spec(rendering): Phase N WorldBuilder migration design + N.1 scenery
Adds two design docs and a roadmap entry for the strategic shift from "port retail rendering algorithms ourselves" to "depend on a fork of Chorizite/WorldBuilder for rendering + dat-handling." - docs/superpowers/specs/2026-05-08-phase-n-worldbuilder-migration-design.md — parent design: integration model (fork + submodule), 10 sub-phases (N.0 setup through N.10 GL consolidation), strangler-fig phasing with per-phase feature flags, retail-decomp boundary clarified for what WB does NOT cover (network, physics, animation, motion, UI, plugin, audio, chat). - docs/superpowers/specs/2026-05-08-phase-n1-scenery-via-wb-helpers-design.md — N.1 detailed design: replace IsOnRoad / DisplaceObject / slope-normal calc / rotation / scale inside SceneryGenerator.Generate() with calls to WB's SceneryHelpers + TerrainUtils. Keep data flow, ScenerySpawn shape, and renderer integration. Add small LandBlock → TerrainEntry[] adapter. Feature flag ACDREAM_USE_WB_SCENERY=1. - docs/plans/2026-04-11-roadmap.md — Phase N entry added between Phase M and Phase J. Lists all 10 sub-phases with effort estimates. Fork already created at https://github.com/eriknihlen/WorldBuilder. N.0 setup (replace references/WorldBuilder/ snapshot with submodule, add project references, build green) is the next implementation step. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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# Phase N — WorldBuilder Rendering Migration: Design
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**Date:** 2026-05-08
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**Status:** Design complete, awaiting plan generation for N.1.
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## Goal
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Stop re-porting AC-specific rendering and dat-handling algorithms from
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retail decomp. Instead, depend on a fork of WorldBuilder
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(`github.com/Chorizite/WorldBuilder`, MIT) for terrain, scenery, static
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objects, EnvCells, portals, sky, particles, texture decoding, mesh
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extraction, and visibility / culling. Acdream keeps its own network,
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physics, animation, motion, UI, plugin, audio, and chat layers — those
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are not in WorldBuilder.
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## Why
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acdream has accumulated a recurring pattern of subtle porting bugs in
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its own rendering algorithms (the latest: a tree near the road at
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landblock `0xA9B1` that retail and WorldBuilder do not show but our
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re-port did, despite the algorithm code looking byte-identical to
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WorldBuilder's). The triangle-Z bug, the hover-over-terrain bug, and
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the edge-vertex spawn bug are all in the same family: small porting
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errors that survive surface-level review.
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WorldBuilder is verified by visual inspection to render the AC world
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correctly. It uses the same Silk.NET + .NET stack we already target.
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It is MIT-licensed. It has fewer subtle bugs because its developers
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have run it against the entire client_cell + client_portal dat content
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and fixed everything users have reported.
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The cost of "we re-port retail algorithms ourselves" is now higher than
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the cost of "we depend on someone else's tested port and inherit their
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fixes." Migrating the rendering+dat layer to WorldBuilder is the
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right call.
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## Inventory reference
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The full taxonomy of "what WorldBuilder has, what we keep porting
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ourselves" lives at
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[`docs/architecture/worldbuilder-inventory.md`](../../architecture/worldbuilder-inventory.md).
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Before re-implementing any rendering or dat-handling algorithm, **check
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the inventory first**. CLAUDE.md is updated to enforce this.
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## Architecture
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### Integration model
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**Fork upstream WorldBuilder, depend on the fork via git submodule.**
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- Fork: `https://github.com/eriknihlen/WorldBuilder` (already created;
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upstream: `Chorizite/WorldBuilder`).
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- Long-lived branch in fork: `acdream`. Upstream `master` merges into
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`acdream` periodically; our acdream-specific changes (delete editor
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files, expose hooks for our scene state) live on `acdream`.
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- The current read-only snapshot at `references/WorldBuilder/` is
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**replaced** by a git submodule pointing at the fork's `acdream`
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branch. Existing CLAUDE.md path references and research docs that
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cite `references/WorldBuilder/...` keep working.
