After brainstorming N.4 we recognized WB's ObjectMeshManager isn't a
static helper — it's a 2070-line stateful asset pipeline (GPU resources,
atlas system, LRU + memory budget, background staging, bindless path).
Adopting it wholesale is the foundation that N.5/N.6/N.7 build on, not
a parallel substitution.
Updates:
- N.4 expanded to capture Option A scope: ObjectMeshManager + atlas +
per-instance customization layer + animation cache strategy + streaming
adapter. Estimate 3-4 weeks.
- N.5 estimate revised down (3-4w → 2-3w) since atlas + pipeline come
from N.4. Includes N.2's deferred terrain math substitution.
- N.6 estimate revised down (2-3w → 1-2w) — most substance lands in N.4.
- N.7 estimate revised down (2-3w → 1-2w) — naturally smaller on shared
infrastructure.
- N.8 estimate revised down (1.5-2w → ~1w) — C.1 already shipped most.
- N.10 noted as likely subsumed by N.4 (OpenGLGraphicsDevice arrives
with ObjectMeshManager).
- Calendar header revised to reflect the rebalanced totals.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>