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MASTER ROADMAP - HIGH LEVEL (v7 ADDITIVE)

Status Key

  • complete
  • [.] in progress
  • planned

Rules

  • repo structure work is now constrained to exact move-map BUILDs only
  • remaining structure normalization should avoid broad folder churn until active shared extraction and promotion-gate work stabilize
  • shared math is now a real active layer and should continue by exact-cluster extraction only
  • avoid broad repo-wide cleanup passes until the active lanes above are materially further along

Conservative Rebaseline (2026-04-12)

  • status updates in this revision are conservative and execution-backed
  • recent tool-host, asset-pipeline, debug-inspector, and launch-smoke lanes are reflected without broad scope expansion
  • templates/ cleanup was completed by relocating active template surfaces to tools/templates/ and removing the empty root templates/ directory

Strategic Layer

Learning System

  • phases form a complete learning path
  • each phase introduces one new concept cleanly
  • each sample has a clear teaching purpose
  • samples build progressively from prior phases
  • no overlapping concept samples without clear justification
  • advanced phases depend on mastered earlier phases
  • samples remain understandable as standalone learning units
  • sample naming stays aligned to phase numbering

Architectural Separation

  • engine contains reusable runtime logic only
  • shared contains reusable cross-domain helpers only
  • games contain game-specific implementation only
  • samples contain learning/demo logic only
  • tools contain editor/pipeline/debug-authoring logic only
  • no sample logic promoted directly into engine without stabilization
  • no tool logic promoted directly into engine without stabilization
  • games do not become the default location for engine experiments
  • dependency direction stays enforced across all refactors

Promotion Pipeline

  • sample proves concept
  • shared extracts reusable logic
  • engine receives stable abstraction
  • promotion requires multi-use reuse evidence
  • promotion requires stable public contract
  • promotion requires removal of sample-specific assumptions
  • promotion requires validation after extraction
  • promotion does not happen as a blind dedupe exercise

Productization Rule

  • do not create standalone showcase tracks in future roadmaps
  • fold showcase importance into the main feature or sample title when needed

Tooling Strategy

  • tools are created when they unblock engine/content progress
  • tools do not define engine behavior
  • tools share common IO/state/util layers where appropriate
  • tools remain organized under tools/
  • active tools list remains explicit
  • legacy tools remain isolated and visibly non-current
  • 3D tools arrive when 3D capability needs them, not before
  • content pipeline tools arrive when asset complexity justifies them
  • no standalone showcase-only tool tracks
  • tools header accordion added to reduce vertical real-estate usage
  • tool-shell UI compaction is useful but does not replace tool-boundary normalization work
  • any follow-up tool UI cleanup should remain subordinate to shared-boundary and data-contract work

End State Vision

  • clean engine core
  • clean shared layer
  • games follow a standard structure
  • samples form a complete curriculum
  • tools support authoring/debug/content workflows
  • debug platform supports games, tools, and samples
  • network concepts are deterministic and explainable
  • 2D capabilities are complete and reusable
  • 3D capabilities are complete and reusable
  • productization/distribution is documented and repeatable

0. Workflow + Delivery Foundation

  • PLAN => BUILD => APPLY workflow defined
  • docs-first operating model established
  • repo-structured ZIP delivery established
  • validation-gate model established
  • protected start_of_day operating boundary established
  • protected BUILD template direction established
  • ChatGPT owns planning/docs/bundles
  • Codex owns code/runtime edits
  • docs/dev reports + commit metadata pattern established
  • no-Codex APPLY rule established
  • single-validation-gate concept established

1. Repo Structure Normalization

  • target structure defined at high level
  • src/engine target established
  • src/shared target established
  • games/ target established
  • games/_template/ target established
  • tools/shared target established
  • phase-based samples/ grouping target established
  • dependency direction rules defined
  • shared asset promotion rules defined
  • network samples classified as sample-phase content
  • current folder inventory mapped to target homes
  • move-map defined for root engine/ -> src/engine/
  • duplicate-helper migration map defined
  • ambiguous-name rename map defined
  • legacy migration map defined
  • implementation PRs executed
  • imports normalized after moves
  • post-move validation complete

Structure Targets

  • src/engine/core
  • src/engine/state
  • src/engine/rendering
  • src/engine/input
  • src/engine/physics
  • src/engine/audio
  • src/engine/scene
  • src/shared/utils
  • src/shared/math
  • src/shared/state
  • games/_template/flow
  • samples/phase-01
  • samples/phase-13
  • tools/shared

