acdream/src
Erik 9bd4d1eed8 feat(app): Phase B.3 — wire PhysicsEngine into streaming pipeline
Populates the collision engine with TerrainSurface + CellSurface
entries when landblocks stream in, removes them when they stream
out. CellSurface vertices are transformed from cell-local to world
space using EnvCell.Position orientation + origin.

Phase B.2 (player movement mode) will call PhysicsEngine.Resolve()
to get collision-validated positions before sending them to the
server.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 09:58:07 +02:00
..
AcDream.App feat(app): Phase B.3 — wire PhysicsEngine into streaming pipeline 2026-04-12 09:58:07 +02:00
AcDream.Cli chore: phase 0 — skeleton + dat asset inventory 2026-04-10 09:02:56 +02:00
AcDream.Core feat(core): Phase B.3 — PhysicsEngine (top-level collision resolver) 2026-04-12 09:54:28 +02:00
AcDream.Core.Net feat(net): Phase A.3 — background net receive thread 2026-04-12 09:20:56 +02:00
AcDream.Plugin.Abstractions feat(core): add IGameState, IEvents, WorldEvents with replay-on-subscribe 2026-04-10 20:29:29 +02:00
AcDream.Plugins.Smoke feat(app): wire IGameState+IEvents into Program and SmokePlugin 2026-04-10 20:31:50 +02:00