From 001ba3952e93eaac17db9e9294a16b0477f470c4 Mon Sep 17 00:00:00 2001 From: Shawn Date: Tue, 30 Jun 2026 23:35:30 -0400 Subject: [PATCH] =?UTF-8?q?docs:=20Phase=203=20architecture=20=E2=80=94=20?= =?UTF-8?q?visuals,=20lighting,=20profiling=20pipeline?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- docs/visuals-architecture.md | 48 ++++++++++++++++++++++++++++++++++++ 1 file changed, 48 insertions(+) create mode 100644 docs/visuals-architecture.md diff --git a/docs/visuals-architecture.md b/docs/visuals-architecture.md new file mode 100644 index 0000000..9d4e03a --- /dev/null +++ b/docs/visuals-architecture.md @@ -0,0 +1,48 @@ +# Phase 3 — Visuals & Performance Architecture + +## Scope +Art pass, baked lighting, performance profiling, LOD + occlusion culling for the competitive tactical shooter. + +## Dependency Chain (Kanban) + +``` +t_p3_artkit (modular wall/floor kit + PBR materials 1K + art style guide) + └── t_p3_lighting (LightmapGI baked lighting + reflection probes) + └── t_p3_profile (perf budget + LOD + occlusion culling) +``` + +## Art Style + +- **Valorant-direction**, not AAA photorealistic +- Clean silhouettes, team-colored zones (CT/blue, T/red-orange) +- 1K PBR textures (base color, normal, roughness, metallic) +- CC0-licensed or custom-created assets + +## Lighting Strategy + +- LightmapGI for all static geometry +- Reflection probes at corridor junctions and open areas +- No SDFGI or real-time GI +- Lightmap texel density: 4-8 per unit walls/floors, 8-16 for focal surfaces + +## Performance Budget + +| Metric | Target | +|--------|--------| +| Frame time | 16ms (60fps) | +| GPU budget | 8ms | +| CPU budget | 6ms | +| Draw calls | 1500-2000 per frame | +| VRAM | 2GB texture pool | +| LOD0 tris/wall | 500-2000 | + +## LOD Strategy + +- 3 LOD levels per modular asset +- LOD1 at 15m (50% tris), LOD2 at 40m (25% tris), LOD3 at 80m +- Occlusion culling via OccluderInstance3D auto-generation + +## Reference Hardware + +- GTX 1050 / RX 560 class GPU (or integrated graphics) +- Godot Forward+ renderer