acdream/docs/architecture/worldbuilder-inventory.md
Erik 9b210be126 docs(architecture): WorldBuilder inventory + CLAUDE.md alignment
Saves the comprehensive inventory of what WorldBuilder provides
(terrain, scenery, static objects, EnvCells, portals, sky, particles,
texture decode, mesh extraction, visibility) vs what acdream still
ports from retail decomp (network, physics, animation, movement, UI,
plugin, audio, chat).

This is the load-bearing reference for the strategic shift from
"port retail algorithms ourselves" to "rely on WorldBuilder for
rendering + dat-handling, port only what WB doesn't cover."

Updates CLAUDE.md:
- Adds top-level instruction: read the inventory FIRST before
  re-porting anything in the 🟢 list
- Reframes references/WorldBuilder/ as acdream's rendering BASE,
  not just a reference repo
- Updates the "Reference hierarchy by domain" table to point
  rendering/dat questions at WorldBuilder, with retail decomp as
  cross-check

Subsequent commits will fork WorldBuilder and replace our terrain/
scenery/object rendering with calls into the fork.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 08:31:03 +02:00

11 KiB
Raw Blame History

WorldBuilder Inventory — what we take, adapt, or leave

Status: load-bearing reference. As of 2026-05-08 acdream's strategy is to rely heavily on WorldBuilder for rendering and dat-handling rather than re-port retail algorithms ourselves. WorldBuilder is MIT-licensed, is 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 already target.

Integration model: fork upstream WorldBuilder at github.com/Chorizite/WorldBuilder, depend on our fork, delete editor-only code, expose hooks for our network state to feed scene data in. Sync with upstream via merge so we inherit fixes. This document tells you, before you write code, whether the thing you're about to port already exists in WorldBuilder.

Workflow change: Before re-implementing any AC-specific rendering or dat-handling algorithm, check this inventory first. If WorldBuilder has it, port from WorldBuilder (or call into our fork once it's wired up), not from retail decomp. Retail decomp remains the oracle for things WorldBuilder lacks — animation, motion, physics collision, networking.


Repo layout (as of cloned snapshot under references/WorldBuilder/)

  • Chorizite.OpenGLSDLBackend/ — full OpenGL renderer (Silk.NET).
  • WorldBuilder.Shared/ — data models, dat parsers, landscape module.
  • WorldBuilder/ — Avalonia desktop app shell (NOT taken).
  • WorldBuilder.{Windows,Linux,Mac}/ — platform entry points (NOT taken).
  • WorldBuilder.Server/ — collab editing backend (NOT taken).
  • Tests/ + WorldBuilder.Shared.Benchmarks/ — test harness (study).

Upstream NuGet dependencies (these stay as NuGet packages, we don't vendor them):

Package Version Purpose
Chorizite.Core 0.0.18 Plugin framework — 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

🟢 RENDERING — 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 → mesh, normals, OnRoad, GetHeight, GetNormal
TerrainChunk 16×16 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 — 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} · StaticObject.{vert,frag} · StaticObjectModern.{vert,frag} · Particle.{vert,frag} · PortalStencil.{vert,frag} · Outline.{vert,frag} · Simple3D.{vert,frag} · InstancedLine.{vert,frag} · Text.{vert,frag} · UI.{vert,frag} · Gizmo.{vert,frag} (editor-only)


🟢 LOW-LEVEL GL / FRAMEWORK — 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

🟢 GEOMETRY / MATH UTILS — take wholesale

Component File
TerrainUtils (OnRoad, GetNormal, GetHeight, GetRoad, palCode) WorldBuilder.Shared/Modules/Landscape/Lib/TerrainUtils.cs
TerrainCacheManager …/Lib/TerrainCacheManager.cs
TerrainRaycast …/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

🟢 DATA MODELS — 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

🟡 EDITOR-ONLY — 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/*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/* — undo/redo command pattern for editor (Add/Delete/Move/Rename/Reorder/etc.)
  • LandscapeDocument + LandscapeLayer + LandscapeLayerGroup + LandscapeChunk + LandscapeLayerChunk + LandscapeLayerBase — editor document model
  • Modules/Landscape/Models/TerrainPatch* + LandblockChangedEventArgs — editor mutation events
  • Modules/Landscape/Services/ILandscapeCacheService + ILandscapeDataProvider + ILandscapeObjectService + impls — editor data flow
  • All Migrations/* — SQLite schema migrations (project file format)
  • Repositories/* + Services/* — project storage, dat repository, AceDb, SignalR sync, document manager, undo stack, world coordinates, keyword DB, project migration, semantic kernel AI helpers
  • Hubs/* — collaborative editing via SignalR
  • StaticObject (editor model) — replace with our own scene-state data model fed from network
  • BackendGizmoDrawer + GizmoRenderer — editor gizmos
  • ProjectStructures, IProject, Project — editor project files
  • KeyBinding — editor input binding
  • ViewportInputEvent[Extensions] — editor viewport input
  • EditorState — editor state container

🟡 AUDIO / FONT — we already have alternatives

Keep ours; don't take theirs.

  • AudioPlaybackEngine — uses MP3Sharp. We have OpenAL.
  • FontRenderer — uses ImageSharp. We have BitmapFont/StbTrueTypeSharp + ImGui.

🔴 NOT IN WORLDBUILDER — port from retail decomp ourselves

WorldBuilder is a dat editor; it does not have:

  • Network protocol — UDP framing, ISAAC, packet codec, ACE message layer (we have this; oracle is references/holtburger)
  • Physics — 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 — motion sequencer, cycle/non-cycle parts, animation frame interpolation (we have this; oracle is retail decomp)
  • Movement — local player WASD → MoveToState wire, remote-entity motion via UpdateMotion + dead-reckoning (we have this; oracle is references/holtburger + retail decomp)
  • Game UI — chat, vitals, inventory, spell book, allegiance, options (we have this; ImGui-based today, custom-toolkit later)
  • Plugin APIIGameState, IEvents, IActions, IPacketPipeline, IOverlay (we have this — acdream-unique)
  • Game events — combat, allegiance, spell casting, quest events (we have this; oracle is ACE for opcodes + retail for client behavior)
  • Audio — 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

The CLAUDE.md "grep named → decompile → verify → port" workflow stays the rule for everything in the 🔴 list (network, physics, animation, movement, UI, plugin, audio, chat). For anything in 🟢, the new rule is: check this inventory FIRST. If WB has it, port from WB. Re-porting from retail decomp when WB already has a tested port is no longer appropriate — that's how we got the scenery edge-vertex bug.

When the inventory says "take wholesale or adapt" and we discover a behavior mismatch with retail (rare — WB is verified), the resolution is: reconcile WB ↔ retail decomp ↔ holtburger ↔ ACE ↔ ACViewer (the existing reference hierarchy in CLAUDE.md). WorldBuilder ranks at the top of that hierarchy for anything 🟢.