Fensalir/state/scratch.md
2026-05-11 05:15:42 +01:00

1.1 KiB

Scratch

Current Slice

Aquarium is being refocused on the Epiphany client mission. Runtime volumetrics, cloud/fog research, and the old D3D11 renderer are shelved; Git history can hold the fossils. Do not reintroduce them as live docs, state, shader sources, or debug UI until the product mission actually asks for them.

Live renderer shape:

  • D3D12 owns the visible frame.
  • Grid height is a deferred scalar target painted by brushes.
  • Grid linework is direct-traced as a separate event lane.
  • Self, planets, and cursor are SDF/analytic solids.
  • HDR bloom/presentation and DirectWrite overlay UI remain active.
  • GraphicsSettings persists only render debug, exposure, bloom intensity, and bloom veil.

The medium/froxel render-target and history lanes have been cut from D3D12Renderer, D3D12Scene, and D3D12Post. Current cleanup debt is now ordinary: keep future renderer work tied to explicit live passes instead of rebuilding the removed medium stack under a better haircut.

Verification

  • dotnet build Aquarium.Engine.slnx --no-restore
  • .\scripts\dev-reload.ps1 -Headless -RetainSlots 4