Recent Checkpoint Notes

  • broad import-path correction from engine/ to src/engine/ applied across remaining games/samples
  • partial retro smoke pass completed after path correction
  • additional post-move validation complete

2. Engine Core

  • core bootstrapping normalized
  • scene management normalized
  • rendering layer normalized
  • input layer normalized
  • physics layer normalized
  • audio layer normalized
  • systems layer normalized
  • engine-level contracts documented
  • engine public boundaries clarified
  • timing/frame services stabilized
  • event routing stabilized
  • camera integration stabilized

2D Engine Capability

  • 2D scene boot
  • 2D render loop
  • 2D camera
  • 2D tilemap integration
  • 2D collision patterns
  • 2D gameplay hooks

3. Shared Foundation (src/shared)

  • core shared extraction pipeline executed
  • enforcement guard in place
  • numbers utilities consolidated
  • objects utilities consolidated
  • arrays utilities consolidated
  • strings utilities consolidated
  • ids utilities consolidated
  • shared math layer consolidated
  • shared state guards consolidated
  • shared state normalization consolidated
  • shared selectors consolidated
  • shared contracts consolidated
  • shared io/data/types stabilized

Duplicate / Rename Focus

  • asFiniteNumber unified
  • asPositiveInteger unified
  • isPlainObject unified
  • getState variants bucketed by domain
  • getSimulationState naming established where needed
  • getReplayState naming established where needed
  • getEditorState naming established where needed
  • sample/tool/runtime duplicates classified before move

Recent Consolidation Checkpoint

  • vector-domain toFiniteNumber promoted into src/shared/math/numberNormalization.js
  • vector-domain roundNumber promoted into src/shared/math/numberNormalization.js
  • state/sample toFiniteNumber consumers migrated to shared math
  • duplicated asNumber consumers migrated to shared math
  • Asteroids numeric sanitizers promoted into shared math
  • duplicated asObject / asArray consumers moved to shared utils
  • remaining number/string/id helpers still need exact-cluster normalization

4. State, Replay, Timeline, Authoritative Flow

  • authoritative state direction established
  • authoritative score/objective slices exist
  • promotion-gate lane active
  • final promotion gate implemented and applied
  • authoritative/passive handoff finalized
  • replay/timeline boundaries normalized
  • state contracts extracted/confirmed
  • public selectors stabilized
  • observability for promotion/handoff completed
  • long-run validation completed
  • rollback safety / abort logic completed

Subcomponents

  • state contracts
  • authoritative state slices
  • replay model
  • timeline orchestration
  • selectors/public readers
  • promotion gating
  • rollback safety / abort logic

5. Debug Platform & Ecosystem

Track A - Debug Foundation

  • Dev Console (input + command execution)
  • Debug Overlay (visual panels)
  • Console ↔ Overlay Boundary
  • Panel Registry
  • Data Providers (read-only model)
  • Operator Commands (control surface)
  • Panel Persistence

Track B - Promotion To Engine Layer

  • PLAN_PR_DEBUG_SURFACES_PROMOTION
  • BUILD_PR_DEBUG_SURFACES_PROMOTION
  • APPLY_PR_DEBUG_SURFACES_PROMOTION

Track C - Standard Debug Library

  • PLAN_PR_DEBUG_SURFACES_STANDARD_LIBRARY
  • BUILD_PR_DEBUG_SURFACES_STANDARD_LIBRARY
  • APPLY_PR_DEBUG_SURFACES_STANDARD_LIBRARY

Track D - Debug Presets

  • PLAN_PR_DEBUG_SURFACES_PRESETS
  • BUILD_PR_DEBUG_SURFACES_PRESETS
  • APPLY_PR_DEBUG_SURFACES_PRESETS

Track E - Advanced Debug UX

  • PLAN_PR_DEBUG_SURFACES_ADVANCED_UX
  • BUILD_PR_DEBUG_SURFACES_ADVANCED_UX
  • APPLY_PR_DEBUG_SURFACES_ADVANCED_UX

Track F - Game Integration

  • PLAN_PR_DEBUG_SURFACES_GAME_INTEGRATION
  • BUILD_PR_DEBUG_SURFACES_GAME_INTEGRATION
  • APPLY_PR_DEBUG_SURFACES_GAME_INTEGRATION
  • Sample game uses full debug platform
  • Toggle debug in production-safe mode
  • Performance-safe overlays
  • Build-time debug flags

