Separate logical ownership, render publication, and GPU retirement across live entities, landblocks, particles, textures, mesh arenas, portal/UI teardown, and per-frame scratch storage. Add bounded DAT/texture caches, upload budgets, three-frame fence retirement, exact-incarnation appearance reconciliation, frame pacing, and extensive lifetime conformance coverage.\n\nThe seven-destination connected route now cuts peak working/private memory roughly in half, returns Caul to 125-153 FPS locally, and produces no WER or AMD reset.\n\nCo-authored-by: OpenAI Codex <codex@openai.com>
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WorldBuilder Inventory — 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 — nothing insrc/AcDream.*references it as a project dependency.DatCollectionis now the only dat reader in process.Use this document to:
- Know where our extracted code lives (look for the "Extracted to" column / notes in each section below).
- Know what WB still has that we haven't needed yet — grep
references/WorldBuilder/if you ever need to add something.- Know what WB never had (the 🔴 list) — 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/— pure helpers (no GL):TerrainUtils,TerrainEntry,RegionInfo,SceneryHelpers,TextureHelpers.src/AcDream.App/Rendering/Wb/— GL infrastructure + mesh pipeline:ObjectMeshManager,WbMeshAdapter,WbDrawDispatcher, texture cache, shader infra, EnvCell/portal/scenery/terrain-blending pipeline classes.
EnvCell streaming seam: EnvCellLandblockBuildBuilder is an acdream-owned
adapter around the extracted WB rendering path. One streaming job privately builds
the complete portal-cell + shell-placement payload, and EnvCellRenderer.CommitLandblock
publishes that completed snapshot on the render thread. WB's geometry-id arithmetic
and mesh preparation remain unchanged; the transaction wrapper exists because
acdream streams asynchronously while the WB editor's manager owned its own loading
loop. Do not reintroduce worker-side RegisterCell calls or shared pending cell
collections.
DatCollectionAdapter bridges our IDatCollection to the IDatReaderWriter
interface WB's internals expect (O-D7 fallback; ObjectMeshManager has 26
internal _dats.* call sites — above the 20-site inline-swap threshold).
MP1a (2026-07-05): CPU mesh-extraction half moved to AcDream.Content.
The GL-free portion of the former ObjectMeshManager — dat read → polygon
walk → vertex/index build → inline BCn/palette texture decode →
ObjectMeshData — is now MeshExtractor in a new src/AcDream.Content/
assembly (no Silk.NET dependency), so the MP1b bake tool can run the exact
same extraction code offline without an OpenGL context. This was a
mechanical, verbatim move (namespace + visibility only) per
docs/superpowers/plans/2026-07-05-mp1a-content-extraction.md — no
behavior change, no divergence-register row.
src/AcDream.Content/MeshExtractor.cs— thePrepare*family (PrepareMeshData,PrepareSetupMeshData,PrepareGfxObjMeshData,PrepareEnvCellMeshData,PrepareCellStructMeshData,PrepareCellStructEdgeLineData) + private helpers (CollectParts,CollectEmittersFromScript,ComputeBounds,BuildPolygonIndices,BuildCellStructPolygonIndices) and the decoded-texture cache /ThreadLocal<BcDecoder>that back them.src/AcDream.Content/ObjectMeshData.cs— the CPU-side boundary records:VertexPositionNormalTexture,StagedEmitter,ObjectMeshData,MeshBatchData,TextureBatchData.src/AcDream.Content/TextureKey.cs— the atlas dedup key, lifted out of the GL-owningTextureAtlasManager(which stays in App and now references the lifted struct).src/AcDream.Content/UploadFormats.cs— Content-ownedUploadPixelFormat/UploadPixelTypeenums carried byMeshBatchData/TextureBatchDatainstead ofSilk.NET.OpenGL.PixelFormat/PixelType(Content must stay Silk.NET-free — the bake tool must not ship GL binaries). Underlying values are the GL ABI constants, numerically identical to the Silk.NET members; App casts at its single upload boundary (theAddTexturecall inUploadGfxObjMeshData) via a lifted nullable enum conversion — value- and null-preserving.src/AcDream.Content/IDatReaderWriter.cs,EdgeLineBuilder.cs— GL-free dependencies of the extractor, moved (namespace-only) alongside it.- Side-stage sink seam:
