# WorldBuilder Inventory โ€” what we extracted, adapted, or left behind > **Phase O shipped 2026-05-21.** The ~33 WB files we actually use have > been extracted into our tree. `references/WorldBuilder/` stays as a > **read-reference only** โ€” nothing in `src/AcDream.*` references it as a > project dependency. `DatCollection` is now the only dat reader in process. > > Use this document to: > 1. Know **where our extracted code lives** (look for the "Extracted to" > column / notes in each section below). > 2. Know **what WB still has** that we haven't needed yet โ€” grep > `references/WorldBuilder/` if you ever need to add something. > 3. Know **what WB never had** (the ๐Ÿ”ด list) โ€” those are always ours. **Pre-O status (archived for context):** As of Phase N.4 (2026-05-08) acdream relied heavily on WorldBuilder as a project reference for rendering and dat-handling. WorldBuilder is MIT-licensed, verified by visual inspection to render the AC world correctly (terrain, scenery, slabs, dungeons, slopes, particles), and uses the same Silk.NET + .NET stack we target. **Post-O integration model:** Extracted WB code lives in two locations in our tree (see CLAUDE.md for the full breakdown): - `src/AcDream.Core/Rendering/Wb/` โ€” pure helpers (no GL): `TerrainUtils`, `TerrainEntry`, `RegionInfo`, `SceneryHelpers`, `TextureHelpers`. - `src/AcDream.App/Rendering/Wb/` โ€” GL infrastructure + mesh pipeline: `ObjectMeshManager`, `WbMeshAdapter`, `WbDrawDispatcher`, texture cache, shader infra, EnvCell/portal/scenery/terrain-blending pipeline classes. `DatCollectionAdapter` bridges our `IDatCollection` to the `IDatReaderWriter` interface WB's internals expect (O-D7 fallback; `ObjectMeshManager` has 26 internal `_dats.*` call sites โ€” above the 20-site inline-swap threshold). **Workflow:** Before re-implementing any AC-specific rendering or dat-handling algorithm, **check this inventory first**. If we already extracted it (๐ŸŸข sections), it's in `src/AcDream.App/Rendering/Wb/` โ€” use our copy. If WB has it but we haven't extracted it yet, grep `references/WorldBuilder/` and extract as needed. Retail decomp remains the oracle for things WB never had (๐Ÿ”ด list). Attribution: WorldBuilder is MIT-licensed. `NOTICE.md` includes WB attribution. --- ## Read-reference layout (under `references/WorldBuilder/`, not project-referenced) - **`Chorizite.OpenGLSDLBackend/`** โ€” full OpenGL renderer (Silk.NET). The components we use are extracted into `src/AcDream.App/Rendering/Wb/`. - **`WorldBuilder.Shared/`** โ€” data models, dat parsers, landscape module. The helpers we use are extracted into `src/AcDream.Core/Rendering/Wb/`. - **`WorldBuilder/`** โ€” Avalonia desktop app shell (not taken). - **`WorldBuilder.{Windows,Linux,Mac}/`** โ€” platform entry points (not taken). - **`WorldBuilder.Server/`** โ€” collab editing backend (not taken). - **`Tests/` + `WorldBuilder.Shared.Benchmarks/`** โ€” test harness (study only). **Upstream NuGet dependencies** (these stay as NuGet packages, we don't vendor them): | Package | Version | Purpose | |---|---|---| | `Chorizite.Core` | 0.0.18 | Plugin framework โ€” contains `Chorizite.Core.Lib.BoundingBox`, `Chorizite.Core.Render.