Track G - Network / Multiplayer Debug

  • Connection status panel
  • Latency / RTT panel
  • Replication state viewer
  • Client/server divergence inspector
  • Event tracing
  • PLAN_PR_DEBUG_SURFACES_NETWORK_SUPPORT
  • BUILD_PR_DEBUG_SURFACES_NETWORK_SUPPORT
  • APPLY_PR_DEBUG_SURFACES_NETWORK_SUPPORT

Track I - Inspectors & Tooling

  • Entity inspector
  • Component inspector
  • State diff viewer
  • Timeline debugger
  • Event stream viewer

Track J - Engine Maturity

  • Stable debug API
  • Plugin system
  • External documentation
  • Versioned contracts
  • Performance benchmarks

6. Samples Program

  • sample numbering normalization completed
  • sample formatting alignment completed
  • phase grouping normalized
  • samples/shared boundaries defined and used
  • sample index normalized to phase structure
  • sample-to-engine dependency cleanup completed
  • sample duplicate helper usage reduced
  • sample curriculum progression validated

Sample Phase Tracks

  • foundational phases normalized
  • tilemap / camera / rendering phases normalized
  • tool-linked sample phases normalized
  • network concepts / latency / simulation phase normalized

Dependency-Driven Sample Builds

  • 2D camera sample
  • tilemap scrolling sample
  • collision sample
  • enemy behavior sample
  • full 2D reference game sample

7. Phase 13 - Network Concepts, Latency & Simulation

Track N - Network Sample Foundation

  • Sample A - Local Loopback / Fake Network
  • Synthetic connection lifecycle
  • Synthetic RTT feed
  • Synthetic replication feed
  • Trace event feed

Track O - Host / Client Sample

  • Sample B - Host / Client Diagnostics
  • Host status panel data
  • Client status panel data
  • Authority / ownership visibility
  • Replication snapshot visibility
  • Divergence warning surface

Track P - Divergence / Trace Sample

  • Sample C - Divergence / Trace Validation
  • Deterministic mismatch scenario
  • Event sequencing timeline
  • Divergence explanation notes
  • Reproduction guide
  • Validation checklist

Track Q - Network Debug Panels

  • Connection status panel
  • Latency / RTT panel
  • Replication state viewer
  • Client/server divergence inspector
  • Event tracing panel

Track R - Network Debug Commands

  • network.help
  • network.status
  • network.latency
  • network.replication
  • network.divergence
  • network.trace
  • network.sample.*

Track S - Readiness To Promote

  • Sample-backed provider validation
  • Sample-backed panel validation
  • Operator command validation
  • Debug-only gating validation
  • Promotion recommendation

Track T - Server Dashboard

  • Server dashboard shell
  • Player statistics view
  • Latency view
  • RX bytes view
  • TX bytes view
  • Connection/session counts
  • Per-player status rows
  • Refresh/update strategy
  • Debug-only access rules

Track U - Server Containerization

  • Dockerfile for server
  • .dockerignore
  • Environment variable contract
  • Local run command
  • Compose-ready service definition
  • Port mapping rules
  • Health/readiness check
  • Logging/output expectations
  • Container debug notes

Recommended Execution Order

  • Sample A
  • Connection + RTT + tracing basics
  • Sample B
  • Replication + authority + divergence
  • Sample C
  • Server dashboard
  • Server containerization
  • Promotion review

8. Games Layer

  • games/_template/ created
  • game flow pattern standardized (flow/attract.js, flow/intro.js, flow/highscore.js)
  • per-game structure normalized
  • gameplay/entities/levels/rules/assets boundaries normalized
  • current games migrated to target structure
  • game-specific asset ownership enforced
  • shared-vs-game utility boundaries enforced
  • space_invaders normalized
  • pacman normalized
  • future games follow template-first path

9. Tools

Existing Tools

  • TileMapEditor normalized
  • ParallaxEditor normalized
  • VectorMapEditor normalized
  • VectorAssetStudio normalized
  • Tool sample packs + dropdown loading (3 samples per active tool)

New Required Tools (By Dependency)

  • 3DMapEditor
  • 3DAssetViewer
  • 3DCameraPathEditor
  • PhysicsSandboxTool
  • StateInspectorTool
  • ReplayVisualizerTool
  • PerformanceProfilerTool
  • AssetPipelineTool
  • Tile/Model Converter Tool

