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Create a Grid System so that player can snap the building in place. The grid is turned on in building mode. It must
be 2.5D
dev task
Running dogent 0.12.6 on the submit-an-issue SKILL.md, the oracle reports format ( not concrete and machine-checkable
enough ) and example-format ( example does not conform: it uses labeled prose rather ...
Parent epic: #257 | Blocked by: P3D-4
Goal
组件化 Bepu 约束,支撑链条 / 绳索 / 吊桥 / 牵引 / 死亡布偶(ragdoll)等,并支持断裂。该单优先级低于 cast / 控制器,showcase 不硬依赖它。
复用清单
- RigidBody3D(P3D-4)、IPhysics3DWorld(P3D-3)。
- RuntimeEntitySpawnQueue(链节 ...
Parent epic: #257 | Blocked by: P3D-4
Goal
落地 RFC-0058 §7.2 认定的几何 cast 底层服务:raycast / boxcast / spherecast / capsulecast / overlap,返回 first-hit / all-hits + 命中点 +
法线 + 距离 + entity,供 hitscan、近战 sweep、载具地形探测、弹道复用。 ...
Running dogent 0.12.6 on a SKILL.md, the OpenAI oracle reports conditional against single-condition guards such as When
owner is another account, @-mention owner in one comment. and Attach bug label to ...
Parent epic: #257 | Blocked by: P3D-3, P3D-2
Goal
用 ECS 组件表达车道 B 的 3D 刚体与碰撞体,双向同步到 Bepu,遵守单写真相;3D 体只在 Physics3DActive(气泡内)实体上存在,并受 AOI 预算上限约束。
复用清单
- Transform3D / Velocity3D(P3D-1)、IPhysics3DWorld(P3D-3)、residency ...
Parent epic: #257 | Blocked by: P3D-1
Goal
把 BepuPhysics v2 入库,并以 Core-owned 端口驱动 单线程、固定步长 的确定性步进;3D 物理 World 只服务车道 B(气泡内)。
复用清单
- vendoring 模式:src/Libraries/DotRecast/(纯 C# 第三方库源码入库 + 保留 LICENSE)。 ...
Parent epic: #257 | Blocked by: P3D-1
Goal
把 3D 物理激活 接进现有群体仿真 residency 体系,定义实体在 玩家附身 / 进入气泡 AOI 时从车道 A(2.5D 群体)提升到车道 B(3D 动作)、脱离时降级的合同与位姿单向移交。这是整套 epic 的地基。
复用清单
- SimulationResidencyPolicy / SimulationLodState ...
Parent epic: #257
Goal
定稿 3D 动作车道的位姿表达、与 2.5D 群体车道真相的边界、确定性口径(服务器侧同构建可回放)、以及向 replication 合同扩展的留口。本 issue 是后续所有 P3D 子单的合同来源(ADR 正本写在本 issue)。
复用清单
- WorldPositionCm / PreviousWorldPositionCm(2.5D ...
Scene: Tut_01 Position: (47.112701416015625, 4.567685127258301)
Message: sceneName: Tut_01 x: 47,1127 y: 4,567685 message: /set chatenabled false
Meta
- GameVersion: undefined
- Platform: 76561199245537431 ...
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