acdream/docs/superpowers
Erik 9bb6b254dc spec(N.4): rendering pipeline foundation design
Adopting WB's ObjectMeshManager + TextureAtlasManager as acdream's
shared rendering infrastructure. Two-tier split: atlas for shared
procedural content (terrain props, scenery, buildings), per-instance
path for server-spawned customized entities (characters, creatures,
equipped items).

Animation handled by composing per-frame override matrices from our
existing AnimationSequencer with cached rest poses at draw time.
Cache stays valid; AnimationSequencer untouched.

Streaming-loader integration: ~200 LOC adapter shim wires landblock
load/unload to IncrementRefCount/DecrementRefCount; pending-spawn
list mechanism preserved.

Surface metadata (Translucency/Luminosity/Diffuse/SurfOpacity/
NeedsUvRepeat/DisableFog) preserved via side-table keyed by
(GfxObjId, surfaceIdx) — no fork patches required.

Three algorithmic conformance tests run before substitution per the
N.1/N.3 pattern. Visual verification at 5 named locations.

3-4 weeks, single shippable phase. Foundation enables N.5-N.9.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-05-08 12:47:49 +02:00
..
plans docs(N.3): mark Phase N.3 shipped + commit implementation plan 2026-05-08 11:37:52 +02:00
specs spec(N.4): rendering pipeline foundation design 2026-05-08 12:47:49 +02:00