1.1 KiB
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