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.
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
CharacterEnterWorldRequest → ServerReady
→ CharacterEnterWorld → PlayerCreate
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.
Click Spawn on any character to drive the AC enter-world
handshake. The status line above updates from
Selected → Spawned →
InWorld as PlayerCreate(guid) and then
GameEvent::PlayerDescription land. One spawn per
session (step 2b will allow switching mid-session); reload to
pick a different character. New characters spawn inside the
Training Academy tutorial dungeon — use the Teleport button
below (after InWorld) to bypass via @telepoi Holtburg.
accessLevel ≥ 4 (Developer) — see
docs/phase-4-renderer.md step 2a.6 for the SQL
one-liner.
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.