Modern open-source C# .NET 10 Asheron's Call client. Faithful port of retail client behaviour to Silk.NET with a plugin API.
Pure-computation collision engine for ground-based entity movement. Three components: TerrainSurface (outdoor heightmap Z interpolation), CellSurface (indoor EnvCell floor polygon projection), PhysicsEngine (top-level resolver with step-height enforcement, outdoor/indoor cell transitions via CellPortals, and gravity reporting). Uses PhysicsPolygons from CellStruct for walkable surfaces with brute-force polygon iteration (< 20 polys per cell). BSP tree acceleration deferred — same collision fidelity, simpler code. Standalone module with no rendering or networking dependencies. ~15-20 unit tests with fake data covering flat terrain, slopes, stairs, wall rejection, and cell transitions. Integration with the streaming system via ApplyLoadedTerrainLocked. Consumed by Phase B.2 (player movement mode, separate spec). Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> |
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acdream
Experimental modern open-source Asheron's Call client in C# / .NET 10.
Status: pre-alpha, not playable. Phase 0 only — dat file asset inventory.
Stack: .NET 10, Chorizite.DatReaderWriter for dat parsing. Silk.NET + Avalonia planned for rendering/UI (not yet wired up).
Requires: A retail Asheron's Call install (Turbine/Microsoft property — supply your own). Set ACDREAM_DAT_DIR environment variable to the directory containing client_portal.dat, client_cell_1.dat, client_highres.dat, and client_local_English.dat, or pass it as the first CLI argument.
Layout
src/AcDream.Cli/— console app that dumps asset counts from a dat directoryreferences/— local read-only reference material (ACE, ACViewer, WorldBuilder, DatReaderWriter, holtburger, retail AC install). Gitignored.
Run
dotnet run --project src/AcDream.Cli -- "C:\path\to\Asheron's Call"
Or set ACDREAM_DAT_DIR and run without args.