Two changes, one measurement. The V6m smoke pair put GL versus Vulkan at Holtburg at 18.52% of the frame differing at tolerance 2 with MSAA off. The same stop on the same instrument now measures 9.05%, and the two populations these address are gone from the difference map rather than merely smaller. 1. THE WORLD ATLASES WERE SAMPLED WITHOUT ANISOTROPY ON VULKAN, AND WITH THE DEVICE MAXIMUM ON GL. RhiWorldTextureArray -- the backend-neutral shared object/material atlas, and the only IWorldTextureArray the Vulkan arm ever constructs -- registered its clamp and repeat slots with GpuSamplerDescription.WorldClamp/WorldRepeat as written, which carry MaxAnisotropy 1. The GL arm asks for the driver's own GL_MAX_TEXTURE_MAX_ANISOTROPY twice over: ManagedGLTextureArray sets GL_TEXTURE_MAX_ANISOTROPY on the image, and the two sampler objects its resident bindless handles are built from (OpenGLGraphicsDevice.WrapSampler/ClampSampler) set it again, which is the one that actually wins. V6i-2 knew it was asking for 1 and said so in a comment -- "the world arm that draws through these arrays is the next slice, and it is the one that can gate a filtering change visually." That slice was V6j, the gate is V7, and this is it. Retail settles the question rather than the GL arm settling it. RenderDeviceD3D::SetDefaultD3DStates (0x005a3800) loops all sixteen sampler stages and issues SetSamplerState(stage, 0xA, this->m_D3DCaps.MaxAnisotropy) at 0x005a4230. 0xA is D3DSAMP_MAXANISOTROPY and the argument is the device's reported cap, not a setting -- so "as much anisotropy as this device has" is retail's own rule, the GL arm is faithful to it, and asking for 1 diverged from retail as well as from the shipping backend. No divergence-register row is owed in either direction: this retires a Vulkan-only gap and lands on retail's value. The fix asks for a ceiling rather than reading a limit back, because the pinned RHI contract (plan section 3.3) carries no anisotropy field and is frozen. It does not need one: VulkanGpuSampler already clamps MaxAnisotropy to VkPhysicalDeviceLimits.maxSamplerAnisotropy, Vulkan guarantees that limit is at least 16 wherever the samplerAnisotropy feature is supported -- which this backend requires -- and 16 is where every desktop driver caps. The request and the GL arm's read therefore land on the same number. What it was worth, from the difference map at the same stop: the roof shingles of both Holtburg cottages, which had been dense hatching across the whole surface, and the stone courses of the near building are now black. Measured as high-frequency energy (mean absolute neighbour difference, GL versus Vulkan) the right-hand roof went from visibly blurred to a ratio of 0.999 and the wall to 1.023; every other textured region in the frame is between 0.99 and 1.02. Grazing-angle surfaces are where anisotropy is the whole difference, which is why a roof was the loudest thing in the frame. 2. THE SKY HAS TWO CLOCKS AND ONLY ONE OF THEM WAS PINNABLE. ACDREAM_DAY_GROUP and the route's AcdreamCycleTimeOfDay presses pin the Dereth date, which chooses the day group, the keyframe and the sun angle. The cloud sheet does not read that clock: SkyRenderer accumulates TexVelocityX/Y against DateTime.UtcNow minus its own construction time, by design, because retail's clouds drift with real time regardless of the date. Two launches minutes apart therefore cannot agree about where the clouds are no matter what the route does, and the V6m smoke measured the cost -- 89% of its 18.52% sat in the top 240 rows. ACDREAM_SKY_PHASE_SECONDS (RuntimeOptions.SkyAnimationPhaseSeconds -> SkyRenderer.AnimationPhaseSecondsOverride) replaces that elapsed-seconds value with a fixed one. Unset -- the default, and every ordinary run -- keeps the wall clock, so nothing a user or the offline gate sees changes. The differential gate forces it on both launches alongside MSAA and the day group; the offline gate keeps its top-280 mask, because a same-commit GL pair still has the sun to disagree about. This is instrument determinism on the same footing as ACDREAM_DAY_GROUP, not a workaround: it is one input to a UV offset, it is off by default, and no shipping path reads it. The alternative on the table was -MaskTopPixels, which would have permanently blinded the campaign's strictest instrument to the entire sky -- one of the five surfaces the offline gate already cannot see. Rows 0-32 of the Holtburg pair went from 23,090 differing pixels to 1,211, and what remains up there is roof and portal rather than cloud. WHAT THE SAME PAIR STILL SHOWS, unattributed and carried to the next commit: the distant treeline, the player and the NPCs, and the animated portal. The portal is phase and expected. The treeline is not filtering -- sharpness now matches within 5% and a shift search finds no sub-pixel offset -- and the two runs entered the world at different last-logout positions (0xC95B0001 versus 0x09040008), so the far-tier streaming history differed. That is the next thing to prove or refute. Gates. Release build green. App tests 4,133 passed / 3 skipped against the 4,132/3 baseline (one new: the sky-phase parse). GL offline pixel gate against the pre-change tree: 2.31e-05, 13 pixels of 563,200, inside the documented 9-31 band -- GL did not move. One offline Vulkan run with VK_LAYER_KHRONOS_validation proven inserted by the loader: zero validation errors, zero warnings. Full three-stop differential recorded at artifacts/v7-diff-c1. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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acdream documentation map
This page is the entry point for project documentation. It distinguishes current sources of truth from implementation history so an old plan or issue banner cannot silently override the current program state.
