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>
461 lines
23 KiB
Markdown
461 lines
23 KiB
Markdown
# acdream Phase 2 design: static meshes, textures, neighbor landblocks
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**Date:** 2026-04-10
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**Status:** Approved — design locked, ready for implementation planning.
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**Builds on:** Phase 1 (`docs/plans/2026-04-10-phase-1-terrain-and-plugin-scaffold.md`, merged as commit `2089bf3`).
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## Goal
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Turn the single flat-shaded Holtburg terrain patch from Phase 1 into a recognizable textured 3×3 landblock world with all static objects (buildings, trees, rocks) rendered from their GfxObj / Setup sources, explorable by both orbit and free-fly cameras, with a minimal plugin API exposing the world entity list.
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## Non-goals
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- Lighting (flat color + diffuse texture only). Deferred to later phase.
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- Frustum culling. 9 landblocks is small enough that drawing everything every frame is fine.
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- Skeletal animation. Static objects only. Monsters/NPCs/players are Phase 3+.
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- Collision. Free-fly clips through walls.
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- Level-of-detail (LOD) swaps. Draw the full-res mesh at all distances.
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- Hot world changes (`IGameState.Entities` is a one-shot snapshot built at load time).
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- Per-cell terrain texture blending. Hard edges between adjacent terrain types are acceptable.
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## Locked decisions (from brainstorming)
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1. **Full scope:** geometry + textures + 3×3 neighbor landblocks.
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2. **Both cameras:** `OrbitCamera` remains default, `FlyCamera` added, `F` key toggles. `ICamera` interface unifies them.
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3. **Minimal plugin API:** `IGameState.Entities` (snapshot) + `IEvents.EntitySpawned` (per-entity-at-load). No overlay yet.
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4. **BCnEncoder.Net** for DXT/BCn texture decoding (matches WorldBuilder's choice).
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## Architecture overview
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```
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┌─────────────────────────────────────────────────────────────────────┐
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│ acdream client │
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│ │
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│ dat directory │
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│ │ │
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│ ▼ │
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│ ┌──────────────────────────────────────────────────────┐ │
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│ │ AcDream.Core │ │
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│ │ │ │
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│ │ ┌──────────┐ ┌──────────────┐ ┌────────────┐ │ │
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│ │ │ Terrain │ │ World │ │ Textures │ │ │
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│ │ │ (P1) │ │ │ │ │ │ │
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│ │ │ │ │ LandblockLdr │ │ Surface │ │ │
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│ │ │ Landblock│ │ WorldView │ │ Decoder │ │ │
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│ │ │ Mesh │ │ (3x3 grid) │ │ (BCn) │ │ │
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│ │ └──────────┘ │ WorldEntity │ └────────────┘ │ │
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│ │ └──────────────┘ │ │
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│ │ ┌──────────────────────────────┐ │ │
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│ │ │ Meshing │ │ │
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│ │ │ │ │ │
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│ │ │ GfxObjMesh.Build │ │ │
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│ │ │ SetupMesh.Flatten │ │ │
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│ │ └──────────────────────────────┘ │ │
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│ └──────┬───────────────┬──────────────┬────────────────┘ │
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│ │ │ │ │
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│ ▼ ▼ ▼ │
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│ ┌──────────────────────────────────────────────────────┐ │
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│ │ AcDream.App / Rendering │ │
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│ │ │ │
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│ │ TerrainRenderer(updated) StaticMeshRenderer(new) │ │
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│ │ ↳ atlas sampling ↳ one VAO per GfxObj │ │
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│ │ │ │
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│ │ TextureCache(new) │ │
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│ │ ↳ Surface.id → GL handle │ │
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│ │ │ │
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│ │ Shader: terrain.vert/frag (updated, samples atlas) │ │
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│ │ Shader: mesh.vert/frag (new) │ │
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│ │ │ │
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│ │ ICamera(new) │ │
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│ │ ├── OrbitCamera (P1, refactored behind interface) │ │
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│ │ └── FlyCamera (new, WASD + mouse look) │ │
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│ │ CameraController (F key toggles) │ │
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│ └──────────────┬───────────────────────────────────────┘ │
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│ │ │
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│ ▼ │
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│ ┌─────────────────────────┐ │
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│ │ Plugin pipeline (P1) │ │
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│ │ │ │
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│ │ + IGameState.Entities │ (snapshot) │
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│ │ + IEvents.EntitySpawned │ (per-entity, at load) │
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│ └─────────────────────────┘ │
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└─────────────────────────────────────────────────────────────────────┘
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```
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**Key principles:**
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1. Pure CPU work (`World/`, `Meshing/`, `Textures/`) lives under `AcDream.Core` and is TDD-tested.
