docs(physics): Phase L.2 movement collision conformance plan

Formalize Phase L.2 as the active holistic movement/collision program, align the roadmap and architecture docs, file tactical physics follow-ups, and refresh collision memory away from rewrite-from-zero guidance.

Co-authored-by: OpenAI Codex <codex@openai.com>
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Erik 2026-04-29 21:28:56 +02:00
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# acdream — strategic roadmap
**Status:** Living document. Updated 2026-04-11 after Phase 6, 7.1, 9.1, 9.2 landed.
**Status:** Living document. Updated 2026-04-29 for Phase L.2 movement/collision conformance planning.
**Purpose:** One source of truth for where the project is and where it's going. Every observed defect or missing feature has a named phase that owns it; when something looks wrong in-game, look here to find the phase that'll address it. Implementation details live in per-phase specs under `docs/superpowers/specs/`, not in this file.
---
@ -31,7 +31,7 @@
| A.1 | Streaming landblock loader — runtime-configurable visible window (default 5×5, `ACDREAM_STREAM_RADIUS`), camera-centered offline / player-centered live, hysteresis-based unloads, pending-spawn list for late CreateObject events | Live ✓ |
| A.2 | Frustum culling — per-landblock AABB test (Gribb-Hartmann), terrain + static-mesh renderers skip culled landblocks, perf overlay in window title | Visual ✓ |
| A.3 | Background net receive thread — dedicated daemon thread buffers UDP into Channel, render thread drains | Visual ✓ |
| B.3 | Physics collision engine — TerrainSurface (heightmap Z), CellSurface (indoor floor polygon projection), PhysicsEngine (resolver with step-height + cell transitions). Populated from streaming pipeline. | Tests ✓ |
| B.3 | Physics MVP resolver foundation — terrain contact, CellSurface prototype, streaming-populated collision inputs, and first `PhysicsEngine` resolver path. Not the complete retail collision system. | Tests ✓ |
| B.2 | Player movement mode — Tab-toggled WASD ground walking, walk/run/idle animations, third-person chase camera, MoveToState + AutonomousPosition outbound, portal entry. Outdoor-only MVP. | Live ✓ |
| D.1 | 2D ortho overlay + font rendering (StbTrueTypeSharp atlas + TextRenderer + DebugOverlay) | Visual ✓ |
| E.1 | Motion-hook expansion — AnimationSequencer fires all 27 hook types per crossed frame; PosFrames root motion + vel/omega exposure; IAnimationHookSink + AnimationHookRouter fan-out | Tests ✓ |
@ -94,7 +94,7 @@ Plus polish that doesn't get its own phase number:
**Sub-pieces:**
- **✓ SHIPPED — B.1 — Outbound ack pump.** Shipped as Phase 4.9 — per-packet ACK_SEQUENCE, not periodic. Server no longer drops idle clients.
- **✓ SHIPPED — B.2 — Player movement mode.** Tab-toggled WASD ground walking with collision-resolved outdoor terrain, walk/run/idle/turn-right animations, third-person chase camera, outbound MoveToState (0xF61C) + AutonomousPosition (0xF753) server messages, portal entry works. Outdoor→indoor transition disabled for MVP (CellSurface floor polygons too aggressive without portal-based detection). Minor polish remaining: strafe animation, turn-left animation. Spec: `docs/superpowers/specs/2026-04-12-player-movement-design.md`.
- **✓ SHIPPED — B.3 — Physics collision engine.** TerrainSurface (heightmap bilinear Z), CellSurface (indoor floor polygon projection via barycentric interpolation), PhysicsEngine (top-level resolver with step-height enforcement, outdoor↔indoor cell transitions, gravity reporting). Populated from streaming pipeline. 16 unit tests with fake data. Spec: `docs/superpowers/specs/2026-04-12-physics-collision-engine-design.md`.
- **✓ SHIPPED — B.3 — Physics MVP resolver foundation.** Terrain contact, CellSurface prototype, streaming-populated collision inputs, and first `PhysicsEngine` resolver path. This shipped enough foundation for outdoor walking and early portal experiments, but it is not the complete retail collision system. Current conformance work lives under **Phase L.2 — Movement & Collision Conformance**. Spec history: `docs/superpowers/specs/2026-04-12-physics-collision-engine-design.md`.
- **B.4 — `Use` / `UseWithTarget` / `PickUp`.** Outbound interaction messages. Drives opening doors, looting, talking to vendors.
- **B.5 — Chat.** `SendTell`, `SendChat` outbound + receive/display inbound (display side depends on Phase D.1).
@ -204,7 +204,7 @@ Research: R9 + R12 + R13.
- **✓ SHIPPED — G.1 — Sky + weather + day-night.** Deterministic client-side from Portal Year time. Sky dome geometry + keyframe gradients + rain/snow particles. See `r12-weather-daynight.md`. Full data + visual stack shipped: Region dat loader, keyframe interp, WeatherSystem with 5-kind PDF + transitions + storm flashes, WorldSession→WorldTimeService sync via ConnectRequest+TimeSync, SkyRenderer with sky-object arcs + UV scroll, rain/snow billboard renderer, F7/F10 debug cycle keys.
- **✓ SHIPPED — G.2 — Dynamic lighting.** 8-light D3D-style fixed pipeline. Hard-cutoff at Range, no attenuation inside. Cell ambient. Shader UBO per frame. See `r13-dynamic-lighting.md`. SceneLightingUbo std140 at binding=1 feeds terrain + mesh + mesh_instanced + sky shaders. LightingHookSink auto-registers Setup.Lights at entity stream-in, flips IsLit on SetLightHook, unregisters on landblock unload.
