acdream/docs/research/2026-05-19-indoor-followup-prompt.md
Erik b04ad448fa docs(handoff): indoor follow-up brief + fresh-session kickoff prompt
After Phase 1+2 (indoor cell rendering — missing floors fixed),
9 follow-up issues (#78-#86 in docs/ISSUES.md) need their own
phases. This handoff doc gives the next session everything it needs
to start cold: probe infrastructure status, issue cluster groupings,
suggested phase order, and the verification approach that worked
for Phase 1+2.

Companion prompt file is a self-contained kickoff that can be pasted
into a fresh Claude Code session to start work on the cluster.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 13:36:18 +02:00

2.8 KiB

Indoor follow-up — fresh-session kickoff prompt

Copy the block below into a fresh Claude Code session in this repo. The model will load CLAUDE.md automatically and find the handoff doc + filed issues on its own.


Pick up the indoor-walking follow-up work for acdream. The starting point:

1. Read docs/research/2026-05-19-indoor-followup-handoff.md — that's the
   session-start brief.

2. Read docs/ISSUES.md issues #78 through #86 — these are the 9 bugs the
   user observed once floors started rendering at Holtburg Inn. They are
   ALL pre-existing (not caused by Phase 1+2 which just made indoor floors
   visible).

3. Use the existing [indoor-*] probe infrastructure shipped in Phase 1
   (toggleable via ACDREAM_PROBE_INDOOR_ALL=1 + DebugPanel checkboxes).
   WbMeshAdapter also injects a real ConsoleErrorLogger now, so any
   silently-caught WB exception will appear as [wb-error] lines in the
   log automatically.

4. The recommended approach per the handoff:
   - START with Cluster A (cell-BSP / portal-cull cluster — issues #78,
     #84, #85, #86). These share a likely root cause and have the biggest
     gameplay impact.
   - Don't try to fix all 9 at once. Pick the cluster, pick one issue
     within it, brainstorm via superpowers:brainstorming, and proceed
     phase-by-phase.

5. CLAUDE.md's rules apply:
   - No workarounds; fix root causes.
   - Use superpowers skills for major work (brainstorming → writing-plans
     → subagent-driven-development → finishing-a-development-branch).
   - Drive autonomously — Claude picks what to work on next; user
     reviews. Don't ask "what should I work on?" between phases.
   - Visual verification by the user is the acceptance test for any
     rendering / collision / lighting fix.

6. Phase 1+2 took 4 client launches total. Your work should be similar
   if you preserve the diagnostic-driven approach: probe → capture →
   diagnose → fix → verify.

State the milestone and current cluster in the first action you take.
Then begin by reading the handoff doc.

Quick reference for the helper

If the new session asks "which phase should I do first?":

  • Cluster A (cell-BSP/portal) — #78 see-through floor + #84 blocked-by-air + #85 pass-through-walls + #86 click-through-walls. Hypothesis: cell BSP is cached but not consulted correctly by the movement resolver / picker, AND outdoor stabs aren't stencil-culled when player is in a sealed cell.
  • Cluster B (lighting plumbing) — #79 + #80 + #81 + (maybe #82). Less urgent.
  • Standalone #83 stairs — physics work on EnvCell stair geometry. Smaller scope.

Quick reference for the user

To start the new session: open a fresh Claude Code in the acdream repo and paste the boxed prompt above. Or just say:

"Read docs/research/2026-05-19-indoor-followup-handoff.md and start on the indoor-walking follow-up work."