The work done here isn't meaningful. A long while back I asked him a couple questions and the result indicates that this is in no way a step in the direction for a custom HD client.
These are the reasons why:
1. He does not utilize the original heightmaps or terrain from WoW. These can be extracted from ADT files and can be used, I've used them in Unity3D before, and therefore there is no parity with official clients in that sense.
2. He also does not use the WMO/M2 location data which I also believe is available insde of ADT files. This data indicates where certain static world objects should be located. Without doing so would require hand placing and wouldn't provide parity with the official client.
An actual HD client could be made if someone which better knowledge of the ADT fileformat were able to produce 3 important things
1. Height data or mesh for tiles in the world from ADT files
2. Relative WMO/M2 placements for each ADT file and WMO/M2 filenames (this would allow you to generate the objects in a scene editor such as Unity3D, Unreal Engine or otherwise.
3. Knowledge enough of ADT files to be able to generate splatmaps for the terrain files. (Tools I've used before produce alpha maps which I had to write a merge tool for and had to be manually cleaned up)
HD Vanilla client is possible if people of varying skillsets came together such as reverse engineering, WoW protocol JAM/Mangos stuff and Unity3D/Unreal knowledge.
I'm up for an opensource implementation. I've dabbled abit =) things like Northshire Abbey can look pretty dandy:
https://i.gyazo.com/8d3f312c47b85bdb4d9 ... dec938.mp4This project, while cool and also for some reason reported often by Polygon, doesn't really help or do anything for anyone.