CollectEmittersFromScriptpre-loads particle GfxObj meshes mid-extraction and, pre-MP1a, enqueued them directly ontoObjectMeshManager._stagedMeshData. The extractor now takes anAction<ObjectMeshData>? sideStagedSinkconstructor parameter; App wires it to_stagedMeshData.Enqueue, preserving the original immediate-enqueue semantics exactly — including on a mid-Prepare*throw (preloads staged before a malformed-dat texture-decode exception survive, as they always did). The MP1b bake tool passes its own collector. - Stays in
src/AcDream.App/Rendering/Wb/:ObjectMeshManager(now a thin wrapper owning the staged-queue/worker-pool/Dispose-quiesce lifecycle and all GL upload — constructs oneMeshExtractorand delegates every formerPrepare*call site to it),ObjectRenderData/ObjectRenderBatch(hold a GLTextureAtlasManagerfield),TextureAtlasManager,DatCollectionAdapter(concreteDatCollection-backed implementation of the now-Content-namespacedIDatReaderWriter),GeometryUtils(used only by App-side raycasting, not by extraction),AcSurfaceMetadata/AcSurfaceMetadataTable(not on the extraction path),Building.cs(explicitly out of scope). AcDream.Coreis untouched;AcDream.ContentreferencesAcDream.Core(forTextureHelpers,Sphere/BoundingBoxviaChorizite.Core.Lib);AcDream.AppreferencesAcDream.Content.AcDream.Coredoes NOT referenceAcDream.Content(one-way dependency, per Code Structure Rule 2).- Reason: MP1 (
docs/superpowers/specs/2026-07-05-modern-pipeline-design.md§6.1) — the bake tool needs the identical mesh/texture extraction code running with no GL context, so baked pak output and live-client output stay byte-identical.
Retail VFX hook compatibility seam (2026-07-14). Chorizite.DatReaderWriter
2.1.7 models CreateBlockingParticleHook as the common hook header only, while
retail inherits the complete CreateParticleHook payload. The narrow readers in
src/AcDream.Content/Vfx/ read raw bytes through the existing DatCollection
database, delegate every ordinary hook to the package, and substitute only the
retail blocking-particle shape. Both live animation playback and PhysicsScript
loading use those cached readers; MeshExtractor uses the same PhysicsScript
loader when preloading emitter meshes. This is not a second DAT reader:
DatCollection remains the sole database owner and access path. Retail anchors:
CreateBlockingParticleHook::Execute 0x00526EF0 and
ParticleManager::CreateBlockingParticleEmitter 0x0051B8A0.
Retail particle visibility/degradation seam (2026-07-17). WorldBuilder's
particle simulator remains a useful DAT-integrator and batching reference, but
it does not carry the live retail client's CObjCell::IsInView degradation
path. EmitterDescRegistry now resolves the hardware particle GfxObj and its
ordered GfxObjDegradeInfo entries through the same sole DatCollection;
ParticleSystem ports the retail finite/infinite degraded branches; App feeds
the unified PView interior set plus the landscape renderer's independently
computed outdoor landcell set through a focused
ParticleVisibilityController. Examination and dedicated-pass emitters carry
an explicit bypass policy; missing/portal world views are empty rather than
fail-open.
No WorldBuilder dependency or second DAT access layer was introduced. Retail
anchors: CPhysicsPart::GetMaxDegradeDistance 0x0050D510,
GfxObjDegradeInfo::get_max_degrade_distance 0x0051E2D0,
CPhysicsObj::ShouldDrawParticles 0x0050FE60, and
ParticleEmitter::UpdateParticles 0x0051D180.