Tooling Strategy By Need

  • 2D tool stabilization before 3D tool expansion
  • content pipeline tools after asset complexity justifies them
  • debug tools align with engine/debug maturity

10. Assets & Data Policy

  • shared asset policy defined at planning level
  • game asset ownership normalized
  • sample asset ownership normalized
  • tool demo asset ownership normalized
  • promotion criteria for shared assets enforced
  • asset duplication reduced
  • top-level shared asset strategy finalized if needed

11. Productization & Distribution

Track P - Product Samples / Demonstrations

  • Asteroids Debug Showcase
  • Breakout Debug Showcase

Track Q - UX Polish

  • Debug toggle indicator
  • Default preset auto-load
  • Open Debug Panel button
  • Inline mini help

Track R - Distribution And Packaging

  • Showcase landing page
  • Build packaging strategy
  • Asset bundling rules

Track S - Documentation And Adoption

  • Debug tour
  • Getting started guide
  • Example-driven docs

12. 2D Capability Track

  • camera systems stabilized
  • tilemap/runtime integration stabilized
  • collision patterns stabilized
  • enemy/hero/gameplay conventions stabilized
  • replay/state integration for 2D games stabilized
  • polished 2D reference game path established
  • 2D reference game built

13. 3D Capability Track (Phase 16)

Phase 16 Description Alignment

  • phase-16 description updated in repo docs/index
  • phase-16 description kept separate from networking language

14. Testing & Validation

  • tests/ structure normalized
  • unit coverage aligned to engine/shared/games
  • integration coverage aligned to state/replay/rendering/tools
  • smoke validation aligned to samples/tools/games
  • fixtures/helpers organization normalized
  • move/refactor validation strategy documented
  • post-PR acceptance criteria consistently enforced

15. Legacy Reduction

  • legacy inventory completed
  • keep vs migrate vs future-delete decisions recorded
  • legacy class-retention policy marker policy defined
  • SpriteEditor_old_keep policy defined
  • archived notes policy defined
  • imports pointing to legacy paths reduced
  • roadmap for eventual legacy retirement defined
  • templates/ folder evaluated, relocated to tools/templates/, and root templates/ removed after validation

16. Documentation + Planning System

  • PR docs structure established
  • reports structure established
  • templates structure established
  • roadmaps folder recognized as tracker space
  • master roadmap committed and maintained
  • per-component roadmap slices added only when truly needed
  • structure normalization roadmap linked to future BUILD lanes
  • phase descriptions normalized repo-wide
  • naming policy documented

Dependency-Ordered Future Build Sequence

Active Execution Lanes

  • Finish current promotion-gate lane (BUILD => APPLY)
  • Apply repo structure normalization implementation plan
  • Extract / normalize shared utilities
  • Normalize phase-13 network concepts samples

Next Planning / Normalization Lanes

  • Apply master roadmap baseline
  • Normalize samples phase structure
  • Establish games/_template and normalize games layer
  • Normalize tools/shared and tool boundaries
  • Normalize assets/data ownership
  • Expand testing/validation structure

Repo Operator + Asset Conversion Scripting Lanes

  • Existing games asset folders updated so existing images / vectors / related runtime assets can be transformed into tool-editable data/ objects, with corresponding project JSON updates
  • Add the ability for a PowerShell script to create a new game from template, including a project scaffold for the tools
  • Add scripts to prep / update / delete the repo so it can be placed on a website
  • Add scripts to switch between Pay-as-you-go and Codex plan modes, and scripts to input API key material and validate it

Full Real-Network Capability Lane (Required Before 3D Execution)

  • real transport/session layer
  • authoritative live server runtime
  • replication/client application
  • playable real multiplayer validation
  • server hosting + Docker containerization
  • promotion/readiness gate
  • include samples for phase 13

3D Execution Dependency Gate

  • begin active phase-16 / 3D execution only after the full real-network capability lane is complete

Later Capability Lanes

  • FEATURE: Fullscreen Bezel Overlay System - Render game in full screen with optional bezel artwork layer (static or animated) surrounding the active playfield, preserving aspect ratio and supporting per-game/theme bezel assets without modifying core engine rendering.

