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CydandClaude Opus 4.8 99652d894b Phase 3d: game world decodes and renders -- offline and LIVE
The full DPL hierarchy the game uses (vs flyk's flat scene) is now decoded
and rendered:
- stride-aware set_geom_verts (header word 3 = floats/vertex: 3/4/5/8/9;
  mech meshes carry normals + UVs)
- instances are list_add children of DCS nodes; instance flush field 4 ->
  object; object->lod->geogroup->geometry; dcs_link builds the articulation
  tree of 4x4s (payload floats 4..19, row-major, row 3 = translation)
- game world is y-down (DCS matrices carry a reflection); projection flips
  x (Division mirror) and y

render_game.py reconstructs a captured game stream offline: the mission
arena (10km, 246 instances, 330 geometries), the player's Thor at the
camera, six enemy mechs 1.5km north -- game-mech-decoded.png shows one with
real hull/armor/glass materials; game-cockpit-decoded.png the cockpit view.

The live backend (vpxlog.cpp) gained the same traversal and now draws the
game's out-the-window view in real time (game-live-gl.png): sky, arena
floor to the horizon, own gun barrels at frame bottom.

Next: texturing (action-26 texel maps + UVs), lighting from wire normals,
per-frame articulation once the RIO drives the sim.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-03 16:22:35 -05:00

12 KiB
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