66 lines
3.3 KiB
YAML
66 lines
3.3 KiB
YAML
project:
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name: Aquarium Engine
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root: E:\Projects\Aquarium-Engine
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upstream: https://github.com/GameCult/Aquarium-Engine
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purpose: >
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Native C# engine core for the Epiphany Aquarium client. The engine owns the
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Win32/D3D11 host, HLSL renderer, input loop, live runtime boundary,
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CultCache-backed state, and future diegetic UI/runtime integration.
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current_model:
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host:
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window: src/Aquarium.Engine/Platform/Win32Window.cs
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renderer: src/Aquarium.Engine/Render/D3D11Renderer.cs
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shader: src/Aquarium.Engine/Render/Shaders/Aquarium.hlsl
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overlay_text: src/Aquarium.Engine/Render/DirectWriteOverlay.cs
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runtime_loader: src/Aquarium.Engine/Live/LiveRuntimeLoader.cs
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live_runtime:
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contracts: src/Aquarium.Engine.Contracts
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implementation: src/Aquarium.Engine.Live
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state_store: src/Aquarium.Engine.Live/State/AquariumCultStateStore.cs
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state_document: epiphany.aquarium.live_state
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dependencies:
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cult_math: E:\Projects\CultMath
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cult_lib: E:\Projects\CultLib
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docs:
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doctrine: docs/aquarium-engine-doctrine.md
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renderer: docs/hlsl-renderer.md
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runtime_surface: docs/cult-runtime-surface.md
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native_spine: docs/vortice-spine.md
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input: docs/input.md
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volumetrics_research: research/volumetrics/synthesis.md
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invariants:
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- The camera target is the Grid center on the global XY plane.
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- Grid radius follows camera zoom distance, not pitch/yaw/projection.
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- Body anchors remain world-space and independent of the moving Grid window.
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- World-space domains own Grid texture/weather sampling.
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- Visible scene lighting is diegetic; no default ambient/global fill.
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- Overlay text is DirectWrite final-pixel UI; scene text needs renderer-owned billboards.
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- CultCache persists live app state through reload.
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- Failed shader/live-runtime reloads must leave the last good frame alive.
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renderer_state:
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current:
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- D3D11 swapchain through Vortice.
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- Fullscreen HLSL raymarch for Grid terrain, Self, and planets.
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- Deferred Grid height render target.
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- Primitive froxel/bin table for body broad phase.
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- Stable planet-local displaced SDF domains.
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- DirectWrite overlay text after scene rendering.
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- Splash screen with bundled app icon and GameCult typefaces.
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next:
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- Add explicit renderer debug modes for hits, normals, depth, bins, and lighting.
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- Restore HDR scene target, gentle pre-tonemap bloom, and ACES as explicit passes.
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- Add volumetrics as an explicit renderer-owned field pass, starting from Wronski/Hillaire-style frustum volume lighting with Self as the first emitter.
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- Move Grid gradients into the Grid target for cheaper terrain normals.
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- Rebuild lighting as an Aquarium-owned field before adding richer fog.
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- Add diegetic labels and object-local menus after the renderer and text contracts are stable.
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next_actions:
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- Keep main as the live development branch.
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- Verify publish output after every packaging-affecting change.
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- Add renderer debug controls through the DirectWrite overlay path.
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- Use research/volumetrics/synthesis.md before designing fog, atmospheric scattering, clouds, or sparse volume storage.
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- Promote runtime knobs into typed CultCache documents.
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- Port only proven synth concepts into C# when audio returns; keep external prototypes as references, not engine baggage.
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