Modern open-source C# .NET 10 Asheron's Call client. Faithful port of retail client behaviour to Silk.NET with a plugin API.
ROOT CAUSE FIX for persistent slope Z clipping. The SWtoNE/SEtoNW triangle boundary tests were swapped. AC's naming is counter-intuitive: "SWtoNE cut" means BL and TR are the ISOLATED vertices — the shared hypotenuse runs TL(0,1)→BR(1,0), so the dividing test is tx+ty=1, NOT ty=tx. We had them backwards, causing every cell to sample from the wrong triangle — up to 7.5 unit Z errors on steep terrain. Fixed by cross-referencing WorldBuilder-ACME-Edition which has: - ClientReference.cs: faithful C# port of decompiled AC client code - TerrainConformanceTests.cs: verified against 25,600 cells - TerrainGeometryGenerator.GetHeight(): matches the mesh index buffer Also removes the slope gradient hack from PlayerMovementController — no longer needed since SampleZ now returns exact triangle-surface Z. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> |
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acdream
Experimental modern open-source Asheron's Call client in C# / .NET 10.
Status: pre-alpha, not playable. Phase 0 only — dat file asset inventory.
Stack: .NET 10, Chorizite.DatReaderWriter for dat parsing. Silk.NET + Avalonia planned for rendering/UI (not yet wired up).
Requires: A retail Asheron's Call install (Turbine/Microsoft property — supply your own). Set ACDREAM_DAT_DIR environment variable to the directory containing client_portal.dat, client_cell_1.dat, client_highres.dat, and client_local_English.dat, or pass it as the first CLI argument.
Layout
src/AcDream.Cli/— console app that dumps asset counts from a dat directoryreferences/— local read-only reference material (ACE, ACViewer, WorldBuilder, DatReaderWriter, holtburger, retail AC install). Gitignored.
Run
dotnet run --project src/AcDream.Cli -- "C:\path\to\Asheron's Call"
Or set ACDREAM_DAT_DIR and run without args.