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PixelBullet
0.0.1
A C++ game engine
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This module page records the stable asset and renderer contract. Future work is kept in the graphics roadmap.
Curated third-party source inputs live under shared/assets/imports/external/. Bulk source archives remain outside the repository.
| Source | Location |
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| HDR environment | shared/assets/imports/external/environments/<name>/<name>.exr |
| Retained glTF model | shared/assets/imports/external/models/<group>/<asset>/<asset>.glb |
| Retained tiled-material source | shared/assets/imports/external/materials/<name>/... |
Each third-party source folder carries ATTRIBUTION.txt with its source URL and license note.
Generated runtime outputs use ownership-specific locations:
Raw .exr files are import sources. Authored scenes reference imported environment assets rather than treating source HDR files as runtime environments.
The full ownership map is in Rendering and UI and Assets and Serialization.
The authored World Sandbox is the graphics-first reference surface for environment mood, lighting, material response, scale, sightlines, composition, and traversal space.
graphics_asset_contract_tests protects the reference scene, external-source layout, attribution, and generated hot-path artifacts. Renderer, asset, serialization, importer, editor authoring, and scene-play suites own their focused behavioral proof. A gallery build proves composition and linkage; the representative-scene matrix records what each authored surface actually proves.