What problem does it solve?
Provides a focused map of the renderer's architecture, responsibilities, and extension points so engineers can quickly understand, debug, and modify visual output without combing the entire codebase.
Core Features & Use Cases
- Subsystem mapping: Documents core renderer components such as TileRenderer, EntityRenderer, LightingRenderer, EffectsRenderer, ParticleSystem, AnimationSystem, Camera, ThemeManager, EffectsManager, viewport culling, and frame limiting.
- Pipeline explanation: Describes the main render_game flow including camera update, viewport culling, tile pass, entity pass, effects pass, particle pass, and animation pass and how state fields like visible, revealed, and light_map affect rendering.
- Extension guidance: Explains how to add new visual effects via data/effects_config.json, introduce particle types in particles.rs, and update render_config.json and themes.json, plus how satellite terminals render subsets of state.
- Use Case: Use it to add a new visual effect for an adaptation, resolve entity glyph rendering issues, or tune performance for large viewports and particle loads.
Quick Start
Analyze src/renderer to produce a prioritized list of extension points, the specific files to change, required data/config updates, and any performance implications.