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The idea is to implement a debugger that could hook into any Elm program, grab a snapshot of elm-physics world, and open up a 3D visualiser for it in a new window, where everything is inspectable, clickable, etc. And where you can save the snapshot and examine it later.
Maybe a wrapper around the Elm compiler with a special debug-physics mode that would post-process JavaScript to expose things for the physical debugger, that would be pointed at the JavaScript objects from the game using the same Elm types?
Or maybe a json encoder/decoder for the physics World, so that the game could encode it, and debugger decode it — slower but could be useful for other use-cases
Because the debugger needs to expose internals, that otherwise might not be available through the public API, its code could be colocated with Elm physics code but have a different elm.json file.
The idea is to implement a debugger that could hook into any Elm program, grab a snapshot of elm-physics world, and open up a 3D visualiser for it in a new window, where everything is inspectable, clickable, etc. And where you can save the snapshot and examine it later.
Because the debugger needs to expose internals, that otherwise might not be available through the public API, its code could be colocated with Elm physics code but have a different
elm.json
file.https://m.youtube.com/watch?v=1RphLzpQiJY was the inspiration for this idea
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