Two things to write down after slice V6f. The obligation §5 recorded against V6e is discharged. terrain_modern was "the one production pair still not Vulkan-expressible"; its three blockers - the two loose matrices, the loose tiling array, and the GL-only sampler-from-handle construction - are gone, and 8/9 pairs now compile. The ninth is `mesh`, which the plan already records as having no consumer at all, so every shader acdream actually draws with is Vulkan-expressible. V6f gets its own slice row and its own line in the user-gate debt table: terrain through a doorway clip region is the one terrain path the offline gate cannot see, and it now has a second UBO binding beside the clip block, so a bind-order mistake would surface exactly there. The larger entry is §5.5.7, which records a measurement rather than an opinion. §5.5.6 selected option (B) - V4c/V4d's content returning as the Vulkan world path behind a fork at the thin submission seam - and V6f set out to build that fork. It cannot be built yet, for a reason the plan had not stated: the Vulkan path constructs no game state at all. GameWindow.Run returns at :695, before Window.Create and therefore before OnLoad, which is the only caller of the composition pipeline. A capture confirms it (artifacts/vk-world/): what the Vulkan backend draws today is V6c's verification scene and V6d's generated UI sprite, correctly and completely, and nothing else. A backend-selected fork would therefore have a GL arm that runs and a Vulkan arm nothing can reach - the unexercised second path §3.1 and §7.1 exist to prevent. Worse for sequencing, the parked V4c/V4d code could not drive Vulkan even if it were reached: it binds GL bindless handles as a storage buffer because §5.3 deferred the real port to V4t, and GroupKey carries the raw ulong. V4t is a hard prerequisite, and it rewrites exactly the code the fork's Vulkan arm would contain. Landing the fork first means writing that arm twice. One validation-layer run is recorded with it, and it found two defects that outlive the slice, both pre-existing and both on the path any world frame takes. The pipeline layout declares all ten storage bindings as STORAGE_BUFFER_DYNAMIC against a device limit of eight - the pinned binding model meeting a real limit, wanting a decision rather than a patch. And any depth-off pipeline in a pass that carries depth declares VK_FORMAT_UNDEFINED where the attachment's real format is required. Also noted: the render-target-view-in-table usage V6f was told to expect did NOT fire, so it should be re-checked rather than carried forward as known-and-accepted. The section closes with the recommended order - composition host, the validation defects, V4t, then the fork - and with a cheaper intermediate milestone worth considering: terrain, water and sky only, for which V6f's work is the whole shader prerequisite. Also: the roadmap's Campaign V paragraph gains a shipped-so-far line, and #250 gains a third test of the same class. One full App run during this slice reported 2,752 bytes against an expected 0 in CurrentRenderSceneOracleTests.SurfaceOverrideFingerprint_DictionaryHotPathAllocatesNothing, on a diff that touches only GLSL and terrain's uniform plumbing; it passed alone and in four other full runs of the same binary. Documentation only - no code, no gates. 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.