Networked client on the existing Godot 4.7 + libgr2 renderer:
- net: m2dev wire protocol (libsodium KX + XChaCha20), auth/select/game
phases, EntityStore world model, ~all GC/CG headers. char create/delete,
private shop / mall / cube, SHOP_GC_START_EX, guild, party (+ CG_PARTY_SET_STATE),
quests, dragon soul, refine, safebox, exchange.
- UI: in-game windows migrated 1:1 from the reference uiscript/root .py —
char status (/stat), inventory+equipment, select-item ([SELECT_ITEM] quest
token), system-option + game-option + ESC system menu, private-shop 39-grid,
party info board, shop tabs, atlas, minimap, quickbar, chat, …
- EterGrnLib polish: GR2 material blend/two-sided, LOD crossfade, motion-event
dispatch, contact shadow, ray-AABB picking, weapon grip pre-transform.
Portable asset IO (A1) — all extension/libgr2/formats/mtproto reads routed
through godot::FileAccess (res:// PCK works on iOS/Android); standalone-lib
*_path() kept for the non-Godot CTests. AssetResolver + PropertyRegistry
switched to a baked index (bake_asset_index.gd) instead of std::filesystem.
Mobile builds: build-{android,ios}.sh, export-android.sh, pack-assets.sh,
gen-debug-keystore.sh. Assets ship as a zip mounted at runtime by
project/asset_pack.gd (adb push now; HTTP download is a drop-in later).
ctest 10/10, 34 GDScript suites, macOS/iOS/Android all build.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_013EJxkHiNKS4kybHS3XKyAJ
30 lines
1.0 KiB
JSON
30 lines
1.0 KiB
JSON
{
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"measured": "2026-08-29 (foreground window, M2, Metal, vsync off)",
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"method": "per-frame CPU LBS + full ArrayMesh rebuild (current default)",
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"caveats": [
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"frame_ms is the trustworthy signal; cpu_process_ms (Performance.TIME_PROCESS) reads inconsistent (drops as N rises) \u2014 do not use.",
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"per-frame cpu_mesh->clear_surfaces()+add_surface_from_arrays is the likely bottleneck, not the LBS math.",
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"build ~170ms/char is single-threaded, no cross-model texture/mesh cache.",
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"Phase 2 needs: (1) custom GPU skinning shader (full bone matrices) so this path is not on the CPU, (2) multithreaded build + eterpack shared assets, (3) a proper bench harness."
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],
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"runs": [
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{
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"characters": 1,
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"build_ms_per_char": 171.7,
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"frame_ms_avg": 21.8,
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"fps_avg": 46.0
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},
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{
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"characters": 10,
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"build_ms_per_char": 171.1,
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"frame_ms_avg": 27.5,
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"fps_avg": 36.3
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},
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{
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"characters": 30,
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"build_ms_per_char": 168.7,
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"frame_ms_avg": 41.2,
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"fps_avg": 24.3
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}
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]
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} |