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- Our solution adds two `<ProjectReference>`s:
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- `references/WorldBuilder/Chorizite.OpenGLSDLBackend/Chorizite.OpenGLSDLBackend.csproj`
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- `references/WorldBuilder/WorldBuilder.Shared/WorldBuilder.Shared.csproj`
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- Transitive NuGet dependencies (`Chorizite.Core`,
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`Chorizite.DatReaderWriter.Extensions`, `BCnEncoder.Net`,
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`SixLabors.ImageSharp`, `Silk.NET.SDL`, `MP3Sharp`) flow through.
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- Editor-only files in WorldBuilder (Modules/Landscape/{Tools,
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Commands, Services, Migrations, Hubs}, LandscapeDocument, etc.) stay
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in the fork's source tree but are simply not referenced by acdream.
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They impose no runtime cost. We can prune later if upstream stays
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well-organized.
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### Phasing — strangler fig, subsystem by subsystem
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Each sub-phase is independently shippable behind a feature flag
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(`ACDREAM_USE_WB_<NAME>=1`). After visual verification the flag becomes
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default-on, then is removed and the old code is deleted. This gives us
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a one-line revert if a phase regresses.
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| # | Sub-phase | Effort | Risk |
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|---|---|---|---|
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| **N.0** | Submodule + project references + build green | 1-2 hrs | Low |
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| **N.1** | Scenery algorithm calls | 1-2 days | Low |
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| **N.2** | Terrain math helpers | 1-2 days | Low |
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| **N.3** | Texture decoding | 2-3 days | Medium |
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| **N.4** | Object meshing (Setup/GfxObj) | 1 week | Medium |
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| **N.5** | Terrain rendering (full pipeline) | 2 weeks | High |
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| **N.6** | Static objects rendering | 2 weeks | High |
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| **N.7** | EnvCells / dungeons | 2 weeks | High |
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| **N.8** | Sky + particles | 1 week | Medium |
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| **N.9** | Visibility / culling | 3-5 days | Medium |
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| **N.10** | GL infrastructure consolidation (optional) | 1 week | Medium |
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Total estimated calendar: 2-3 months. Engineering effort: 6-8 weeks.
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### What WorldBuilder does NOT cover (keep porting from retail decomp)
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- Network protocol (UDP, ISAAC, ACE messages) — keep ours
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- Physics: collision, BSP queries, sphere sweeps, walkable validation
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— keep ours (partial), continue porting from retail decomp
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- Animation: motion sequencer, cycle/non-cycle parts — keep ours
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- Movement: WASD → MoveToState wire, remote-entity motion via
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UpdateMotion + dead-reckoning — keep ours
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- Game UI: chat, vitals, inventory, spell book — keep ours (ImGui
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today, custom-toolkit later)
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- Plugin API: IGameState, IEvents, IActions, IPacketPipeline,
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IOverlay — keep ours (acdream-unique)
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- Game events: combat, allegiance, spell casting — keep ours
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- Audio (OpenAL pipeline) — keep ours
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- TurbineChat + slash commands — keep ours
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- Login + character selection flow — keep ours
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Per CLAUDE.md update, these still follow the
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"grep named → decompile → verify → port" workflow against retail decomp
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at `docs/research/named-retail/`.
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### Network reference posture
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`references/Chorizite.ACProtocol/` (separate Chorizite repo) remains
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the Primary Oracle for protocol field order and packed-dword
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conventions per CLAUDE.md's reference table. No fork needed there. We
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will lean on it harder during future network-conformance phases (Phase
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M is already on the roadmap for that).
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## Components
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### N.0 — Setup (must land before N.1)
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**Files / actions:**
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- Remove `references/WorldBuilder/` from working tree (it's currently a
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checked-in snapshot). Add it back as a submodule pointing at
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`git@github.com:eriknihlen/WorldBuilder.git` tracking the `acdream`
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branch (created off `master`).
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- Add `<ProjectReference>` entries in
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`src/AcDream.Core/AcDream.Core.csproj` and
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`src/AcDream.App/AcDream.App.csproj` for the two WB projects.
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- Update `.gitmodules` to reflect the new submodule.
