution[
Solution or explanation of the example.
]
]
#callout(kind: "tip", label: "Key Insight")[
Important takeaway or rule of thumb.
]
```
---
## 10. References
These guidelines are based on analysis of the following files:
- `/content/core.typ` - Core mechanics with examples
- `/content/interference.typ` - Interference sources and solutions
- `/content/tilesets.typ` - Tileset patterns and examples
- `/content/block-event-delay.typ` - BED mechanisms
- `/content/design.typ` - Design tips and dioramas
- `/content/channels.typ` - Channel management (outline only)
- `/content/network.typ` - Network protocols (outline only)
- `/content/bulk.typ` - Bulk transport (outline only)
- `/content/data-protocols.typ` - Data protocols (outline only)
- `/lib.typ` - Library functions and callout definitions
- `/main.typ` - Main document structure