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2. GPU work (`StaticMeshRenderer`, `TextureCache`, shaders, cameras) lives under `AcDream.App` and is manual-smoke tested against real retail dats.
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3. Meshes are **deduplicated by GfxObj id.** One VAO per unique mesh. Entities sharing a GfxObj share its VAO — the draw loop iterates entities and sets per-entity model matrices.
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4. Textures are **deduplicated by Surface id.** `TextureCache` lazily uploads on miss.
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5. The 3×3 neighbor grid is a concern of `WorldView`, not `LandblockLoader`. The loader loads one landblock; the view composes nine.
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6. Plugins receive **immutable snapshots** (`WorldEntitySnapshot`), not live `WorldEntity` references. Protects core state.
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## Data flow
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```
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startup
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│
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▼
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Load center landblock ID (Holtburg 0xA9B4)
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│
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▼
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For each of 9 landblocks in 3x3 grid around center:
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│
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├─► LandBlock (heightmap) ──► LandblockMesh.Build (Phase 1)
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│
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└─► LandBlockInfo (static objects)
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│
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▼
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For each "stab" (static object placement):
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│
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├─► Read object id + position + rotation + scale
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│
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├─► Resolve the id to a GfxObj or a Setup
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│ │
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│ ├── GfxObj ──► extract one CPU mesh
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│ │
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│ └── Setup ──► recursively flatten into N (GfxObjId, PartTransform)
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│ tuples — one per part
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│
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├─► Create WorldEntity { Id, SourceId, Position, Rotation, Scale, MeshRefs[] }
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│
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└─► Fire IEvents.EntitySpawned(snapshot)
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│
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▼
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For each unique GfxObj referenced by any entity:
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│
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├─► Decode its Surfaces through Surface → SurfaceTexture → RenderSurface
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│ using BCnEncoder.Net for DXT, palette lookup for indexed textures
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│
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├─► Upload RGBA8 bytes as a GL texture (via TextureCache)
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│
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└─► Build VAO/VBO/EBO for the mesh (via StaticMeshRenderer)
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│
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▼
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Main loop:
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│
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├─► camera (orbit or fly, via ICamera)
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│
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├─► TerrainRenderer.Draw(camera, LandblockMeshData[] + origins)
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│ for each of 9 landblock meshes:
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│ bind terrain shader + terrain atlas texture
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│ set model matrix (translate by landblock origin)
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│ draw
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│
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└─► StaticMeshRenderer.Draw(camera, IEnumerable<WorldEntity>)
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group entities by GfxObj id
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for each group:
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bind mesh shader
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bind the GfxObj's diffuse texture
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for each entity in group:
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set model matrix (translate + rotate + scale)
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draw
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```
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## Components
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### `AcDream.Core/World/`
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**`WorldEntity`** — sealed class holding per-spawn state:
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```csharp
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public sealed class WorldEntity
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{
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public required uint Id { get; init; }
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public required uint SourceGfxObjOrSetupId { get; init; }
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public required Vector3 Position { get; init; }
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public required Quaternion Rotation { get; init; }
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public required IReadOnlyList<MeshRef> MeshRefs { get; init; }
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}
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public readonly record struct MeshRef(uint GfxObjId, Matrix4x4 PartTransform);
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```
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`Id` is a monotonic counter assigned at load time (no wire protocol yet). `SourceGfxObjOrSetupId` is the dat id that this entity was built from; used for deduplication in rendering.
