acdream/docs/plans
Erik f61f356145 docs: phase 2b design — atlas textures, neighbors, dual cameras, plugin api
Locks the four decisions from brainstorming: full scope (all 8 sketched
tasks in one Phase 2b), GL_TEXTURE_2D_ARRAY for terrain atlas with a
per-vertex flat uint layer attribute, raw cursor capture FlyCamera with
F toggle and Escape release, and WorldEvents.EntitySpawned with
replay-on-subscribe so plugin ordering doesn't matter.

Grows AcDream.Plugin.Abstractions by IGameState + IEvents +
WorldEntitySnapshot. Host-side WorldGameState + WorldEvents implementations
live in AcDream.App.Plugins. AppPluginHost constructor gains two
parameters. Program.cs wiring order keeps Phase 2a's Enable-before-Run,
relying on replay-on-subscribe to make subscription-before-world-load
produce the right observable behavior.

Task 1 expands Vertex struct and LandblockMesh signature — this affects
StaticMeshRenderer's vertex stride too, so Phase 2a's shader bindings
need a matching update.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 20:00:23 +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-plugin-architecture-design.md docs: plugin architecture design 2026-04-10 09:11:52 +02:00