Files
game_engine/docs/STATUS.md
tolelom 7d59b1eed5 docs: add project status, deferred items, and CLAUDE.md
- STATUS.md: completed phases, crate structure, test counts, next steps
- DEFERRED.md: simplified/postponed items per phase
- CLAUDE.md: build rules, wgpu quirks, project conventions

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-24 21:42:49 +09:00

3.5 KiB

Voltex Engine - 작업 현황

완료된 Phase

Phase 1: Foundation (삼각형 렌더링)

  • voltex_math: Vec3
  • voltex_platform: VoltexWindow, InputState, GameTimer
  • voltex_renderer: GpuContext, Vertex, shader, pipeline
  • examples/triangle

Phase 2: Rendering Basics

  • voltex_math: Vec2, Vec4, Mat4 (transforms, look_at, perspective, orthographic)
  • voltex_renderer: MeshVertex(+tangent), Mesh, depth buffer, OBJ parser, Camera, FpsController
  • voltex_renderer: Blinn-Phong shader, BMP texture loader, GpuTexture
  • examples/model_viewer

Phase 3a: ECS

  • voltex_ecs: Entity(id+generation), SparseSet, World(type-erased storage)
  • voltex_ecs: query, query2<A,B>, Transform component
  • examples/many_cubes (400 entities, dynamic UBO)

Phase 3b: Scene Graph

  • voltex_ecs: Parent/Children hierarchy, add_child/remove_child/despawn_recursive
  • voltex_ecs: WorldTransform propagation (top-down)
  • voltex_ecs: Scene serialization (.vscn text format), Tag component
  • examples/hierarchy_demo (solar system)

Phase 3c: Asset Manager

  • voltex_asset: Handle(generation), AssetStorage(ref counting), Assets(type-erased)
  • examples/asset_demo

Phase 4a: PBR Rendering

  • voltex_renderer: MaterialUniform (base_color, metallic, roughness, ao)
  • voltex_renderer: Cook-Torrance BRDF shader (GGX NDF + Smith geometry + Fresnel-Schlick)
  • voltex_renderer: Procedural UV sphere generator
  • voltex_renderer: PBR pipeline (3→4 bind groups)
  • examples/pbr_demo (7x7 metallic/roughness sphere grid)

Phase 4b-1: Multi-Light

  • voltex_renderer: LightData (Directional/Point/Spot), LightsUniform (MAX_LIGHTS=16)
  • PBR shader: multi-light loop, point attenuation, spot cone falloff
  • examples/multi_light_demo (orbiting colored point lights)

Phase 4b-2: Shadow Mapping

  • voltex_renderer: ShadowMap (2048x2048 depth), ShadowUniform, ShadowPassUniform
  • Shadow depth-only shader + pipeline (front-face cull, depth bias)
  • PBR shader: shadow map sampling + 3x3 PCF
  • examples/shadow_demo (directional light shadows)

Phase 4c: Normal Map + IBL

  • MeshVertex: tangent[4] added, computed in OBJ parser + sphere generator
  • voltex_renderer: BRDF LUT (CPU Monte Carlo, 256x256), IblResources
  • PBR shader: TBN normal mapping, procedural sky IBL, split-sum approximation
  • Texture bind group: albedo + normal map (pbr_texture_bind_group_layout)
  • IBL merged into shadow bind group (group 3) due to max_bind_groups=4
  • examples/ibl_demo

Crate 구조

crates/
├── voltex_math      — Vec2, Vec3, Vec4, Mat4
├── voltex_platform  — VoltexWindow, InputState, GameTimer
├── voltex_renderer  — GPU, Mesh, OBJ, Camera, Material, PBR, Shadow, IBL, Sphere
├── voltex_ecs       — Entity, SparseSet, World, Transform, Hierarchy, Scene, WorldTransform
└── voltex_asset     — Handle<T>, AssetStorage<T>, Assets

테스트: 105개 전부 통과

  • voltex_asset: 14
  • voltex_ecs: 39
  • voltex_math: 29 (28 + orthographic)
  • voltex_platform: 3
  • voltex_renderer: 20

Examples (8개)

  • triangle — Phase 1 삼각형
  • model_viewer — OBJ 큐브 + Blinn-Phong
  • many_cubes — 400 ECS 엔티티 렌더링
  • hierarchy_demo — 태양계 씬 그래프
  • asset_demo — Handle 기반 에셋 관리
  • pbr_demo — metallic/roughness 구체 그리드
  • multi_light_demo — 다중 색상 라이트
  • shadow_demo — Directional Light 그림자
  • ibl_demo — Normal map + IBL

다음: Phase 5 (물리 엔진)

스펙 참조: docs/superpowers/specs/2026-03-24-voltex-engine-design.md

간소화/미뤄진 항목

상세: docs/DEFERRED.md