PixelBullet  0.0.1
A C++ game engine
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Graphics Roadmap

Current renderer and asset invariants live in Rendering and UI and the Graphics and Asset Contract. This page contains only unresolved future work.

Near-Term Product-Facing Quality

  1. Extend imported environment data and runtime lighting beyond the current sky/environment baseline.
  2. Establish one explicit exposure and tone-mapping policy across scene presentation.
  3. Continue World Sandbox art uplift with curated tiled PBR materials, composition, and lighting review.
  4. Add selective authored interaction only after the visual baseline is credible; do not turn the graphics reference lab into a broad gameplay product.

Renderer Groundwork

The following are candidates, not current requirements:

  • packaged/offline shader workflows and include-aware cache dependencies;
  • asynchronous shader or pipeline preparation where measured stalls justify it;
  • broader deferred GPU resource destruction;
  • dynamic rendering where it simplifies real pass ownership;
  • a frame graph when resource scheduling pressure requires one;
  • an RHI only when another backend or testable abstraction creates concrete demand.

Each item requires a measured problem, an owner, a migration boundary, and a validation surface before implementation.