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>
26 KiB
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26 KiB
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