Files
settled-reach/docs/sprints/sprint-2/joint.md
T
jpmschweitzerandClaude Opus 4.6 7f97cb7ce3 docs(sprints): add Sprint 2 "See" briefings for server, client, joint
Sprint 2 goal: fog of perception working through the bridge. Server
computes LOS visibility, client renders fog. Carries over #236 and #81
from Sprint 1.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 21:45:38 +01:00

3.0 KiB

Sprint 2: See — Joint Tasks

Goal: Fog of perception working through the bridge — server computes LOS visibility, client renders fog.

Branches: server + client (merge to main for integration)

Pre-Sprint

Task Owner Notes
Resolve Q-018 (shadowcast algorithm) Tyre, Dudley Blocks #110. Benchmark symmetric vs recursive at 150x150 scale.
Resolve Q-019 (entity ID stability) Tyre, Dudley Affects client entity lifecycle (#130).
Design ObserverSnapshot v2 schema Tyre Add visible_tiles, player_facing, game_time fields. Both teams need this before fog integration.

Integration Tickets

# Title Blocked by
#81 End-to-end connection test Sprint 1 carry-over (in_progress)
NEW Fog data through bridge Server #112, Client #113
NEW Sprint 2 proof: fog of perception All above

Use db/connectors/ticket show <id> for full details.

Key Decisions

  • decisions/architecture.md — D-020 (IPC protocol, ObserverSnapshot), D-010 (information boundaries)
  • decisions/perception.md — D-011 (fog non-negotiable), D-015 (vision cone)

Sprint Completion Proof

"Walk into a room and see the fog" — the sprint is done when:

  1. Player character moves on screen (Sprint 1 baseline, maintained)
  2. Camera follows the player character (no panning)
  3. Tiles render from snapshot data (floor + walls visible)
  4. Entities appear/disappear based on line-of-sight
  5. Fog covers areas outside the vision cone
  6. Walking behind a wall hides what's on the other side
  7. Walking around a corner reveals what's there

This is the first moment the game feels like an immersive sim — you can't see behind walls, and that constraint IS the game.

Notes

  • #81 (carry-over): End-to-end connection test still in_progress from Sprint 1. Must complete before fog integration work.
  • ObserverSnapshot v2: The current ObserverSnapshot (server/src/bridge/types.rs) only has tick + entities: Vec<VisibleEntity>. Sprint 2 needs: tile visibility data, facing direction, time-of-day. Design the expanded schema before both teams start, so the contract is clear.
  • Fog data through bridge: Server #112 produces visibility-filtered snapshots. Client #113 consumes them. The bridge already handles MessagePack serialization — new fields just need to be added to both sides.
  • Test plan per D-030 Phase 1: Sprint 2 aligns with D-030's "Phase 1 (sprint 1-2): test infra + collision/pathfinding/time." Collision tests exist (movement.rs). Shadowcasting (#110) needs unit tests for known LOS scenarios (corridor, corner peek, wall block). Vision cone (#111) needs sector boundary tests.

PR Workflow

When ready to submit, create a PR with tea CLI. All flags are required to avoid TTY prompts (see CLAUDE.md "Gitea access" section):

tea pr create --repo jpmschweitzer/settled-reach --login schweitz --title "feat(scope): description" --description "body" --base main --head <branch>