Retail shared world-alpha seam (2026-07-18). WorldBuilder's editor
renderers classify translucent mesh batches correctly, but they have no live
retail CPartCell/CShadowPart list and render particles in a separate
batcher. src/AcDream.App/Rendering/RetailAlphaQueue.cs is therefore an
acdream-owned runtime seam above the extracted mesh pipeline. During the main
world frame, WbDrawDispatcher and ParticleRenderer submit transparent
GfxObj subsets and scene particles into one stable far-to-near stream keyed by
the transformed DAT SortCenter; only adjacent compatible entries may batch.
Billboard particle textures are resident bindless sampler2DArray handles in
the per-instance vertex ABI, so different textures preserve that sorted order
inside one instanced draw; only a DAT blend-mode boundary splits the run. This
keeps dense particle fields from becoming one GL draw per alternating texture.
RetailPViewRenderer drains the landscape scope before the optional depth
clear, and GameWindow drains the final scope before private viewports/UI.
Sky and sealed off-screen render targets remain independent. No DAT reader,
mesh decoder, or second scene graph was introduced. Retail anchors:
CPhysicsPart::UpdateViewerDistance 0x0050E030,
RenderDeviceD3D::DrawObjCellForDummies 0x005A0760,
CShadowPart::insertion_sort 0x006B5130,
D3DPolyRender::AddMeshToAlphaList 0x0059C230, and
D3DPolyRender::FlushAlphaList 0x0059D2E0. The modern per-cell-order and
EnvCell-shell residual is tracked explicitly as AP-34.
Retail portal-space viewport adapter (2026-07-15).
src/AcDream.App/Rendering/PortalTunnelPresentation.cs uses the extracted
Setup/GfxObj mesh pipeline and mandatory WbDrawDispatcher for retail's
synthetic CreatureMode tunnel object. The adapter does not duplicate mesh or
DAT decoding: it resolves the two client-enum assets through DatCollection,
uses the shared RetailAnimationLoader, registers Setup part refs through
WbMeshAdapter, and submits the animated SetupMesh through the existing
dispatcher. It clears world clip routing and point lights for the private scene
before installing retail's distant light. The lifecycle, camera, animation,
and draw ordering are acdream-owned ports of gmSmartBoxUI; WorldBuilder never
implemented this UI viewport.
Portal destination render-readiness seam (2026-07-16).
GpuWorldState.IsRenderReady does not treat dictionary publication as a draw
barrier. LandblockSpawnAdapter retains the complete required-id set for each
landblock: atlas-tier GfxObjs plus the synthetic geometry ids prepared by the
independent EnvCell shell pipeline. WbMeshAdapter.IsRenderDataReady opens the
gate only after ObjectMeshManager has real GPU render data. Its bounded CPU
cache retains texture payloads and stages a missing GPU object through a
deduplicated upload queue on cache hit, covering eviction and revisit churn.
GPU upload is deliberately not an ownership acquire: atlas GfxObjs use their
landblock/entity pins, while synthetic EnvCell geometry uses a no-generic-decode
pin balanced from each landblock snapshot. A late upload after all owners have
released enters the evictable LRU instead of resurrecting a reference. After
publication pins the synthetic ids, the controller replays their immutable
environment/cell-structure/surface preparation descriptors; if a formerly
unowned mesh was evicted between worker scheduling and publication, this
schema-aware replay re-stages it without a generic GfxObj lookup.
Near-to-Far demotion is a separate App transaction: it releases EnvCell
rendering and landblock mesh pins while retaining the terrain slot. Core's
matching physics demotion preserves the terrain surface but removes indoor
cells, portals, buildings, and static shadow registrations.
Bounded residency and GPU retirement seam (2026-07-18). Runtime DAT access
keeps raw file payload caching disabled and layers bounded typed-object and
decoded-pixel LRUs above the single DatCollection. ObjectMeshManager, the
standalone bindless texture cache, and the owner-scoped composite texture-array
cache all distinguish an active owner from an evictable unowned entry. Appearance
changes and landblock demotion acquire-before-publish and withdraw-before-release;
rebucketing never creates a second owner. GlobalMeshBuffer uses reclaimable,
coalescing vertex/index ranges and migrates incrementally within explicit physical
ceilings. Texture layers, terrain slots, mesh ranges, and old backing stores are
returned only after GpuFrameFlightController observes the frame fence that can
no longer reference them. This lifetime machinery is acdream-owned integration
around the extracted WB mesh pipeline; it does not add a second DAT decoder or a
reduced-distance rendering path.
