Captures where we stand after Phase 4b and lays out the remaining
retail-faithful port work across four phases (5-8):
- Phase 5: PhysicsScript loader + runtime + sky lifecycle. Replaces
WeatherSystem's crude "DayGroup name contains Rainy → spawn rain"
shortcut with retail's actual PES-driven particle emission.
- Phase 6: Fog on sky meshes. The sky frag currently ignores fog
uniforms; retail's D3D fog applies to sky.
- Phase 7: Lightning flash trigger + thunder audio for storm keyframes.
- Phase 8: Weather / DayGroup crossfade (DAT_008427a9 / _DAT_008427b8
lerp) + AdminEnvirons override → fog crossfade.
User observation 2026-04-23 during Phase 4b verification: "Now it is
raining when it should not be." Root cause traced to the
SetKindFromDayGroupName string match firing rain particles on a "Rainy"
DayGroup regardless of whether that DayGroup actually has a visible
rain-emitting SkyObject. Proper fix requires porting PhysicsScript.
Also commits the earlier research from agent Q1-Q6:
`docs/research/2026-04-23-sky-material-state.md`.
Four parallel decompile agents are in flight as of this commit:
- PhysicsScript dat + runtime
- Sky↔PES wiring + emitter lifecycle
- Lightning + weather crossfade
- Fog on sky + vertex distance
Phase 5 implementation starts once those land.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Update the roadmap's 'shipped' table with the G.1+ entry covering the
end-to-end visual integration (sky renderer, weather system, particle
renderer, UBO-backed shader lighting, server time sync) — not just the
data-plumbing layer that went out yesterday.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Two fixes for jump physics:
- Skip ground-snap when velocity Z > 0 (prevents immediate re-landing
at high framerates where per-frame Z delta < 0.05 snap threshold)
- Guard apply_current_movement velocity write behind OnWalkable check
(prevents MotionInterpreter.DoMotion from zeroing jump velocity on
every frame while airborne)
- Guard PlayerMovementController velocity replacement behind OnWalkable
(preserves momentum during airborne flight)
Jump works locally but server packet not yet sent (BUG-002).
Facing direction mismatch logged as BUG-003.
RunRate not verified as BUG-004.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
All Foundation sub-pieces now shipped:
A.1 ✓ Streaming landblock loader
A.2 ✓ Frustum culling (~160fps)
A.3 ✓ Background net receive thread
A.4 Folded into A.1 (deferred — DatCollection not thread-safe)
Phase A (Foundation) is complete. Next: Phase B (Gameplay).
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
~160fps uncapped at 5×5 radius with per-landblock AABB culling.
Perf overlay in window title shows visible/total landblock ratio
so the culling impact is visible at a glance.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Move A.1 from "ahead" to "shipped" per the roadmap discipline rule.
The shipped row notes that the loader currently runs synchronously
(the original async-worker design hit DatCollection's lack of thread
safety) and that the Channel-based outbox API is preserved so async
loading can return cleanly when Phase A.3 lands a thread-safe dat
wrapper. Pending-spawn list in GpuWorldState handles live spawn /
streaming races without dropping data.
Quick-lookup table updated:
- "Can't walk past the loaded 3×3 window" → A.1 FIXED ✓
- "Frame hitch crossing landblock boundary" → Phase A.3
(synchronous loader for now; async returns when DatCollection is
thread-safe)
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Output of a brainstorming session after Phase 6/7.1/9.1/9.2 shipped
and the lifestone crystal bug was isolated. Two documents:
1. docs/plans/2026-04-11-roadmap.md — strategic roadmap replacing
the stale post-Phase-5 version. Reflects what's actually shipped,
reorganizes upcoming work into Phases A (Foundation), B (Gameplay),
C (Polish — includes VFX/particles, dynamic lights, palette tuning,
double-sided translucents), D (UI + Sound), and E (long-tail).
Updates the "when will my complaint be fixed" quick-lookup with
the correct phase for portals (VFX, not shader tricks as previously
claimed), smoke, fireplace fire, and everything we fixed this
session. Phase ordering: A → B → (C/D in parallel) → E.
2. docs/superpowers/specs/2026-04-11-foundation-phase-design.md —
detailed implementation spec for Phase A only. Covers the four
sub-pieces (streaming landblock loader, frustum culling, net I/O
thread, async dat decoding folded into the streaming worker),
their components, data flow, error handling, testing strategy,
and commit-point ordering. Includes non-goals to prevent scope
creep.
No code changes yet. The spec goes to user review next, then into
the writing-plans skill for a detailed implementation plan.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Captures all the "this looks wrong" findings from the Phase 5 visual
verification and assigns each to a future phase. Top-of-document is
phases done, then phases ahead in suggested order, then a quick
lookup table that maps user complaints to their owning phase.
Phases ahead:
6 Animation system (creature poses, walk/attack motions, breathe-idle)
7 Multi-floor interiors + dungeons (second floors, foundry interior,
subterranean rooms)
8 Player input → server (movement, interact, ack pump, combat)
9 Visual polish (portals, mesh-origin offsets, exact palette ranges,
lighting/shadows)
10 UI / HUD (chat, inventory, character panel, spellbook, minimap)
11 Sound (SoundTable, audio engine, 3D positional audio)
12 Streaming + perf (chunked landblock loading, frustum culling, LOD,
background net thread)
Each phase entry has: what it owns, what it requires, references in the
existing references/ tree, and rough effort estimate.
