Adds OcclusionPolicy resource and wires it into IsometricFollowCamera. Each _process frame, iterative rays from the camera eye to the player focus detect bodies tagged "occluder"; their MeshInstance3D surfaces are overridden with a transparent StandardMaterial3D (fade_alpha=0.25, instant). Materials restore when the body clears the ray. Null-material surfaces (e.g. the prototype Obstacle with no material assigned) receive a plain transparent StandardMaterial3D so they fade correctly. - client/scripts/occlusion_policy.gd — new Resource (enabled, fade_alpha, occluder_group, occluder_collision_mask, max_occluder_cast_depth, occluder_count_log_threshold, is_valid) - client/resources/isometric_occlusion_policy.tres — default instance - client/scripts/isometric_follow_camera.gd — occlusion_policy export, _update_occlusion pipeline, _apply_occluder_fade/_restore_occluder helpers, static occlusion_policy_is_valid guard, _exit_tree cleanup - client/scenes/main.tscn — Obstacle tagged "occluder", policy assigned - client/test/occlusion_policy_test.gd — new GdUnit4 unit tests - client/test/isometric_follow_camera_test.gd — policy guard static tests - docs/decomposition/modules/E1_M2_IsometricCameraController.md — NEON-27 snapshot + readability demo gate note - docs/plans/NEON-27-implementation-plan.md — null-material decision recorded |
||
|---|---|---|
| .cursor | ||
| .github/workflows | ||
| .vscode | ||
| client | ||
| content | ||
| docs | ||
| scripts | ||
| server | ||
| .gitignore | ||
| AGENTS.md | ||
| NeonSprawl.sln | ||
| README.md | ||
| docker-compose.yml | ||
| gdlintrc | ||
| neon_sprawl_vision.plan.md | ||
README.md
Neon Sprawl
Neon Sprawl is the working title for a crafting-focused sci-fi / cyberpunk MMORPG with gigs (combat roles) and open non-combat skills (solo-dev scope). Product intent and phase gates: neon_sprawl_vision.plan.md. Design axioms: it must be fun, and it must stay distinctly cyberpunk in theme (see Design axioms in the vision plan).
Tech stack (locked)
| Area | Choice |
|---|---|
| Client | Godot 4.x (GDScript) |
| Game server | C# / .NET 10 (ASP.NET Core), PostgreSQL, Protobuf (JSON OK for earliest spike) |
| Content | JSON/YAML + JSON Schema in CI |
Full rationale and constraints: docs/architecture/tech_stack.md.
Decomposition
Epic-level breakdown: docs/decomposition/README.md.
Git workflow
- Documentation (Markdown under
docs/, README files,neon_sprawl_vision.plan.md): work and commit directly onmain. - Code and implementation (server/client source, Godot project,
content/data, Docker/build/CI config): use a branch, then merge tomainwhen ready. Mixed doc + code changes follow the branch rule.
Repository layout (prototype scaffold)
| Path | Purpose |
|---|---|
NeonSprawl.sln |
.NET solution |
server/NeonSprawl.Server/ |
ASP.NET Core game server |
client/ |
Godot 4.x project (import project.godot) |
content/ |
JSON data + JSON Schema (skills/, schemas/) |
docker-compose.yml |
Local PostgreSQL (docker compose up -d) |
Run the server
cd server/NeonSprawl.Server && dotnet run
Then open http://localhost:5253/health (port from launchSettings.json).
Run Postgres locally
docker compose up -d
Connection (dev): host localhost, port 5432, database neon_sprawl, user neon_sprawl, password neon_sprawl_dev.
Run the client
Open the client/ folder in Godot 4.6 and run the main scene (see client/README.md).