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**No `Scale` field:** `Stab` and `BuildingInfo` both store a `Frame` with `Origin: Vector3` and `Orientation: Quaternion` — no scale component. Phase 2 renders at unit scale. If Phase 3+ needs scale (e.g., for loot drops or resized objects), it can be added then.
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**`LandblockLoader`** — static class with `Load(DatCollection dats, uint landblockId) → LoadedLandblock`. Returns the heightmap `LandBlock` + the flat list of `WorldEntity` from `LandBlockInfo`. Loads **both** `LandBlockInfo.Objects` (`Stab` list — small decorations, barrels, rocks, trees) **and** `LandBlockInfo.Buildings` (`BuildingInfo` list — actual buildings). Both types share the same `Frame` shape so they map to `WorldEntity` uniformly. No GPU state. Testable.
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```csharp
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public sealed record LoadedLandblock(
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uint LandblockId,
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LandBlock Heightmap,
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IReadOnlyList<WorldEntity> Entities);
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```
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**`WorldView`** — the 3×3 aggregate:
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```csharp
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public sealed class WorldView
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{
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public uint CenterLandblockId { get; }
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public IReadOnlyList<LoadedLandblock> Landblocks { get; }
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public IEnumerable<WorldEntity> AllEntities => Landblocks.SelectMany(lb => lb.Entities);
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public static WorldView Load(DatCollection dats, uint centerLandblockId);
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}
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```
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Computes neighbor ids from the center: the high 16 bits of a landblock id are an `0xXXYY` coordinate, so neighbors are `(x-1..x+1, y-1..y+1)`. Missing neighbors (edges of the world, or missing in the dat) are silently skipped.
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### `AcDream.Core/Meshing/`
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**`GfxObjMesh.Build(GfxObj) → IReadOnlyList<GfxObjSubMesh>`** — walks `GfxObj.VertexArray` + `GfxObj.Polygons` into one sub-mesh **per referenced `Surface`**. This is the hardest piece of Phase 2.
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```csharp
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public readonly record struct GfxObjSubMesh(
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uint SurfaceId, // from GfxObj.Surfaces[Polygon.PosSurface]
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Vertex[] Vertices,
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uint[] Indices);
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```
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Key facts (verified in DatReaderWriter and cross-checked against WorldBuilder's `ObjectMeshManager`):
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- `GfxObj.Surfaces` is a `List<QualifiedDataId<Surface>>` — **multiple surfaces per GfxObj are the norm, not the exception.**
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- `Polygon.PosSurface` is a `short` index into `GfxObj.Surfaces`. Different polygons in the same GfxObj can use different surfaces.
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- `GfxObj.VertexArray.Vertices` is a `Dictionary<ushort, SWVertex>` — sparse indexing.
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- `SWVertex.UVs` is a `List<Vec2Duv>` — a single position may have multiple UV sets.
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- `Polygon.VertexIds` is a `List<short>` — position indices for this polygon's vertices in order.
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- `Polygon.PosUVIndices` is a `List<byte>` — for each vertex in this polygon, which of the `SWVertex.UVs[]` slots to use.
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So the real rule is: **for each polygon, group by `PosSurface`, emit output vertices `(swVertex.Origin, swVertex.Normal, swVertex.UVs[PosUVIndices[i]])` for each `VertexIds[i]`, deduplicate by `(posIdx, uvIdx)` tuple, fan-triangulate the polygon's output vertices into sub-mesh indices.** The result is one `GfxObjSubMesh` per unique surface.
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Other challenges:
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- Polygons can have more than 3 vertices (4, 5, ...). Simple fan triangulation works for convex polygons (AC's polygons are convex).
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- `Polygon.CullMode` could mean we need to render both sides or one — for Phase 2 we ignore it and render both (no backface culling).
