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CydandClaude Fable 5 afc3fd839e Vendor dpl3-revive: the Division/DPL3 renderer, now ours
Bring the graphics-dev collaborator's dpl3-revive into the repo as first-class
project code (they've handed it off; it's ours now). This is the proven
Division renderer that our in-process rt_draw has been trying to be.

What's here:
- parser/  B2Z/V2Z/SVT/SCN/SPL/BGF/BMF/BSL decoders (pure Python).
- spec/    reverse-engineered format + the definitive VelociRender wire
           protocol (from the original DIVISION source, matches our live
           VPX node/action tables exactly).
- source-ref/  read-only copies of the original DIVISION C (BIZREAD.C,
           DPLTYPES.H, DPL.H) that define the formats.
- patha/   the "virtual VelociRender board": vrboard.py (24-action protocol
           server), vrview.py (numpy software rasterizer, the reference),
           vrview_gl.py (moderngl GPU backend, 832x512@60Hz), plus the
           run/replay/regress tooling and evidence renders. Drives FLYK/BLADE/
           Star Trek demos AND our btl4opt/rpl4opt game binaries.
- viewer/  WebGL archive generators (.py); prebuilt HTML/data regeneratable.
- samples/ small test models/textures.
- bt*.raw.bin  real BTL4OPT arena wire captures (kept for offline renderer
           testing/regression against OUR game).

.gitignore keeps the multi-hundred-MB demo capture dumps + debug logs +
regeneratable viewer bundles out of history (they stay on disk).

Phase 0 of the integration is validated: their board decodes our bt8 capture
with zero errors (3748 nodes, 507 instances, 4 mechs) and renders our arena
(terrain/dome/sky, correct Division DAC gamma). Plan + status in memory;
integration continues in emulator/RENDERER-COLLAB.md.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-05 22:06:25 -05:00

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# dpl3-revive is now part of this repo (the friend's Division renderer, ours).
# Vendor the CODE + specs + parsers + source-ref + samples + Path-A board and
# tools + evidence PNGs. Keep the huge regeneratable debug bulk out of git
# (it stays on disk, but multi-hundred-MB wire dumps don't belong in history).
__pycache__/
*.pyc
# Wire-capture debug logs (regeneratable text output) — do not track.
*.log
# Wire captures: large demo/other-product dumps stay untracked; OUR BattleTech
# (game) captures ARE tracked for offline renderer testing / regression.
*.raw.bin
!bt*.raw.bin
!btnub*.raw.bin
# Prebuilt / regeneratable viewer bulk. Rebuild with viewer/archive.py (data/)
# and viewer/bundle.py (dpl3-viewer.html). Keep the small archive.html shell +
# the .py generators tracked.
viewer/data/
viewer/dpl3-viewer.html
viewer/vwe-archive.html