Commit graph

7 commits

Author SHA1 Message Date
Erik
8b4d69fa8d docs(roadmap): mark Phase B.2 (player movement) as shipped
Tab-toggled WASD walking on collision-resolved outdoor terrain with
walk/run/idle animations, third-person chase camera, and outbound
MoveToState + AutonomousPosition server messages. Portal entry works.
Outdoor-only MVP (indoor transition disabled until Phase E portal
detection). 265 tests green.

Phase B status: B.1 ✓, B.2 ✓, B.3 ✓, B.4 pending, B.5 pending.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 15:29:28 +02:00
Erik
0aaededdd7 docs(roadmap): mark Phase B.1 + B.3 as shipped
B.1 (ack pump) was already shipped as Phase 4.9 — updated the
roadmap entry to reflect this. B.3 (physics collision engine)
shipped with 4 commits (TerrainSurface, CellSurface, PhysicsEngine,
GameWindow integration). 243 tests green.

Next: B.2 (player movement mode — wire WASD to collision engine
+ outbound server message).

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 09:59:10 +02:00
Erik
0a20090eba docs(roadmap): mark Phase A.3 (background net receive thread) as shipped
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>
2026-04-12 09:24:59 +02:00
Erik
e8c4ac25ba docs(roadmap): mark Phase A.2 (frustum culling) as shipped
~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>
2026-04-12 09:13:05 +02:00
Erik
bb9ff774dc docs(roadmap): mark Phase A.1 (streaming) shipped; note sync-loader caveat
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>
2026-04-11 23:31:20 +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
Erik
ac2af96b15 docs(plan): roadmap with every observed defect mapped to a phase
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>
2026-04-11 18:30:55 +02:00