*` interfaces used by every render manager | | `Chorizite.DatReaderWriter` | 2.1.x | dat parsing (we already use 2.1.7) | | `Chorizite.DatReaderWriter.Extensions` | 1.1.x | extra dat helpers | | `BCnEncoder.Net` | 2.2.x | DXT decode (we already use) | | `SixLabors.ImageSharp` | 3.1.x | image loading | | `Silk.NET.OpenGL` + `Silk.NET.SDL` | 2.23.x | GL + windowing (we use Silk's own windowing, they use SDL) | | `MP3Sharp` | 1.0.5 | MP3 decode | --- ## ๐ŸŸข RENDERING โ€” take wholesale or adapt These are what makes WB "perfect". Anything in this section, we should use from WB rather than re-implement. ### Terrain | Component | What it does | |---|---| | `TerrainRenderManager` | Full pipeline (per-chunk GPU buffers, draw orchestration) | | `LandSurfaceManager` | Texture blending atlas (palCode, alpha masks, road overlays) | | `TerrainGeometryGenerator` | Heightmap โ†’ mesh, normals, OnRoad, GetHeight, GetNormal | | `TerrainChunk` | 16ร—16 landblock chunk geometry | | `TextureAtlasManager` | Texture atlas builder | | `VertexLandscape` | Terrain vertex format | ### Scenery (procedural placement: trees, bushes, rocks, fences) | Component | What it does | |---|---| | `SceneryRenderManager` | Generate + render per-vertex scenery | | `SceneryHelpers` | Displace / RotateObj / ScaleObj / ObjAlign / CheckSlope | | `SceneryInstance` | Per-spawn instance data | ### Static objects (buildings, slabs, props โ€” Setup + GfxObj + ObjDesc) | Component | What it does | |---|---| | `StaticObjectRenderManager` | Master pipeline for static objects | | `ObjectRenderManagerBase` + `BaseObjectRenderManager` | Common render base | | `ObjectMeshManager` | Mesh extraction from Setup/GfxObj, ObjDesc application | ### Dungeons / interiors | Component | What it does | |---|---| | `EnvCellRenderManager` | Dungeon interior cell geometry | | `PortalRenderManager` | Portal traversal / visibility | ### Sky + atmosphere | Component | What it does | |---|---| | `SkyboxRenderManager` | Skybox rendering | | `ParticleEmitterRenderer` + `ParticleBatcher` + `ActiveParticleEmitter` | Particle systems (sky particles, weather, magic) | ### Visibility / culling | Component | What it does | |---|---| | `VisibilityManager` + `VisibilitySnapshot` | Frustum + cell visibility | | `Frustum` | Frustum-cull math | ### Other rendering helpers | Component | What it does | |---|---| | `MinimapRenderer` | Top-down minimap | | `GlobalMeshBuffer` | Shared GPU mesh buffer | | `GpuResourceManager` | GPU resource lifecycle | | `InstanceData` | Instanced draw data | | `TextureHelpers` | INDEX16, P8, BGRA, DXT decode + alpha (canonical port) | | `DebugRenderer` + `DebugRendererLineDrawer` + `EdgeLineBuilder` | Debug primitives | ### Shaders (22 total) Located at `Chorizite.OpenGLSDLBackend/Shaders/`: `Landscape.{vert,frag}` ยท `StaticObject.{vert,frag}` ยท `StaticObjectModern.{vert,frag}` ยท `Particle.{vert,frag}` ยท `PortalStencil.{vert,frag}` ยท `Outline.{vert,frag}` ยท `Simple3D.{vert,frag}` ยท `InstancedLine.{vert,frag}` ยท `Text.{vert,frag}` ยท `UI.{vert,frag}` ยท `Gizmo.