Files
tactical-shooter/docs/visuals-architecture.md
T
shawn d631ff784a build: baked lighting pass on kit_demo test map
- Restructured kit_demo.tscn from linear demo to enclosed 5.12x5.12 room
  with walls, floor tiles, pillar, beam, doorway, window
- Added WorldEnvironment with ProceduralSky for ambient lighting
- Added DirectionalLight3D (sun key light, 45° angle, shadows enabled)
- Added OmniLight3D (warm interior fill light)
- Added ReflectionProbe for interior specular reflections
  (box projection, room-sized extents)
- Added LightmapGI with balanced quality settings
  (bounces=3, texel_scale=1.0, max_texture_size=2048, denoiser=true)
- Added tool script (kit_demo.gd) that prints bake status in editor
- Added bake_lighting.gd CLI bake script (requires GPU-enabled instance)
- Updated project.godot with reflection atlas and shadow map quality settings

Headless baking note: Godot's standard editor build requires a GPU/display
for LightmapGI.bake(). Open the scene in the Godot editor and click 'Bake
Lightmap' on the LightmapGI node to generate the baked lightmap data.
2026-07-01 00:10:19 -04:00

2.0 KiB
Raw Blame History

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) ✅ DONE | └── t_p3_lighting (LightmapGI baked lighting + reflection probes) | └── t_p3_profile (perf budget + LOD + occlusion culling) | | |## Deliverables | |- Art style guide: docs/art-style-guide.md — visual direction, modular grid specs, material palette, mapping guidelines |- Modular kit scenes: client/assets/scenes/modular/ — 11 CSG-based wall/floor/structural pieces + kit_demo showcase scene |- PBR materials: client/assets/materials/ — 7 StandardMaterial3D .tres files |- 1K textures: client/assets/textures/ — 28 procedural PBR maps (basecolor, normal, roughness, metallic × 7 materials) |- Project config: client/project.godot — Godot 4 Forward+ renderer, 128-tick physics, LightmapGI defaults

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