babylon-aaa-graphics-builder
Babylon.js AAA Graphics Builder
Purpose
Take a Babylon.js game whose active screenshots are dominated by primitives, single flat planes, lost silhouettes, and missing atmosphere, and lift it through authored geometry, PBR materials, lighting design, post-processing, shadow mapping, and art-directed world building. A Babylon.js game with "less basic" visuals or a premium/AAA/showcase quality claim must pass the visual scorecard gates from references/visual-scorecard.md.
Workflow
Load references/visual-scorecard.md and references/implementation-blueprint.md as the first actions before a graphics pass. Do not mark graphics done while either is skipped.
Load references/node-material-recipes.md when writing or tuning Node Materials (the Babylon equivalent of custom shaders). Load references/pbr-recipes.md when tuning PBR materials, scene lighting, shadow generators, or post-processing. Load references/model-recipes.md when building procedural geometry with MeshBuilder, SPS, or CSG. Load references/technical-art.md when optimizing render budgets, instancing, LOD, or mesh merging.
Track every loaded reference in a reference ledger.