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Implementation Backlog

Last updated: 2026-03-23

This backlog is prioritized for the portable core first.

P0: Architecture and Baseline

  • freeze the document set and architecture decisions
  • choose the likely runtime delivery vehicle after feasibility work
  • define benchmark hardware profiles
  • build the benchmark scene list
  • create result templates and capture scripts

P1: Offline Builder

  • implement meshlet generation wrapper around meshoptimizer
  • define cluster metadata schema
  • implement hierarchy construction
  • compute geometric error per cluster
  • implement page packing
  • define serialization format
  • build a validator that checks bounds, parent links, and page references
  • emit debug inspection output from the builder

P2: Importer and Resources

  • define VGeoMesh resource schema
  • write importer settings surface
  • generate fallback meshes
  • connect the builder to Godot import flow
  • add asset metadata and versioning

P3: Standalone Runtime Core

  • Vulkan bootstrap
  • resource upload path
  • persistent GPU buffer layout
  • instance culling pass
  • hierarchy traversal pass
  • visible cluster compaction
  • page residency table
  • visibility buffer pass
  • HZB build
  • material resolve for constrained PBR
  • directional shadow pass

P4: Streaming

  • async page request system
  • page state machine
  • residency budget controls
  • priority heuristic for visible and near-visible pages
  • eviction policy
  • cold-start and traversal stress testing

P5: Godot Runtime Integration

  • runtime scene binding strategy
  • VGeoMeshInstance3D
  • debug view controls
  • benchmark controls in-editor
  • material mapping bridge for the supported subset
  • shadow integration validation inside Godot

P6: Validation and Tooling

  • CPU/GPU visibility comparison tools
  • crack detection scenes
  • residency heat map
  • LOD heat map
  • shadow artifact visualization
  • perf counter overlay

P7: Performance Pass

  • cluster traversal optimization
  • page scheduler tuning
  • material resolve optimization
  • shadow optimization
  • import/build speed optimization
  • vendor-specific profiling on AMD and NVIDIA

P8: Frontier Branches

  • mesh shader acceleration path
  • hybrid foliage path
  • compressed geometry experiments
  • procedural resurfacing experiments
  • RT-aware geometry experiments
  • work graph backend research