Later Capability Lanes

  • Execute 2D capability polish lanes

Final Cleanup Lane

  • Reduce legacy footprint after replacements are proven
  • Execute templates/ relocation and root removal cleanup PR

Recommended Final Status Summary

  • current active execution lanes are 3 / 6 / 8
  • next planning lanes are 2 / 5 / 7 / 9 / 10
  • later capability lanes are 11 / 12
  • final cleanup lane is 13

Immediate Next High-Level Actions

  • continue exact-cluster shared extraction until the current lane reaches a stable stop point

  • finish active promotion-gate lane enough to remove it from half-active status

  • convert repo structure normalization into exact move-map BUILDs with explicit validation

  • re-baseline this roadmap after active execution lanes stabilize

  • split future implementation into small dependency-ordered PRs

  • relocate active template surfaces to tools/templates/ and remove the empty root templates/ directory


Deferred Infrastructure

  • asset naming normalization (trigger condition: start only when a new non-3D asset lane requires cross-game naming standardization beyond current stable ownership/pipeline conventions)
  • manifest discovery (trigger condition: start only when a new non-3D runtime/tool lane requires automatic manifest discovery beyond current explicit manifest wiring)

Recovery / Preserved Content

MASTER ROADMAP HIGH LEVEL (status updates only)

[x] fullscreen bezel overlay system (low priority, before next game)

17. 3D Activation, Validation, and Execution (Phase 16)

Impact Validation (FIRST - REQUIRED)

  • Validate no render loop regressions
  • Validate no timing model regressions
  • Validate no input system regressions
  • Confirm networking/runtime remains stable during 3D activation
  • Confirm 2D samples still run correctly after 3D activation work

3D Engine Foundation

  • 3D scene boot
  • 3D render foundation
  • 3D transforms
  • 3D camera controls
  • 3D movement base
  • 3D collision base
  • 3D physics base
  • 3D content loading path

Track H - 3D Debug Support

  • Transform inspector
  • BUILD_PR_DEBUG_SURFACES_3D_SUPPORT
  • APPLY_PR_DEBUG_SURFACES_3D_SUPPORT
  • Camera debug panel
  • Render pipeline stages
  • Collision overlays
  • Scene graph inspector
  • Level 17 debug overlay baseline promoted after validation (1708-1713: bottom-right placement, KeyG cycle key, correct stack ordering)
  • Level 18 overlay system baseline promoted after validation (input, mission, telemetry integration; no Level 17/18 overlay regressions)
  • Level 17 completion reconfirmed for Level 18 rebase (Phase17 runtime validation suite: 12/12 passed)
  • Level 18 runtime hardening resumed (rebase lane active; status-only progression update)
  • Level 21 overlay system baseline promoted after validation (context-aware behavior, synchronized state, event-driven updates, and performance optimization; no Level 17/19 overlay regressions)
  • Level 21 advanced overlay interactions implemented (click/drag/resize) with gameplay-safe explicit interaction mode
  • Level 22 gesture abstraction added for overlays (tap/hold/swipe mapped to runtime actions with explicit gameplay-safe gating)
  • Level 22 contextual input mapping added (active overlay/layer stack-aware resolution across keybind and gesture actions)
  • Level 22 adaptive overlay UI rules added (visibility/size/emphasis responsive to gameplay state, overlay context, and telemetry)
  • Level 22 overlay preferences persistence added (visibility, layout overrides, and keybind profile restored on runtime load)
  • Level 22 overlay profile export/import added (validated JSON portability with persistence-system compatibility)
  • Level 22 overlay preset library added (schema, defaults, and preset-to-profile apply with export/import+persistence compatibility)
  • Level 22 overlay user sharing system added (shareable profile packages with validated import compatibility across preset and persistence systems)
  • Level 22 full validation sweep executed (Level 22 overlay integration test passed; full runtime suite blocked by shared extraction guard baseline mismatch and SamplesProgramCombinedPass phase-group expectation drift)

Sample Phase Tracks

  • 3D phase normalized

Dependency-Driven Sample Builds

  • 3D scene boot sample
  • 3D camera orbit sample
  • 3D movement sample
  • 3D collision sample

Tooling Strategy By Need

  • 3D prerequisite samples before advanced 3D tools

Prerequisite Samples

  • 3D Scene Boot Sample
  • Camera Orbit Sample
  • 3D Movement Sample
  • Basic Collision Sample

Core Sample Track (1601 - 1608)

  • 1601 - 3D Cube Explorer
  • 1602 - 3D Maze Runner
  • 1603 - First Person Walkthrough
  • 1604 - 3D Platformer
  • 1605 - 3D Driving Sandbox
  • 1606 - 3D Physics Playground
  • 1607 - 3D Space Shooter
  • 1608 - 3D Dungeon Crawler