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- `Polygon.NegSurface` and `NegUVIndices` support double-sided polys with different textures per face — ignored for Phase 2, same reason.
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We reuse the `Vertex` struct from Phase 1 (`Position`, `Normal`, `TexCoord`) and take `Normal` straight from `SWVertex.Normal` (AC already bakes per-vertex normals).
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**`SetupMesh.Flatten(Setup, DatCollection) → IReadOnlyList<(uint GfxObjId, Matrix4x4 PartTransform)>`** — walks a `Setup`'s parts and placement frames, yields the flat list of (GfxObjId, transform) tuples for a single `WorldEntity` to reference.
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### `AcDream.Core/Textures/`
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**`SurfaceDecoder.Decode(Surface, DatCollection) → DecodedTexture`** — resolves Surface → SurfaceTexture → RenderSurface, decodes compressed or palette-indexed pixel data.
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```csharp
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public sealed record DecodedTexture(byte[] Rgba8, int Width, int Height);
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```
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Uses `BCnEncoder.Net` for BC1/BC2/BC3. Handles palette indexed via `Palette` lookup. Falls back to a 1×1 magenta texture on any failure.
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Testable: feed it a synthetic uncompressed `RenderSurface` and assert byte-exact output.
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### `AcDream.App/Rendering/`
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**`ICamera`** — interface:
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```csharp
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public interface ICamera
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{
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Matrix4x4 View { get; }
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Matrix4x4 Projection { get; }
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float Aspect { get; set; }
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}
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```
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**`OrbitCamera`** — refactored to implement `ICamera` (existing behavior preserved).
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**`FlyCamera`** — new implementation:
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```csharp
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public sealed class FlyCamera : ICamera
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{
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public Vector3 Position { get; set; } = new(96, 96, 100);
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public float Yaw { get; set; }
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public float Pitch { get; set; }
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public float MoveSpeed { get; set; } = 80f; // world units / sec
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public float MouseSensitivity { get; set; } = 0.002f;
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public float FovY { get; set; } = MathF.PI / 3f;
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public float Aspect { get; set; } = 16f / 9f;
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public Matrix4x4 View { get; }
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public Matrix4x4 Projection { get; }
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public void Update(double dt, bool w, bool a, bool s, bool d, bool up, bool down);
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public void Look(float deltaX, float deltaY);
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}
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```
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WASD moves in the horizontal plane relative to yaw. Space/Ctrl (or up/down) move vertically. Mouse captured with `CursorMode.Raw`.
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**`CameraController`** — owns both cameras and the active selection:
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```csharp
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public sealed class CameraController
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{
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public ICamera Active { get; private set; }
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public OrbitCamera Orbit { get; }
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public FlyCamera Fly { get; }
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public void Toggle(); // flips Active, also flips cursor capture
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}
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```
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**`StaticMeshRenderer`** — draws all `WorldEntity` via their `MeshRefs`:
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```csharp
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public sealed unsafe class StaticMeshRenderer : IDisposable
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{
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public StaticMeshRenderer(GL gl, Shader meshShader, TextureCache textures);
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// Upload all sub-meshes for a given GfxObj id (idempotent; cached).
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public void EnsureUploaded(uint gfxObjId, IReadOnlyList<GfxObjSubMesh> subMeshes);
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// Draw all entities grouped by GfxObj, then within each GfxObj by sub-mesh
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// (each sub-mesh has its own surface/texture).
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public void Draw(ICamera camera, IEnumerable<WorldEntity> entities);
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public void Dispose();
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}
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```
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Internally holds a `Dictionary<uint, GfxObjGpu>` where `GfxObjGpu` bundles a list of `SubMeshGpu` records — one VAO/VBO/EBO per sub-mesh, each with its own `SurfaceId`. The draw loop iterates entities, and for each entity iterates that entity's GfxObj's sub-meshes, switching texture between sub-meshes.
