acdream/docs/plans
Erik 8a06fce7a5 spec(rendering): Phase N WorldBuilder migration design + N.1 scenery
Adds two design docs and a roadmap entry for the strategic shift
from "port retail rendering algorithms ourselves" to "depend on a
fork of Chorizite/WorldBuilder for rendering + dat-handling."

- docs/superpowers/specs/2026-05-08-phase-n-worldbuilder-migration-design.md
  — parent design: integration model (fork + submodule), 10 sub-phases
  (N.0 setup through N.10 GL consolidation), strangler-fig phasing
  with per-phase feature flags, retail-decomp boundary clarified for
  what WB does NOT cover (network, physics, animation, motion, UI,
  plugin, audio, chat).

- docs/superpowers/specs/2026-05-08-phase-n1-scenery-via-wb-helpers-design.md
  — N.1 detailed design: replace IsOnRoad / DisplaceObject /
  slope-normal calc / rotation / scale inside SceneryGenerator.Generate()
  with calls to WB's SceneryHelpers + TerrainUtils. Keep data flow,
  ScenerySpawn shape, and renderer integration. Add small LandBlock →
  TerrainEntry[] adapter. Feature flag ACDREAM_USE_WB_SCENERY=1.

- docs/plans/2026-04-11-roadmap.md — Phase N entry added between
  Phase M and Phase J. Lists all 10 sub-phases with effort estimates.

Fork already created at https://github.com/eriknihlen/WorldBuilder.
N.0 setup (replace references/WorldBuilder/ snapshot with submodule,
add project references, build green) is the next implementation step.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 08:47:23 +02:00
..
2026-04-10-phase-1-terrain-and-plugin-scaffold.md docs: phase 1 implementation plan 2026-04-10 09:17:49 +02:00
2026-04-10-phase-2-static-meshes-design.md docs(phase-2): refine design after DatReaderWriter spike 2026-04-10 17:18:43 +02:00
2026-04-10-phase-2-static-meshes-plan.md docs: phase 2 implementation plan (tasks 1-10 full, 11-18 sketch) 2026-04-10 17:27:53 +02:00
2026-04-10-phase-2b-design.md docs: phase 2b design — atlas textures, neighbors, dual cameras, plugin api 2026-04-10 20:00:23 +02:00
2026-04-10-phase-2b-plan.md docs: phase 2b implementation plan (9 tasks) 2026-04-10 20:13:03 +02:00
2026-04-10-phase-3c-terrain-blending-plan.md docs(plan): Phase 3c terrain blending plan 2026-04-10 23:43:04 +02:00
2026-04-10-phase-4-networking-design.md docs(plan): Phase 4 networking design 2026-04-10 22:31:26 +02:00
2026-04-10-plugin-architecture-design.md docs: plugin architecture design 2026-04-10 09:11:52 +02:00
2026-04-11-roadmap.md spec(rendering): Phase N WorldBuilder migration design + N.1 scenery 2026-05-08 08:47:23 +02:00
2026-04-13-rendering-rebuild.md fix(movement): jump works locally (airborne velocity preserved) 2026-04-14 00:12:11 +02:00
2026-04-23-sky-weather-lightning-port.md docs(sky): port plan for PhysicsScript/fog/lightning/crossfade 2026-04-24 10:53:46 +02:00
2026-04-24-ui-framework.md feat(ui): Phase D.2a — VitalsPanel wired into GameWindow + backend pivot 2026-04-25 00:43:46 +02:00
2026-04-27-phase-c1-pes-particles.md feat(vfx): Phase C.1 — PES particle renderer + post-review fixes 2026-04-28 22:47:11 +02:00
2026-04-29-movement-collision-conformance.md fix(physics): L.4 — steep airborne hits slide-tangent (interim, deviates from retail) 2026-04-30 13:22:07 +02:00
2026-04-30-sky-pes-port.md docs(plans): #36 sky-PES dispatch port plan + .gitignore for retail-debugger scratch 2026-04-30 23:00:46 +02:00
animation-system-audit.md docs(anim): Phase L.1a animation system audit 2026-04-28 10:38:58 +02:00