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- Verify `dotnet build` and `dotnet test` are green.
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- Commit.
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**Done criteria:**
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- `git submodule status` shows `references/WorldBuilder` at the fork's
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`acdream` HEAD.
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- Solution builds clean with no new warnings.
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- Existing 870+ tests still pass.
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### N.1 — Scenery algorithm calls
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See companion design doc:
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[`2026-05-08-phase-n1-scenery-via-wb-helpers-design.md`](2026-05-08-phase-n1-scenery-via-wb-helpers-design.md).
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Brief: replace the algorithm guts inside `SceneryGenerator.Generate()`
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with calls to WB's `SceneryHelpers` (Displace, RotateObj, ScaleObj,
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ObjAlign, CheckSlope) and `TerrainUtils` (OnRoad, GetNormal). Keep our
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data flow, our `ScenerySpawn` shape, our renderer integration. Add a
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small adapter `LandBlock → TerrainEntry[]`.
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### N.2-N.10 — separately brainstormed when we get there
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Each sub-phase will get its own brainstorm + spec when we reach it.
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Estimating ahead is unreliable for the bigger phases (N.5, N.6, N.7);
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we'll know more after N.1 ships and we have hands-on experience with
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the WB integration.
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## Risks
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1. **Chorizite.Core dependency footprint.** Each render manager we
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take pulls in `Chorizite.Core.Lib` and `Chorizite.Core.Render`.
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Mitigation: take the NuGet dep, don't try to strip it. Risk is
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mostly cosmetic (an extra package).
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2. **WB's data-flow is editor-shaped.** `LandscapeDocument`,
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`LandscapeChunk`, etc. are editor concepts. Mitigation: write small
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adapters that produce the editor-shaped data from our dat reads.
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Phase N.1 is intentionally chosen to avoid this — we use only the
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stateless helpers, not the full `SceneryRenderManager`. Larger
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phases (N.5+) will need real adapter layers.
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3. **Upstream divergence.** WB's `master` will keep moving. Mitigation:
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merge upstream `master` into our `acdream` branch periodically (at
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minimum, before each new phase starts). Our acdream-specific
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changes are isolated to deletions and additions on the `acdream`
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branch, which merges cleanly with upstream most of the time.
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4. **Behaviors WB doesn't have.** WB is a dat editor; some
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in-game-only behaviors (creature appearance via CreaturePalette /
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GfxObjRemapping / HiddenParts) aren't in WB and we'll still need to
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handle them ourselves at the integration boundary. Mitigation:
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ACME's `StaticObjectManager.cs` covers these and is documented in
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CLAUDE.md as the secondary oracle for character appearance.
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5. **Visual regression during migration.** Mitigation: feature flag
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per phase. Visual verification at known-good locations (Holtburg,
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Foundry statue, dungeon entrances) before flag becomes default-on.
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## Testing
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- **N.0:** existing 870+ tests stay green; `dotnet build` clean.
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- **N.1:** new conformance test that runs both our `SceneryGenerator`
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and a parallel call into WB's helpers against the same fixture data,
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asserts identical spawn list. Visual verification at landblock
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`0xA9B1` — the offending tree should be gone, Issue #49's missing
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scenery should still be visible.
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- **N.2-N.10:** each phase will define its own conformance and visual
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verification criteria when brainstormed.
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## Documentation impact
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- [x] `docs/architecture/worldbuilder-inventory.md` — created.
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- [x] `CLAUDE.md` — updated with new posture (top-level rule + reference
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table + per-domain oracle hierarchy).
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- [ ] `docs/plans/2026-04-11-roadmap.md` — add Phase N entry alongside
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L, M, etc. (this happens in the same commit as the spec).
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- [ ] `docs/architecture/acdream-architecture.md` — needs an
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acknowledging note that the rendering layer is now WB-backed; can
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follow in a later commit, not blocking.
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## Out of scope for this design
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- Phase N.2-N.10 detailed scope (each gets own brainstorm).
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- Network conformance work (separate Phase M).
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- Animation, physics, motion ports (continue against retail decomp,
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not WB).
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- UI, plugin, chat work (separate phases, not affected).
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