Q-G-04: Renderer / Graph Separation
Does the rendering layer need its own terrain representation separate from the LangGraph state, or can it read directly from state keys? If hexes are nodes, does the renderer understand the graph topology? - Source: [[langgraph-hex-node-mapping]] - Depends on: Q-G-06 (renderer choice)
Q-G-05: Dynamic Node Generation for Procedural Maps
Are there LangGraph patterns for generating nodes at runtime (procedural maps), or must all nodes be defined at compile time? If so, does this limit map variety? - Source: [[langgraph-hex-node-mapping]] - Depends on: LangGraph API capabilities
Q-G-06: Rendering Engine Choice
Which rendering engine (pygame, Arcade, Pyglet, OpenRTS template, HTML5 Canvas for Wii, native for PS2) should be used for the first prototype? Is a unified renderer possible across all three console targets? - Source: [[langgraph-game-surface]] - Depends on: target console priority