Commit Graph

23 Commits

Author SHA1 Message Date
Kelsi
34b75d18ee Optimize collision further: skip when stationary, cache floor height, fix drop bug
- Skip wall collision sweep entirely when player isn't moving (saves all
  collision calls when standing still)
- Reduce max sweep steps from 4 to 2 with 1.0f step size (all paths:
  follow, free-fly, swimming)
- Cache floor height between frames, reuse when position changes <0.5 units
- Fix floor height not updating after walking off tall objects (fountain etc)
  by always smoothing toward detected ground instead of ignoring drops >2 units
- Reduce free-fly ground probes from 5 to 1
- Disable WMO camera collision (raycast + floor probes) for performance
- Add spatial grid to raycastBoundingBoxes for when camera collision is re-enabled
2026-02-07 15:54:33 -08:00
Kelsi
ab527716e5 Add per-group spatial grid for WMO collision and reduce collision call frequency
Build a 2D triangle grid per WMO group at load time so getFloorHeight and
checkWallCollision only test triangles in nearby cells instead of brute-forcing
all triangles. Also reduce sweep steps (12→4), ground probes (3→1), camera
floor probes (5→2), throttle isInsideWMO to every 10 frames, and early-out
wall collision on first hit.
2026-02-07 15:47:43 -08:00
Kelsi
71c3d2ea77 Restructure inventory UI, add vendor selling, camera intro on all spawns, and quest log
Split inventory into bags-only (B key) and character screen (C key). Vendor window
auto-opens bags with sell prices on hover and right-click to sell. Add camera intro
pan on all login/spawn/teleport/hearthstone events and idle orbit after 2 minutes.
Add quest log UI, SMSG_MONSTER_MOVE handling, deferred creature spawn queue, and
creature fade-in/movement interpolation for online mode.
2026-02-06 13:47:03 -08:00
Kelsi
961ddb187e Simplify wall collision and add intro camera pan
- Remove complex ramp/edge filtering that was skipping building walls
- Simpler wall detection: any vertical geometry above step height
- Add intro camera pan on game start
2026-02-05 18:12:27 -08:00
Kelsi
9828eb2880 Add one-time spawn camera pan 2026-02-05 18:06:52 -08:00
Kelsi
697c4b8218 Persist single-player settings and add defaults 2026-02-05 17:40:15 -08:00
Kelsi
01de332d4c Optimize WMO rendering and collision performance
- Add texture-sorted batch merging with glMultiDrawElements to reduce draw calls
- Pre-compute merged batches at load time instead of per-frame
- Add persistent floor height cache with disk save/load (cache/wmo_floor_cache.bin)
- Reduce collision focus radius and sweep steps for faster collision checks
- Add floor cache size to performance HUD
- Reduce WMO group distance culling to 80 units
2026-02-05 17:20:30 -08:00
Kelsi
6690910712 Unify coordinate systems with canonical WoW world coordinates
Centralizes all coordinate conversions in core/coordinates.hpp with
proper canonical WoW coords (+X=North, +Y=West, +Z=Up). Fixes critical
tile calculation bug that was loading wrong surrounding tiles during
terrain streaming, and fixes position sync sending ADT-raw format
instead of canonical coordinates to the server.
2026-02-04 17:37:28 -08:00
Kelsi
6ca9e9024a Add loading screen, fix tree/foliage collision, jump buffering, and fence rotation
- Loading screen stays visible until all terrain tiles finish streaming;
  character spawns only after terrain is loaded and Z-snapped to ground
- Reduce tree trunk collision bounds (5% of canopy, capped at 5.0) and
  make all small/medium trees, bushes, lily pads, and foliage walkthrough
- Add jump input buffering (150ms) and coyote time (100ms) for responsive jumps
- Fix fence orientation by adding +180° heading rotation
- Increase terrain load radius from 1 to 2 (5x5 tile grid)
- Add hearthstone callback for single-player camera reset
2026-02-04 13:29:27 -08:00
Kelsi
d0dac0df07 Refine water rendering, swimming, and underwater visuals 2026-02-03 20:40:59 -08:00
Kelsi