{vert,frag}` (editor-only) --- ## ๐ŸŸข LOW-LEVEL GL / FRAMEWORK โ€” take or replace with our own Either take WB's wrappers wholesale, or keep our own and adapt the render managers to use ours. These wrappers are stateless or near-stateless and are the easiest to swap. | Component | What it does | |---|---| | `OpenGLGraphicsDevice` | Silk.NET.OpenGL wrapper | | `OpenGLRenderer` | Render orchestration | | `GLSLShader` | Shader compile/link/uniforms | | `GLHelpers` + `GLStateScope` | GL state utility | | `ManagedGLFrameBuffer` / `ManagedGLIndexBuffer` / `ManagedGLTexture` / `ManagedGLTextureArray` / `ManagedGLUniformBuffer` / `ManagedGLVertexArray` / `ManagedGLVertexBuffer` | GL resource wrappers | | `TextureParameters` | Sampler config | | `GpuMemoryTracker` | Memory tracking | | `Camera2D` / `Camera3D` / `CameraBase` / `ICamera` / `CameraController` | Camera primitives | | `GameScene` + `SingleObjectScene` + `SceneData` + `ModernRenderData` + `RenderPass` | Scene / pass structures | --- ## ๐ŸŸข GEOMETRY / MATH UTILS โ€” take wholesale | Component | File | |---|---| | `TerrainUtils` (OnRoad, GetNormal, GetHeight, GetRoad, palCode) | `WorldBuilder.Shared/Modules/Landscape/Lib/TerrainUtils.cs` | | `TerrainCacheManager` | `โ€ฆ/Lib/TerrainCacheManager.cs` | | `TerrainRaycast` | `โ€ฆ/Lib/TerrainRaycast.cs` | | `GeometryUtils` | `WorldBuilder.Shared/Lib/GeometryUtils.cs` | | `RaycastingUtils` (ray-vs-sphere/AABB/triangle) | `WorldBuilder.Shared/Lib/RaycastingUtils.cs` | | `DoubleNumerics` (double-precision Vector/Matrix) | `WorldBuilder.Shared/Lib/DoubleNumerics.cs` | | `DatUtils` | `WorldBuilder.Shared/Lib/DatUtils.cs` | | `BoundingBoxExtensions` | `Chorizite.OpenGLSDLBackend/Lib/BoundingBoxExtensions.cs` | --- ## ๐ŸŸข DATA MODELS โ€” take selectively | Component | What it does | |---|---| | `RegionInfo` | Landblock metadata wrapper (LandblockSizeInUnits, CellSizeInUnits, etc.) | | `TerrainEntry` | Per-vertex terrain (Type/Scenery/Road/Height) | | `MergedLandblock` | Merged dat data | | `CellSplitDirection` | SW-NE vs NE-SW | | `Cell` | Generic cell wrapper | | `ObjectId` | Object identifier | | `Position` | World position | | `ACEnums` | AC-specific enums | | `WbBuildingPortal` / `WbCellPortal` | Portal structures | | `BuildingObject` | Building data | --- ## ๐ŸŸก EDITOR-ONLY โ€” leave behind / delete in fork These exist for the editor experience and have no place in a game client. Delete in fork. - **`Modules/Landscape/Tools/*`** โ€” `BrushTool`, `BucketFillTool`, `RoadLineTool`, `RoadVertexTool`, `InspectorTool`, `ObjectManipulationTool`, `Gizmo*` (DragHandler, HitTester, Renderer, State), `TexturePainting*`, `SceneRaycaster`, `LandscapeBrush`, `LandscapeToolBase`, `LandscapeToolContext`, `IToolSettingsProvider`, `ILandscapeBrush`, `ILandscapeEditorService`, `ILandscapeRaycastService`, `ILandscapeTool`, `ITexturePaintingTool` - **`Modules/Landscape/Commands/*`** โ€” undo/redo command pattern for editor (Add/Delete/Move/Rename/Reorder/etc.) - **`LandscapeDocument` + `LandscapeLayer` + `LandscapeLayerGroup` + `LandscapeChunk` + `LandscapeLayerChunk` + `LandscapeLayerBase`** โ€” editor document model - **`Modules/Landscape/Models/TerrainPatch*` + `LandblockChangedEventArgs`** โ€” editor mutation events - **`Modules/Landscape/Services/ILandscapeCacheService` + `ILandscapeDataProvider` + `ILandscapeObjectService` + impls** โ€” editor data flow - **All `Migrations/*`** โ€” SQLite schema migrations (project file format) - **`Repositories/*`** + **`Services/*`** โ€” project storage, dat repository, AceDb, SignalR sync, document manager, undo stack, world coordinates, keyword DB, project migration, semantic kernel AI helpers - **`Hubs/*`** โ€” collaborative