From a64cd11defcd8d7fd4a0e162faffde4b43186a28 Mon Sep 17 00:00:00 2001 From: Erik Date: Fri, 8 May 2026 23:45:05 +0200 Subject: [PATCH] =?UTF-8?q?docs(roadmap):=20add=20A.5=20=E2=80=94=20two-ti?= =?UTF-8?q?er=20streaming=20+=20terrain=20horizon=20LOD?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Records a new Phase A sub-piece: split the single ACDREAM_STREAM_RADIUS into separate terrain + entity radii so terrain renders to a much further horizon (WB-style) while entities/scenery stay at the current closer radius. Motivated by perf at ACDREAM_STREAM_RADIUS=5 dropping from ~810 fps to ~200-300 fps because everything stays full-detail. Both retail and WorldBuilder render terrain way out and strip entities at distance. Estimate: 3-5 days for the radius split + fog tuning; +1 week if terrain LOD via mesh decimation is included. Not yet brainstormed. N.8 (sky + particles via WB's SkyboxRenderManager + ParticleEmitterRenderer) was already on the roadmap; user confirmed they want it tracked there. No edit needed for N.8 — already at the right level of detail. Co-Authored-By: Claude Opus 4.7 (1M context) --- docs/plans/2026-04-11-roadmap.md | 1 + 1 file changed, 1 insertion(+) diff --git a/docs/plans/2026-04-11-roadmap.md b/docs/plans/2026-04-11-roadmap.md index 3c915ec..e5cfb5a 100644 --- a/docs/plans/2026-04-11-roadmap.md +++ b/docs/plans/2026-04-11-roadmap.md @@ -81,6 +81,7 @@ Plus polish that doesn't get its own phase number: - **✓ SHIPPED — A.2 — Frustum culling.** Per-landblock AABB test (Gribb-Hartmann plane extraction + positive-vertex AABB test) in both `TerrainRenderer.Draw` and `StaticMeshRenderer.Draw`. Per-entity culling deferred. LOD deferred to Phase C. Performance overlay in window title shows FPS, frame time, visible/total landblock ratio, entity count, animated count. ~160fps uncapped at 5×5 radius. - **✓ SHIPPED — A.3 — Background net receive thread.** Dedicated daemon thread continuously pulls raw UDP datagrams from the kernel buffer into a `Channel`. Render thread's `Tick()` drains the channel. All decode, fragment assembly, ISAAC crypto, event dispatch, and ack-sending remain on the render thread — minimal change that prevents packet drops during frame stalls. Thread starts after `EnterWorld()` completes; `PumpOnce()` during handshake still reads the socket directly. - **A.4 — Async dat decoding.** Folded into the streaming worker — it's the worker's read path, not a separate subsystem. Called out here because regressions in dat caching could land on this surface. +- **A.5 — Two-tier streaming + terrain horizon LOD.** Split `ACDREAM_STREAM_RADIUS` into two: `ACDREAM_TERRAIN_RADIUS` (large, 8-12 cells = 1.5-2.3km) for terrain mesh + `ACDREAM_ENTITY_RADIUS` (small, 2-3 cells, current default) for entities + scenery. Distant landblocks render terrain only — no NPCs, no procedural scenery, no static objects. Tune `SceneLightingUbo`'s `uFogParams` so the far edge fades into sky color (eliminates the hard streaming boundary visible at higher radii). Optional: terrain LOD via mesh decimation for very distant chunks (combine 2×2 landblocks into one decimated mesh; cribs from `references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/TerrainRenderManager.cs`). Motivation: at radius=5 today, perf scales from ~810 fps → ~200-300 fps because everything stays full-detail; both retail and WorldBuilder render terrain way out and strip entities/scenery at distance. Enables WB-style horizon visibility. **Estimate: 3-5 days for the radius split + fog tuning; +1 week if terrain LOD is included.** Not yet brainstormed. **Acceptance:** - Walk across 10+ landblocks in any direction, no crashes, no empty voids.