8bc50818a9 Implement activity SFX and decouple camera orbit from movement facing 2026-02-03 19:49:56 -08:00
Kelsi
dfc29cad10 Add intent-driven strafe animation selection and movement state hooks 2026-02-03 19:29:11 -08:00
Kelsi
f00d13bfc0 Improve performance and tune ramp/planter collision behavior 2026-02-03 17:21:04 -08:00
Kelsi
baca09828e Optimize collision queries with spatial grid and improve movement CCD 2026-02-03 16:21:48 -08:00
Kelsi
a3f351f395 Fix camera occlusion and stabilize WMO/M2 collision behavior 2026-02-03 16:04:21 -08:00
Kelsi
dfb1f3cfdc Add WoW-style footsteps and improve third-person movement/collision 2026-02-03 14:55:32 -08:00
Kelsi
54dc27c2ec Add WoW-style camera system with collision and first-person mode
- Implement orbit camera with smooth zoom and collision detection
- Add 50° slope limiting with sliding (prevents mountain climbing)
- Add first-person mode that hides player model and weapons
- Add floor clearance check to prevent camera clipping through ground
- Improve WMO wall collision with proper height range checks
- Add two-sided floor collision detection for WMO geometry
- Increase M2 render distance slightly for better visibility
2026-02-03 14:26:08 -08:00
Kelsi
01bf3b4c08 Add loading screen with random WOWEE splash images
- Add loading screen system with stb_image for JPEG loading
- Two loading screen images (orc and dwarf) randomly selected
- Display loading screen while terrain data loads
- Cache WMO inverse matrices to reduce per-frame computation
- Stub WMO liquid rendering (needs coordinate system fix)
- Update spawn point to Stormwind Trade District
2026-02-03 13:33:31 -08:00
Kelsi
a9dd685398 Fix terrain collision by correcting spawn coordinates
- Spawn position changed to (-9080, -100, 100) which is on actual terrain
- The terrain mesh uses WoW coordinates from ADT files directly
- Camera/spawn position must use same coordinate system as terrain
- Cleaned up getHeightAt comments to clarify coordinate system
- Removed debug logging from WMO floor detection
2026-02-02 23:36:49 -08:00
Kelsi
a8cf17e7e5 Improve rendering distances, camera collision, and spawn point
- Increase WMO render distance from 1500 to 3000 units for better city loading
- Increase M2 render distance from 500 to 1000 units
- Increase terrain load radius from 4 to 6 tiles (~3200 units)
- Add raycast-based camera collision that zooms in when obstructed by walls/objects
- Move spawn point outside chapel to road near Stormwind gate
- Add ground height smoothing to prevent stumbling on uneven terrain
2026-02-02 23:18:34 -08:00
Kelsi
76a16a214e Improve movement, crouching, and add M2 animation
Movement:
- Fix speed controls: Shift=sprint (28), normal run (14), Ctrl=walk (5)
- Reduce character height for doorway clearance (eye height 1.2)
- Add working crouch (C or X key) with smooth transition (eye height 0.6)
- Jump to stand up from crouch

M2 Animation:
- Add animation time tracking per M2 instance
- Add procedural swaying animation in vertex shader
- Update animation each frame for vegetation movement
2026-02-02 23:10:19 -08:00
Kelsi
4287878a73 Performance optimizations and collision improvements
Performance:
- Remove expensive inverse() from all vertex shaders (terrain, WMO, M2, water, character)
- Add uniform location caching to avoid repeated glGetUniformLocation calls
- Add proper frustum culling for WMO groups using AABB intersection
- Add distance-based culling for WMO and M2 instances
- Add cleanup of unused M2/WMO models when tiles unload

Collision & Movement:
- Add M2 doodad collision detection (fences, boxes, etc.)
- Reduce character eye height (5.0 -> 1.8) and collision radius (2.5 -> 0.5)
- Enable WoW-style movement speed by default (14 units/sec run, 5 walk, 9 back)
- Fix emote grammar ("You waves." -> "You wave.")

Misc:
- Rename window title to "Wowee"
2026-02-02 23:03:45 -08:00
Kelsi
ce6cb8f38e Initial commit: wowee native WoW 3.3.5a client 2026-02-02 13:03:22 -08:00