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**`TextureCache`** — App-side GL texture ownership:
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```csharp
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public sealed class TextureCache : IDisposable
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{
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public TextureCache(GL gl, DatCollection dats);
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// Get or upload the texture for a Surface id. Returns GL texture handle.
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public uint GetOrUpload(uint surfaceId);
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public void Dispose(); // delete all handles
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}
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```
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On cache miss, calls `SurfaceDecoder.Decode`, uploads the RGBA8 bytes as a `GL_RGBA8` texture, stores the handle.
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**Terrain atlas** — separate concern from per-GfxObj textures. At load time we gather the unique terrain-type texture ids from the loaded landblocks, decode each, and upload as a `GL_TEXTURE_2D_ARRAY` with each terrain type as a layer. The updated terrain shader samples the array with the per-vertex `aTerrainIndex` (a byte value taken from `TerrainInfo[i]`).
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**Shader updates:**
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`terrain.vert` — gains `in uint aTerrainIndex; out flat uint vTerrainIndex; uniform mat4 uModel;`. Position transformed by `uModel` before view/projection.
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`terrain.frag` — gains `uniform sampler2DArray uTerrainAtlas;`. Samples atlas at `(vTexCoord, vTerrainIndex)`. Falls back to the Phase 1 height ramp if texture is missing.
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`mesh.vert` / `mesh.frag` — new pair for static meshes. Position × model × view × projection. Single `sampler2D uDiffuse`. No lighting.
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### `AcDream.Plugin.Abstractions/`
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**`IGameState`** — new interface:
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```csharp
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public interface IGameState
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{
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IReadOnlyList<WorldEntitySnapshot> Entities { get; }
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}
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public readonly record struct WorldEntitySnapshot(
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uint Id,
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uint SourceId,
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Vector3 Position,
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Quaternion Rotation);
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```
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(No `Scale` field — Phase 2 renders at unit scale because `Stab.Frame` and `BuildingInfo.Frame` don't carry a scale component.)
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**`IEvents`** — new interface:
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```csharp
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public interface IEvents
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{
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event Action<WorldEntitySnapshot> EntitySpawned;
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}
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```
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**`IPluginHost`** — gains two properties:
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```csharp
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public interface IPluginHost
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{
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IPluginLogger Log { get; }
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IGameState State { get; } // NEW
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IEvents Events { get; } // NEW
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}
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```
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Plugins get snapshots, not live `WorldEntity` references — this protects core state from plugin mutation and prevents coupling to rendering details like `MeshRef`.
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### `AcDream.App/Plugins/`
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**`WorldGameState`** — sealed class implementing `IGameState`. Built from a `WorldView`. `Entities` returns a cached snapshot list rebuilt lazily when the world changes (in Phase 2, only at initial load).
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**`WorldEvents`** — sealed class implementing `IEvents`. Holds the `EntitySpawned` event. Fired by `WorldGameState` during snapshot building.
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**`AppPluginHost`** extended to own `State` and `Events`, handed to all plugins via `Initialize`.
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## Testing strategy
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**TDD (pure CPU, xUnit):**
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- `GfxObjMesh.Build` — synthetic GfxObj, vertex/index count assertions, UV forwarding, triangulation of N-gons
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- `SetupMesh.Flatten` — synthetic Setup with 2-3 parts, assert flattened (GfxObjId, Matrix4x4) tuples
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- `SurfaceDecoder.Decode` — synthetic uncompressed RenderSurface, RGBA8 byte-exact assertion; BC1 decode exercised with a known small blob
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- `LandblockLoader.Load` — synthetic or real Holtburg, entity count assertion
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- `WorldView` — neighbor id math, edge handling
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**Manual smoke (against retail dats):**
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- `StaticMeshRenderer` — do buildings appear?
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- `TextureCache` — do textures look right?
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- `FlyCamera` — does WASD move, does mouse look work?
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- `CameraController` — does F toggle?
