Commit graph

4 commits

Author SHA1 Message Date
Erik
cc5ab683ea docs(specs): Phase B.3 Complete — movement and world navigation design
Comprehensive spec for completing the physics/movement system:
CellPortal-based indoor/outdoor/room-to-room transitions via
sphere-plane intersection, multi-landblock boundary crossing,
momentum-preserving jump with gravity arc, portal-space state
machine for teleports, Setup.StepUpHeight hookup, and
scenery-on-road exclusion fix.

Replaces the current "outdoor heightmap sampler with disabled
indoor transitions" with the full world-navigation system AC's
client uses. 12 acceptance criteria, ~20 new unit tests planned.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 15:54:12 +02:00
Erik
fe0c76364c docs(specs): Phase B.2 — player movement mode design
Tab-toggled player mode with WASD ground walking, A/D + mouse
turning, Z/X strafing, Shift for run, third-person chase camera,
local walk/run/turn/idle animations, and outbound MoveToState +
AutonomousPosition server messages. Uses PhysicsEngine from B.3
for collision-resolved positions.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 14:05:07 +02:00
Erik
fdc568a4a0 docs(specs): Phase B.3 — physics collision engine design
Pure-computation collision engine for ground-based entity movement.
Three components: TerrainSurface (outdoor heightmap Z interpolation),
CellSurface (indoor EnvCell floor polygon projection), PhysicsEngine
(top-level resolver with step-height enforcement, outdoor/indoor
cell transitions via CellPortals, and gravity reporting).

Uses PhysicsPolygons from CellStruct for walkable surfaces with
brute-force polygon iteration (< 20 polys per cell). BSP tree
acceleration deferred — same collision fidelity, simpler code.

Standalone module with no rendering or networking dependencies.
~15-20 unit tests with fake data covering flat terrain, slopes,
stairs, wall rejection, and cell transitions. Integration with
the streaming system via ApplyLoadedTerrainLocked. Consumed by
Phase B.2 (player movement mode, separate spec).

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 09:42:31 +02:00
Erik
2c1c784c8c docs: refresh strategic roadmap + Foundation phase design spec
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>
2026-04-11 21:43:33 +02:00