- **G.3 — Dungeon streaming + portal space.** `EnvCellStreamer`, portal-visibility BFS, `PlayerTeleport (0xF751)` handling with `LoginComplete` re-send, "pink bubble" loading state. See `r09-dungeon-portal-space.md`.
- **G.3 — Dungeon streaming + portal space.** `EnvCellStreamer`, portal-visibility BFS, `PlayerTeleport (0xF751)` handling with `LoginComplete` re-send, "pink bubble" loading state. **Blocked on L.2e** for trustworthy `cell_bsp`, indoor/outdoor portal transit, adjacent-cell ownership, and building entry/exit collision boundaries. See `r09-dungeon-portal-space.md`.
**Acceptance:** walk outside at dusk, see the sky gradient + sun moving; enter a torch-lit dungeon via portal; leave back to daylight.
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**Plan of record:** `docs/plans/animation-system-audit.md`.
**Coupling to L.2:** L.1 owns animation/motion parity. L.2 owns collision,
contact truth, movement packets, and server-visible placement. They meet where
root motion or observer movement changes the predicted body path; any such
change must keep both phase plans in sync.
**Sub-pieces:**
- **L.1a — Audit & inventory.** Map retail named-decomp evidence, ACE
cross-references, existing acdream hook points, and current gaps for each
@ -349,6 +354,55 @@ queues, speed scaling, and PosFrame root motion.
---
### Phase L.2 — Movement & Collision Conformance
**Status:** ACTIVE.
**Goal:** make acdream's movement and collision behavior retail-faithful across
terrain, buildings, walls, roof edges, cell seams, portal boundaries, outbound
movement packets, and server correction. This is the holistic bucket for the
work previously scattered across B.3 physics follow-ups, L.1 motion coupling,
and G.3 dungeon/portal ownership.
**Plan of record:** `docs/plans/2026-04-29-movement-collision-conformance.md`.
**Current foundation:** `PhysicsEngine.ResolveWithTransition`,
`BSPQuery`, `TransitionTypes`, `PhysicsDataCache`, and
`ShadowObjectRegistry` exist and are active. They are partial retail ports and
diagnostic scaffolding, not yet the final collision system.
**Sub-lanes:**
- **L.2a — Truth & diagnostics.** Local placement/contact/cell logs, object-hit
probes, correction-delta diagnostics, retail-observer capture workflow, and
real-DAT fixture capture.
- **L.2b — Movement wire/contact authority.** Fix outbound contact truth,
full-cell id handling, packet cadence, and routine server correction handling.
- **L.2c — Transition parity: edge/slide/neg-poly.** Port and test retail
`edge_slide`, `cliff_slide`, `precipice_slide`, step-up/down slide, and
`NegPolyHit` dispatch behavior.
- **L.2d — Shape fidelity: sphere/cylsphere/building objects.** Finish
`CSphere` / `CCylSphere` parity, live-entity object shapes, building object
collision identity, and `Setup.Radius` fallback audit.
- **L.2e — Cell ownership: outdoor seams, `CELLARRAY`, `cell_bsp`.** Update
low outdoor cell id across 24m seams, port adjacent-cell checks, activate
`cell_bsp`, and hand G.3 a trustworthy building/portal boundary model.
- **L.2f — Real-DAT and live retail-observer conformance.** Promote synthetic
tests to real-world fixtures and verify local acdream view plus retail
observer view. ACE accepting a position is a compatibility check, not proof
of fine-grained retail collision parity.
**Acceptance:**
- A developer can trace the active movement path: input/motion -> body
prediction -> `ResolveWithTransition` -> contact/cell result -> outbound
packets -> server echo/correction.
- Buildings, edge-slide, wall-slide, cell seams, packet authority, and dungeon
portal ownership each have an L.2 lane.
- Every AC-specific algorithm port cites named retail decomp, or a documented
fallback when named retail lacks the body.
- `dotnet build` and `dotnet test` are green for each implementation slice.
---
### Phase J — Long-tail (deferred / low-priority)
Not detailed here; each gets its own brainstorm when it becomes relevant.
@ -431,7 +485,10 @@ port in any phase — no separate listing here.
| Holtburg sign half-buried | **5 FIXED** ✓ |
| Can't walk past the loaded 3×3 window | **A.1 FIXED** ✓ (5×5 default, `ACDREAM_STREAM_RADIUS` to tune) |
| Frame hitch crossing landblock boundary | **Phase A.3** (synchronous loader for now; async returns when DatCollection is thread-safe) |
| Walking around doesn't move me on the server | **Phase B.3 FIXED** ✓ |
| Walking around doesn't move me on the server | **Phase B.2/B.3 FIXED** ✓ for coarse server movement; fine retail collision parity is **Phase L.2** |
| Sliding along buildings / walls feels wrong | **Phase L.2c + L.2d** |
| Roof edge / cliff / precipice blocks or slides wrong | **Phase L.2c** |
| Crossing outdoor cell seams reports the wrong cell | **Phase L.2e** |
| Can't talk to NPCs | **Phase H.3** (emote scripts + dialogs) |
| Can't open a door | **Phase F** (object-use action) |
| Portals render as a rotating black disk | **Phase E.3** (particle system) |
@ -444,7 +501,7 @@ port in any phase — no separate listing here.
| Combat doesn't show in the chat log | **I.7 FIXED** ✓ |
| Accented character names show as `?` or garbled | **I.5 FIXED** ✓ (Windows-1252 codec) |
| No sound | **Phase E.2** |
| Dungeons / foundry interior missing | **Phase G.3** |
| Dungeons / foundry interior missing | **Phase G.3** after **L.2e** cell/building ownership |
| Can't fight monsters | **Phase F.3** (combat math + damage) |
| Can't cast spells | **Phase F.4** |
| No inventory panel | **Phase F.2 + F.5** |