editing via SignalR - **`StaticObject` (editor model)** โ€” replace with our own scene-state data model fed from network - **`BackendGizmoDrawer` + `GizmoRenderer`** โ€” editor gizmos - **`ProjectStructures, IProject, Project`** โ€” editor project files - **`KeyBinding`** โ€” editor input binding - **`ViewportInputEvent[Extensions]`** โ€” editor viewport input - **`EditorState`** โ€” editor state container --- ## ๐ŸŸก AUDIO / FONT โ€” we already have alternatives Keep ours; don't take theirs. - **`AudioPlaybackEngine`** โ€” uses MP3Sharp. We have OpenAL. - **`FontRenderer`** โ€” uses ImageSharp. We have BitmapFont/StbTrueTypeSharp + ImGui. --- ## ๐Ÿ”ด NOT IN WORLDBUILDER โ€” port from retail decomp ourselves WorldBuilder is a dat editor; it does not have: - **Network protocol** โ€” UDP framing, ISAAC, packet codec, ACE message layer (we have this; oracle is `references/holtburger`) - **Physics** โ€” collision (CPhysicsObj transitions, BSP queries, sphere sweeps), step-up, walkable validation (we have partial; oracle is the retail decomp at `docs/research/named-retail/`) - **Animation** โ€” motion sequencer, cycle/non-cycle parts, animation frame interpolation (we have this; oracle is retail decomp) - **Movement** โ€” local player WASD โ†’ MoveToState wire, remote-entity motion via UpdateMotion + dead-reckoning (we have this; oracle is `references/holtburger` + retail decomp) - **Game UI** โ€” chat, vitals, inventory, spell book, allegiance, options (we have this; ImGui-based today, custom-toolkit later) - **Plugin API** โ€” `IGameState`, `IEvents`, `IActions`, `IPacketPipeline`, `IOverlay` (we have this โ€” acdream-unique) - **Game events** โ€” combat, allegiance, spell casting, quest events (we have this; oracle is ACE for opcodes + retail for client behavior) - **Audio** โ€” OpenAL pipeline, sound triggers (we have this) - **TurbineChat** + **slash commands** (we have this) - **Login + character selection flow** (we have this) --- ## What this means for the workflow (post-Phase O) The CLAUDE.md "grep named โ†’ decompile โ†’ verify โ†’ port" workflow stays the rule for everything in the ๐Ÿ”ด list (network, physics, animation, movement, UI, plugin, audio, chat). For anything in ๐ŸŸข that we've already extracted: **the code is in our tree at `src/AcDream.{Core,App}/Rendering/Wb/`**. Read it there โ€” don't grep `references/WorldBuilder/` unless you want to compare against the original. Re-porting from retail decomp when we already have a tested port is still how we'd get the scenery edge-vertex bug back. For anything in ๐ŸŸข that we have NOT yet extracted: grep `references/WorldBuilder/` to find the source, then extract it using the Phase O pattern (verbatim copy โ†’ adapt constructor to accept `IDatCollection` via `DatCollectionAdapter` where needed โ†’ add to `src/AcDream.App/Rendering/Wb/`). Do NOT add a new project reference back to `WorldBuilder.Shared` or `Chorizite.OpenGLSDLBackend` โ€” Phase O permanently removed those. When we discover a behavior mismatch with retail (rare โ€” the extracted code is the same as the original), the resolution is: reconcile extracted code โ†” retail decomp โ†” holtburger โ†” ACE โ†” ACViewer (the existing reference hierarchy in CLAUDE.md). Our extracted code ranks at the top of that hierarchy for anything ๐ŸŸข.