Add native Durak, poker, blackjack, roulette, Buckshot and billiards scenes with animation assets and regression tests. Improve arrival, city, hall, profiles, shops, audio and exit handling; remove the portable C game core and refresh shipping executables.
2.3 KiB
Architecture Pass: References and Limits
Reference photographs are not shipped as game textures. The generated materials
and cutouts are stored in assets/sprites/hall, with prompts in prompts-v3.json.
Generation used built-in ImageGen; packing is offline and the renderer is MASM32.
References
- McCarthy: El Cortez casino renovation: distinct gaming, bar and lounge spaces, rather than an undifferentiated room.
- Brintons: El Cortez carpet: patterned flooring as part of the historic casino's character.
- The Neon Museum: El Cortez architecture: arcade entrances, exterior depth and architectural framing.
- Official STALKER screenshot of Sidorovich: a cramped tiled trader's den. Our adaptation stocks cards, chips and talismans, not the original game's armory. This is inspired staging, not an exact replica.
Implemented Changes
The entrance uses the original CASINO artwork once across the full doorway; there is no separately drawn replacement title. Its porch, side supports and street bays use world geometry and depth-tested detail panels. Transparent cutouts cannot write depth in transparent regions.
Surface sampling supports 256px source textures, including every horizontal texel rather than duplicating the old 128px samples. The low-resolution fallback is retained if an optional pack is unavailable. Geometry crossing the camera's near plane no longer vanishes merely because one corner is behind the camera.
The hall has patterned carpet in the gaming area, wood in the dining/pool areas, low partitions with open entrances, a pale ceiling and separate hanging lamps. The bunker is narrower and has green tile, a stepped vault, wooden drawers, mesh-protected merchandise and a desktop lamp/ledger/computer.
Still Pending
The framebuffer is still 640x480; 256px materials do not make this a full-HD renderer. Walking characters remain billboards. Bay modules add depth but do not turn every building into a fully modelled interior. The bunker vault is stepped, not a smooth curved mesh. Target-laptop performance and a complete manual walkthrough remain separate acceptance steps.