holtburger-web

Browser-side validation of the wasm bundle. Phase 2 §8 floor checks run inline; Phase 3 step 1 fetches a real Asheron's Call landblock and draws it via PixiJS.

Phase 2 floor — wasm bundle smoke checks

Loading wasm bundle…

Phase 4 step 1 + 2a — wasm-driven AC login + spawn

Drives start_session through holtburger-wsbridge against a live ACE: opens a WsTransport, sends LoginRequest, pumps session.recv_message until the CharacterList arrives. After login, clicking Spawn on a character drives the CharacterEnterWorldRequestServerReadyCharacterEnterWorldPlayerCreate handshake (the recv loop auto-chains the middle two; JS sees one PlayerSpawned event at the end). Bring up a local ACE per docs/ace-local-setup.md and a bridge with cargo run -p holtburger-wsbridge, then enter the account credentials below.

Connect to ACE
Awaiting credentials.

Phase 3 step 6 — 3×3 Holtburg neighbourhood, live runtime sprites

Fetches ../../dats/assets.hba once via the §8 step 4 HttpResourceSource, then reads the 9 surface terrain records (eor/cell:0xA8B3FFFF..0xAAB5FFFF) around Holtburg in a single batch call. Each landblock is laid out at its world offset (XX × 192 m, YY × 192 m) inside a camera container. Mouse-wheel zooms around the cursor; click-and-drag pans. Per-poly live runtime rendering walks each model's GfxObj/SetupModel chain and rasterizes top-down via a custom Mesh shader. The renderer below boots after the AC login above resolves; until then it waits.

move / turn
camera / mod
Render pending login.