Document is intentionally a living roadmap — updated whenever a phase
lands or when a new defect is observed that doesn't fit the existing
buckets.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Blending-focused plan for Phase 3c: port WorldBuilder's per-cell
palette-code + alpha-atlas terrain texture merge scheme so terrain
type boundaries blend smoothly instead of stair-stepping.
Scope deliberately excludes chunking (deferred to a possible Phase 3d
when streaming actually matters) so the work stays focused on the
visible win.
Execution split into 4 small commits:
3c.1 palette math (pure CPU, unit tested against golden values)
3c.2 alpha atlas loading
3c.3 per-cell vertex layout refactor
3c.4 shader rewrite (the visual-win commit)
Each step is runnable on its own so if 3c.4 looks wrong we know the
earlier steps were fine.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Design-only doc covering the networking subsystem needed to bring
the static Holtburg scene online: UDP packet codec, ISAAC keystream,
fragment reassembly, GameMessage dispatch, WorldSession lifecycle,
and composite IGameState so server CreateObject messages flow through
the same IEvents pipeline the dat-hydrated static entities already use.
Also documents that ACE is the authority for the protocol (neither
WorldBuilder nor ACViewer implements client networking) and captures
the license hygiene plan: read ACE's AGPL source for protocol knowledge,
reimplement from scratch, credit in NOTICE.md.
Explicit win condition for Phase 4: the foundry statue finally appears,
because it's a server weenie, not a dat decoration.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Locks the four decisions from brainstorming: full scope (all 8 sketched
tasks in one Phase 2b), GL_TEXTURE_2D_ARRAY for terrain atlas with a
per-vertex flat uint layer attribute, raw cursor capture FlyCamera with
F toggle and Escape release, and WorldEvents.EntitySpawned with
replay-on-subscribe so plugin ordering doesn't matter.
Grows AcDream.Plugin.Abstractions by IGameState + IEvents +
WorldEntitySnapshot. Host-side WorldGameState + WorldEvents implementations
live in AcDream.App.Plugins. AppPluginHost constructor gains two
parameters. Program.cs wiring order keeps Phase 2a's Enable-before-Run,
relying on replay-on-subscribe to make subscription-before-world-load
produce the right observable behavior.
Task 1 expands Vertex struct and LandblockMesh signature — this affects
StaticMeshRenderer's vertex stride too, so Phase 2a's shader bindings
need a matching update.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Tasks 1-10 are fully specified TDD-bite-sized and cover Phase 2a:
scaffold + GfxObjMesh.Build + SurfaceDecoder + LandblockLoader +
SetupMesh.Flatten + WorldView + TextureCache + StaticMeshRenderer +
debug + visual verification. End state: Holtburg terrain with buildings
rendered and at least some textures resolved.
Tasks 11-18 are sketches for Phase 2b in a future session: terrain
atlas, 3x3 neighbor rendering, ICamera/FlyCamera/CameraController, and
the IGameState/IEvents plugin API growth. These will be re-planned
with fresh context once Phase 2a is known to work.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Verified the real GfxObj data shape against DatReaderWriter's generated
types and WorldBuilder's ObjectMeshManager. Three corrections:
- GfxObj.Surfaces is a list and Polygon.PosSurface indexes into it;
multiple surfaces per GfxObj are the norm. GfxObjMesh.Build now
returns IReadOnlyList<GfxObjSubMesh> — one sub-mesh per referenced
surface. StaticMeshRenderer draws entities by grouping entities by
GfxObj and then by sub-mesh within each GfxObj. Matches the approach
WorldBuilder takes.
- LandBlockInfo has both Objects (Stabs — small decorations, rocks,
trees) AND Buildings (BuildingInfo). LandblockLoader loads both
lists and maps them uniformly to WorldEntity since both types share
the Frame shape.
- Stab.Frame and BuildingInfo.Frame carry position+orientation only,
no scale component. WorldEntity.Scale dropped. WorldEntitySnapshot
loses its Scale field too. Phase 3+ can add it back if needed.
Closes the one open design question flagged in the original doc.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Locks the design decisions from brainstorming: full scope (geometry +
textures + 3x3 neighbor grid), dual cameras (orbit default + FlyCamera
toggled by F), minimal plugin API growth (IGameState.Entities snapshot
+ IEvents.EntitySpawned). BCnEncoder.Net handles DXT/BCn decoding,
matching WorldBuilder's approach.
Adds three new namespaces under AcDream.Core (World, Meshing, Textures)
and three new rendering components under AcDream.App (StaticMeshRenderer,
TextureCache, FlyCamera + ICamera). Entities are deduplicated by
GfxObj id at the GPU layer; textures dedup by Surface id. Plugins
get immutable snapshots, not live references.
Rough 18-task sequence captured. Full bite-sized plan comes next via
superpowers:writing-plans.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Ten bite-sized tasks covering: solution reorg into four projects,
TDD-driven PluginManifest parsing + discovery + collectible-ALC
loader (with a real fixture DLL), LandblockMesh pure generator,
Silk.NET window smoke, dat-backed landblock mesh upload, height-
ramp shader + orbit camera, and finally the end-to-end smoke
plugin round-trip. Manual visual smoke only for the GL bits;
xUnit TDD for everything testable.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Captures the day-1 plugin + scripting contract for acdream:
C# plugins via collectible AssemblyLoadContext with a stable
IPluginHost API, Lua macros via a first-party Macros plugin that
embeds MoonSharp, and a four-stage packet pipeline for raw and
parsed traffic in both directions. Extends the phased MVP so
every core system is exposed through the plugin API in the same
commit that adds it.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>