Expand voxel gameplay, lighting, full-height streaming and world imports
MVP checks / mvp (push) Canceled after 0s
MVP checks / mvp (push) Canceled after 0s
Add shared Rust/WASM physics, worker meshing and diagnostics, 64-chunk full-height streaming, atlas texture support, and baseline world import. Document the current implementation and include the supplied in-game lobby screenshot.
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# Java 26.2 physics implementation
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The target is measured Java 26.2 player movement, using one original fixed-tick
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Rust implementation on the server and in the browser through WebAssembly.
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Existing texture, chunk-streaming, and remote-rotation improvements must remain.
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1. Measure movement attributes, block friction and speed/jump factors, poses,
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and available reference trajectories from the pinned official executable.
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2. Build the shared movement solver: velocity, acceleration, friction, gravity,
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jumping, sprinting, sneak-edge protection, swept collisions, step-up, poses,
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climbing, fluids, special surfaces, and permitted creative flight.
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3. Integrate server-authoritative commands, processed acknowledgments, and
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bounded client prediction/replay. Preserve package jump hooks and arena rules.
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4. Verify original reference facts, trajectory behavior, native/WASM parity,
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packet ordering, latency recovery, and the running browser with the local pack.
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5. Record measured compatibility and explicit remaining mechanics. Movement
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parity must not be confused with complete vanilla AI, redstone, or world-fluid
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simulation. Additional interactions must be described by their actual tests.
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Progress and final evidence belong in `docs/PHYSICS.md` and ignored
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`artifacts/physics/`. Do not describe simulated reference formulas as measurements
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from the official executable.
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