Current snapshot — 2026-07-27
- Milestone state: M3, “Cast a spell,” landed 2026-07-21. M4, “Live in the world,” is active.
- M4 gameplay program: resume the pre-M4 world-interaction completion program. Favorite-spell overflow, status Use/Assess, and the complete assessment surface are user-accepted. Equipped-child picking and vendor browse/transactions remain Slices 4–6.
- Structural/runtime state: all eight
GameWindowdecomposition slices, Modern Runtime Slices A–J, and the connected visual/lifecycle gates are complete.GameWindowis a 1,622-line composition/callback shell.AcDream.Runtime.GameRuntimeowns canonical session, entity/object, gameplay, movement, physics, projectile, environment, and portal state; graphical and no-window hosts borrow the same owner graph. - Headless state: Slice K is complete.
AcDream.Headlessis a presentation-free Windows/Linux host with deterministic commands/events, shared immutable content, multi-session isolation, reconnect, resource telemetry, and 1/5/10/30-session gates. The final two-account native-Linux soak completed ten minutes, logged out through ACE, and converged every ownership ledger. - Linux graphical state: Slice L0 and the L1 implementation checkpoint are
complete at
66f114b2and11501d52. Native Windows passes the active modern-GL/audio/window smoke. WSLg X11/Wayland correctly reject their missingGL_ARB_bindless_texture. Physical-Linux validation and L2–L6 are explicitly deferred; resume at the supported AMD/NVIDIA L1 gate. - Completed gameplay gates: R6 locomotion/collision/projectile/teleport/ radar, two-client portal-out/materialization, indoor prepared collision, loot ordering, local/remote ground drops, and selection-marker lifetime.
- Separate visual verification: issue
#225, the shared-alpha lifestone/particle result; its connected resource-lifetime and performance routes pass. - Carried behaviour debt: issue
#153(far teleport onto an unstreamed edge),#116(narrowed slide response),#235(capped/RDP jump cadence), and the active temporary-stopgap rows in the divergence register. - Divergence audit: 189 active rows — IA 18, AD 38, AP 91, TS 38, and UN 4 — plus retained struck/retired historical rows such as TS-37.
- Latest automated baseline: the Release build succeeds with the 17
test-project warnings tracked by issue
#228; 8,826 tests pass and five are intentionally skipped. App passes 3,763 / 3 skips. The L1 Windows supported smoke and WSLg X11/Wayland negative-capability reports all end with zero window/GL/input/audio ownership.
Sources of truth
Read these in this order when deciding what to do next:
plans/2026-05-12-milestones.md— the active playable outcome, freeze boundaries, and visual gates.plans/2026-04-11-roadmap.md— strategic phase ledger: shipped, active, deferred, and future work.ISSUES.md— tactical defects and small follow-ups. The status inside an issue is authoritative; physical order is not.architecture/retail-divergence-register.md— every known place runtime behavior can differ from retail.architecture/acdream-architecture.mdandarchitecture/code-structure.md— ownership, dependency, update-thread, and extraction rules.architecture/worldbuilder-inventory.md— rendering/DAT code already owned in-tree versus mechanisms still ours to port.
If these disagree, milestones control the current outcome, the roadmap controls work ordering, the issue status controls the individual defect, and the architecture documents control implementation shape. Reconcile the stale document in the same change; do not leave both claims standing.
Research and implementation records
research/named-retail/is the primary retail oracle: named pseudo-C, headers, symbols, and types from the Sept 2013 build.research/decompiled/is the older Ghidra fallback.research/contains focused pseudocode, traces, fixtures, and gate reports. A dated research note records evidence; it does not become a new roadmap.superpowers/specs/andsuperpowers/plans/are per-slice design and execution records. Completed plans remain historical.audit/contains completion and conformance audits.reference/ace-commands.mdpreserves the local ACE server's complete in-game command catalog and points to the authoritative per-command help surface.
Durable memory
../claude-memory/MEMORY.mdindexes the live subsystem memories and the render/physics digests. Read a domain digest before changing that subsystem, especially its DO-NOT-RETRY table.../memory/contains stable engineering references such as the modern rendering pipeline, two-tier streaming, and toolchain notes.
Memory accelerates recall; it does not outrank the canonical documents above. When current truth changes, update the relevant canonical document and distill only the durable lesson into memory.
Historical and deprecated documents
bugs.mdis the April 2026 bug snapshot. It is preserved for archaeology and is not an active ledger.- Dated plans and specs describe the decision at that time. Their completion wording is historical unless the current milestone/roadmap explicitly links the item as active.
- Old
R1→R8architecture sequencing is superseded. Current execution comes from the milestones and strategic roadmap.
Documentation maintenance rules
- Update milestone, roadmap, issue, divergence, architecture, and memory claims in the same commit when a shipped change affects them.
- Keep one issue ID per defect. Narrow an issue in place; do not reuse another issue's number as a shorthand.
- Mark automated, connected, and visual gates separately. An automated pass is not a visual acceptance, and an RDP throughput sample is not a local-display visual comparison.
- Preserve research history, but remove stale “current/next” claims from living documents once the state advances.