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- Plugin round-trip — `SmokePlugin` subscribes to `EntitySpawned` and logs entity count at `Enable` time
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**Expected test count:** ~30-35 (17 from Phase 1 + 13-18 new).
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## Error handling & failure modes
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**Dat-level (load):**
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- Missing neighbor → silent skip
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- `LandBlockInfo` missing → log warning, render terrain without objects
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- GfxObj/Setup unresolvable → log warning, skip entity, continue
|
||
- Surface/RenderSurface missing/corrupt → 1×1 magenta fallback texture
|
||
|
||
**GL-level (runtime):**
|
||
- Texture upload fails → log error, magenta fallback
|
||
- Shader compile fails → throw at load time (same as Phase 1)
|
||
- Degenerate mesh (zero triangles) → log warning, skip rendering
|
||
|
||
**Plugin-level:**
|
||
- `EntitySpawned` handler throws → catch, log, continue (don't mark plugin faulted — too disruptive)
|
||
- `IGameState.Entities` accessed during load → returns current snapshot, may be mid-build
|
||
|
||
**Primary risk:** `GfxObjMesh.Build` is the piece most likely to produce visually wrong output. The test suite catches gross errors (counts, triangulation); subtle bugs (flipped triangles, wrong UV mapping) only show visually. Mitigation: smoke-test each sub-step separately — wireframe first, then UVs, then textures.
|
||
|
||
## Task sequence (rough, full bite-sized plan in a separate doc)
|
||
|
||
1. Add `Meshing/`, `World/`, `Textures/` folder scaffolding under `AcDream.Core`
|
||
2. `GfxObjMesh.Build` (TDD, pure CPU — the hardest piece)
|
||
3. `SurfaceDecoder.Decode` (TDD, BCnEncoder.Net)
|
||
4. `LandblockLoader.Load` (TDD)
|
||
5. `SetupMesh.Flatten` (TDD)
|
||
6. `WorldView` 3×3 grid + neighbor id math (TDD)
|
||
7. `TextureCache` (App-side GL wrapper)
|
||
8. `StaticMeshRenderer` + new mesh shader (manual smoke)
|
||
9. Integrate `StaticMeshRenderer` into `GameWindow` — buildings flat white
|
||
10. Hook textures into `StaticMeshRenderer` — buildings now textured
|
||
11. Terrain atlas texture + updated terrain shader — ground textured
|
||
12. Render neighbor landblocks — horizon no longer cliffs
|
||
13. Extract `ICamera`, refactor `OrbitCamera` behind it
|
||
14. `FlyCamera` implementation
|
||
15. `CameraController` + F toggle
|
||
16. Add `IGameState` + `IEvents` to abstractions
|
||
17. `WorldGameState` + `WorldEvents` + `AppPluginHost` wire-up
|
||
18. Extend `SmokePlugin` to subscribe to `EntitySpawned` — end-to-end smoke
|
||
|
||
**Ordering rationale:**
|
||
- Pure CPU (1-6) first so TDD works without GL
|
||
- Static meshes (7-10) before terrain textures (11) because they're the bigger visual reward
|
||
- Neighbors (12) after single-landblock works — isolates the neighbor logic
|
||
- Camera (13-15) late because independent and doesn't block visual work
|
||
- Plugin API (16-18) last — discipline requires it, touches less than the rest
|
||
|
||
## Open questions (deferred, not blocking)
|
||
|
||
- ~~Does `GfxObj` always reference one `Surface`?~~ **Answered during design spike:** multiple surfaces per GfxObj are the norm. Mesh builder produces one sub-mesh per referenced surface. WorldBuilder's `ObjectMeshManager` confirms this is the canonical approach.
|
||
- Terrain atlas size — 16 layers enough, or more? Deferred to Task 11 once we know the retail terrain type count.
|
||
- Should `WorldEntitySnapshot` be sent as a single list or as an `IEnumerable` (lazy)? Plugins want indexed access. Locked: list.
|
||
- Collision, animation, hot reload of plugins — all Phase 3+.
|