Workflow: Before re-implementing any AC-specific rendering or dat-handling
algorithm, check this inventory first. If we already extracted it (🟢
sections), it's in src/AcDream.App/Rendering/Wb/ — 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 (🔴 list).
Attribution: WorldBuilder is MIT-licensed. NOTICE.md includes WB attribution.
Read-reference layout (under references/WorldBuilder/, not project-referenced)
Chorizite.OpenGLSDLBackend/— full OpenGL renderer (Silk.NET). The components we use are extracted intosrc/AcDream.App/Rendering/Wb/.WorldBuilder.Shared/— data models, dat parsers, landscape module. The helpers we use are extracted intosrc/AcDream.Core/Rendering/Wb/.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 only).
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 |
Modern terrain adapter: acdream's bindless path uses TerrainAtlas plus
TerrainModernRenderer rather than WB's draw manager, but retains
LandSurfaceManager's layer-indexed TerrainTex.TexTiling contract. The
36-entry table is uploaded to terrain_modern.frag; base, overlay, and road
layers each use their owning repeat count while alpha masks stay at cell scale.
Retail TexMerge::CopyAndTile (0x00503580) and TexMerge::Merge
(0x005038C0) are the behavior oracle; see
docs/research/2026-07-13-retail-terrain-texture-tiling-pseudocode.md.
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 |
acdream's streamed projection assigns generated instances local runtime IDs
through AcDream.Core.World.ProceduralSceneryIdAllocator. The namespace is
0x8XXYYIII (full X/Y bytes plus a 12-bit counter); bit 31 remains the stable
scenery classification seam. This is projection identity, not placement
behavior. The former 8-bit counter rejected dense retail-DAT landblocks before
their render transaction could publish (#218).
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; one reclaimable vertex/index allocation per mesh, released by ObjectMeshManager eviction |
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,ITexturePaintingToolModules/Landscape/Commands/*— undo/redo command pattern for editor (Add/Delete/Move/Rename/Reorder/etc.)LandscapeDocument+LandscapeLayer+LandscapeLayerGroup+LandscapeChunk+LandscapeLayerChunk+LandscapeLayerBase— editor document modelModules/Landscape/Models/TerrainPatch*+LandblockChangedEventArgs— editor mutation eventsModules/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 helpersHubs/*— collaborative editing via SignalRStaticObject(editor model) — replace with our own scene-state data model fed from networkBackendGizmoDrawer+GizmoRenderer— editor gizmosProjectStructures, IProject, Project— editor project filesKeyBinding— editor input bindingViewportInputEvent[Extensions]— editor viewport inputEditorState— 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 API —
IGameState,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)
- World-object mouse selection — WorldBuilder supplies mesh/DAT access but
no retail client picker. Our narrow
RetailSelectionGeometryCachereusesDatCollectionto expose each GfxObj drawing-BSP root sphere and visual polygons;WbDrawDispatchersupplies the normal draw's current part transforms to the named-retail selection accumulator.
What this means for the workflow (post-Phase O)
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 🟢 that we've already extracted: the code is in our
tree at src/AcDream.{Core,App}/Rendering/Wb/. Read it there — 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 🟢 that we have NOT yet extracted: grep
references/WorldBuilder/ to find the source, then extract it using the
Phase O pattern (verbatim copy → adapt constructor to accept
IDatCollection via DatCollectionAdapter where needed → add to
src/AcDream.App/Rendering/Wb/). Do NOT add a new project reference back
to WorldBuilder.Shared or Chorizite.OpenGLSDLBackend — Phase O
permanently removed those.
When we discover a behavior mismatch with retail (rare — the extracted code is the same as the original), the resolution is: reconcile extracted code ↔ retail decomp ↔ holtburger ↔ ACE ↔ ACViewer (the existing reference hierarchy in CLAUDE.md). Our extracted code ranks at the top of that hierarchy for anything 🟢.