docs: session handoff + collision port mandate in memory
Session 2026-04-14 summary: rendering rebuild complete, movement speed+jump+facing working, collision partially working but needs full retail port. Memory updated with explicit user feedback: no more patching collision, must port from decompiled code faithfully per CLAUDE.md. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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@ -86,11 +86,35 @@ ground truth. ACE has the ENTIRE system already in C#:
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- `TransitionTypes.cs` Transition methods — replace FindTransitionalPosition, TransitionalInsert, FindEnvCollisions, FindObjCollisions, SlideSphere, AdjustOffset with faithful ports
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- `PhysicsEngine.ResolveWithTransition` — may need restructuring
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## Approach
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## Approach (MANDATORY — per CLAUDE.md)
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1. Read ACE's Sphere.cs fully (it's the object collision dispatcher)
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2. Read ACE's BSPTree.cs/BSPNode.cs/BSPLeaf.cs fully
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3. Read ACE's Transition.cs fully
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4. Port each class method-by-method, preserving ACE's logic exactly
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5. Cross-reference each method against the decompiled function address
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6. Test incrementally: terrain → indoor walls → objects → step-up → full
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For EVERY function:
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1. **DECOMPILE FIRST.** Find the matching function in the decompiled
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client (`docs/research/decompiled/`). Use the function map at
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`docs/research/acclient_function_map.md`. If not mapped, search
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by characteristic constants or struct offsets.
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2. **CROSS-REFERENCE ACE.** Read ACE's C# port of the same function.
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ACE provides naming and structure. Note any differences.
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3. **WRITE PSEUDOCODE.** Translate the decompiled C into readable
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pseudocode BEFORE porting to C#. Add to
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`docs/research/collision_port_pseudocode.md`.
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4. **PORT FAITHFULLY.** Translate pseudocode to C# line-by-line.
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Same variable names, same control flow, same boundary conditions.
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Do NOT "improve" or "simplify" the algorithm.
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5. **VERIFY.** When ACE and the decompiled code disagree, the
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decompiled code wins. Document the difference.
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### Execution order:
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1. Sphere collision (Sphere.cs) — FUN_005387c0 and sub-functions
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2. BSP tree (BSPTree/Node/Leaf) — find_collisions dispatcher
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3. Polygon tests (Polygon.cs) — pos_hits_sphere, adjust_sphere_to_plane
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4. Transition orchestrator (Transition.cs) — FindTransitionalPosition
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5. Cell collision (LandCell/EnvCell/ObjCell) — FindEnvCollisions, FindObjCollisions
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6. Wire into PhysicsEngine.ResolveWithTransition
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7. Test: terrain → indoor walls → objects → step-up → every object type
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