# Dispatch Assignment: Explorer M2-1 (Architecture & Culling Math)

**Assigned Agent:** `explorer_m2_1`  
**Role:** Architecture & Culling Math Explorer  
**Working Directory:** `c:\Projects\FreeExile\.agents\teamwork\explorer_m2_1`  
**Project Scope:** `c:\Projects\FreeExile\.agents\teamwork\orchestrator_11\PROJECT.md`  
**Authoritative Request:** `c:\Projects\FreeExile\.agents\teamwork\ORIGINAL_REQUEST.md` (specifically section `## 2026-10-01T19:19:13Z` - R2)  

## 2026-10-01T20:04:00Z
You are Architecture & Culling Math Explorer.
Your working directory is: c:\Projects\FreeExile\.agents\teamwork\explorer_m2_1
Your dispatch assignment is: c:\Projects\FreeExile\.agents\teamwork\explorer_m2_1\DISPATCH.md
MANDATORY: Read the authoritative user request at:
c:\Projects\FreeExile\.agents\teamwork\ORIGINAL_REQUEST.md (specifically section ## 2026-10-01T19:19:13Z - R2).
Also consult c:\Projects\FreeExile\GEMINI.md, c:\Projects\FreeExile\AGENTS.md, and c:\Projects\FreeExile\.agents\teamwork\orchestrator_11\PROJECT.md.

Investigate client-side rendering architecture and viewport frustum culling:
1. Examine client/webapp/js/engine/world_renderer.js (lines 12-28 terrain vs lines 29-461 props/waypoints/map device).
2. Examine client/webapp/js/engine/iso_math.js for worldToIso and isoToWorld transformation math. Formulate exact bounding box culling formulas with +2 tile safety margin.
3. Design procedural isometric texture palettes, edge highlights, and elevation offsets for all 20 TileTypes (0-19).
4. Define the class contract for TileMapRenderer and how world_renderer.js will delegate terrain rendering to it.
5. Respect code limits: tile_map_renderer.js <= 320 lines (soft cap 350, hard cap 500).

Write report.md and handoff.md in your working directory and notify parent when complete.
