DEVLOG | April 23, 2026

Airfield rendering and runway geometry

implementationresearch

This was a research-and-implementation day: less about ceremony, more about tightening the shape of the thing until it behaved a little more like itself. 13 commits landed or were available locally. There was also a decent amount of local conversation around the work, but the useful part is the trail it leaves: questions asked, decisions narrowed, and a few assumptions made explicit. The center of gravity was terrain, combat, camera, airfield.

What moved

implementation moved through revert world mesh float 2d viewport clip, extract viewport_side_clip_planes helper, batch triangle fills into cpu framebuffer, remove field runway strips and hangar wireframe edges, drop per-scanline alloc in scanline_fill_span, trivial-accept/reject triangles against view frustum, widen airfield flattening and retire the pad overlay, and fix airfield rendering across client server and assets.

What I learned

The world work is mostly about boundaries: what can be treated as reference, what needs a replacement contract, and what has to be rebuilt as new implementation truth.

Source trail

The research lane stays research, and the implementation lane stays implementation. This post is a narrative summary of local work, not a publication of raw originals.