PAXAL
roadmap
Hand-curated. Read this as intent rather than schedule — beats move tiers up as they enter active work. Shipped beats move to /changelog.
NEXT
Actively in progress this build cycle.
Per-face surface tagging (B3 full)
B3 lite (tarmac ↔ gravel crossfade keyed to playRadius proximity) shipped; the full beat is per-face collision-mesh tagging. Author surface ids on the .glb material groups, expose them through the trimesh extraction pass, route the active wheel-contact face id into setVehicleOffRoadMix at sample granularity.
LATER
Framing only — not a commitment yet.
Playwright visual-regression goldens
Title / loading / pause / photo / compatibility-wall captured as golden PNGs. PRs that diff them flag the author. Advisory at first; blocking once the goldens have stabilised across two main builds.
Fourth drivable arena
Self-captured or re-licensed open dataset. Tests the v2 asset pipeline end-to-end and proves the production-replacement story beyond the three captures the PoC ships with.
Multiplayer spike
Two cars, one URL, room-scale photoreal capture. Out of scope for v4 but every architectural decision (Zustand-as-state-machine, replay-buffer-as-pose-stream, three-worker pipeline) has been shaped so the spike is days of work, not quarters.
LOD hot-swap temporal blend (§14.6)
When a chunk upgrades LOD mid-frame, ramp the old chunk's opacity 1→0 and the new chunk's 0→1 over 8 frames so the swap reads as a dissolve, not a pop. Investigated: PlayCanvas 2.18 GSplatComponent runs in unified mode by default (one material per camera/layer, shared across components) — per-entity opacity requires unified=false on the swap entities AND a custom shader chunk that adds an opacity uniform to the GSplat fragment. First real custom-chunk work in the codebase; deserves a dedicated session.
Vehicle SSR (§5.2)
"Vehicle paint reads as if it sees the world." Screen-space reflection traced from the chassis PBR fragments, half-res, fixed 16 steps + 4 binary refinement, fallback to envAtlas on miss. CameraFrame ships no built-in SSR pass, so this is custom-chunk work on the chassis StandardMaterial reflectionPS chunk plus depth + color-grab access. Highest investor-leverage renderer beat remaining; same risk class as LOD hot-swap, dedicated session.