Advanced 3D Samples (1609+ EXPANDED VALIDATION TRACK)

  • 1609 - Lighting Demo
  • 1610 - Hybrid 2D/3D World Sample
  • 1611 - Multiplayer Sync Demo
  • 1612 - Stress Test (1,000 Objects)
  • 1613 - Input Lab
  • 1614 - Camera Modes Lab
  • 1615 - Entity Composition Demo
  • 1616 - World Streaming / Chunk Loader
  • 1617 - Large World Streaming Demo
  • 1618 - Lighting & Materials Lab
  • 1619 - Debug HUD Sample
  • 1620 - Mini Game (3D Reference Sample)
  • 1621 - AI Navigation Demo

3D Capability Requirements

  • 3D rendering
  • 3D camera
  • 3D movement
  • 3D physics
  • 3D tool support
  • 3D debug support

Later Capability Lanes

  • Execute phase-16 / 3D capability lanes (after full real-network capability lane completion)

  • Stabilize networking/runtime before 3D


18. Engine Finalization & Hardening (Deferred Execution)

Purpose: convert the built system into a clean, stable, production-grade engine after all major capability tracks are complete.
This is NOT a scaffolding phase � it is a consolidation + enforcement phase.

Scope Rules

  • additive only (no blind refactors)
  • no structural churn without move-map PRs
  • all changes must be validation-backed
  • no template-driven work

[x] Some games are actually samples/demos; identify and recommend a phase-xx move target.

[x] Lock APIs [x] Clean boundaries [x] Document contracts

Track A � Engine Usage Enforcement

  • verify all samples/ use engine systems (no local reimplementation)
  • verify all games/ use engine systems
  • migrate any local logic into engine/shared where appropriate
  • remove sample-specific logic from engine paths

Track B � Boundary Hardening

  • enforce engine vs shared vs game vs tool boundaries
  • eliminate cross-layer leakage
  • validate dependency direction rules across repo
  • remove accidental coupling

Track C � Contract Stabilization

  • finalize engine public APIs
  • finalize shared contracts
  • ensure selectors/providers are stable
  • remove unstable or experimental surfaces

Track D � Codebase Consistency

  • single class per file enforcement
  • eliminate import/export anti-patterns repo wide
  • remove duplicate helpers
  • normalize naming consistency

Track E � CSS & UI Normalization

  • flatten CSS layers
  • enforce shared UI classes
  • remove redundant styles

Track F � Docs System Cleanup

[x] Docs organization: classify all ./docs/ into buckets. [x] Arrange docs into classification buckets. [x] Any doc that is only move/rename/etc. should be deleted (verify content is in the correct doc before deleting).

  • classify all docs into buckets
  • consolidate duplicate docs - consolidate PRs for easier one-stop review, so one capability does not require reading many docs (for example, bezel/background); focus on what the capability does.
  • remove move-only historical docs (after validation)
  • align docs to feature-based structure

Track G � Repo Hygiene

[x] Remove imports to export (should not be import x, export x) [x] Other than templates (games/samples/tools), remove the .keep file, if the folder is empty, delete

  • remove unnecessary .keep files
  • remove empty folders
  • validate folder ownership rules
  • enforce clean repo structure

Track H � PR Consolidation Strategy

  • bundle related PRs into capability-level units
  • reduce multi-PR fragmentation
  • ensure each PR represents a complete capability

19. Architecture Maturity & Long-Term Stability (Deferred Execution)

Purpose: ensure the system is scalable, explainable, and extensible long-term.
This phase turns the engine into a platform, not just a project.

Scope Rules

  • no feature creation
  • no experimental work
  • only stabilization, validation, and extensibility

Track A � System Integration Validation

  • validate all major systems working together:
    • rendering
    • input
    • physics
    • state/replay
    • networking
    • debug platform
  • verify no hidden coupling
  • verify predictable system interaction

Track B � Runtime Lifecycle Validation

  • validate boot ? run ? shutdown lifecycle
  • validate hot reload / reset flows
  • validate error handling paths
  • validate long-running stability

Track C � Performance & Scaling

  • validate large scene performance
  • validate stress scenarios (1k+ entities)
  • validate memory stability
  • identify bottlenecks

Track D � Debug & Observability Maturity

  • ensure all systems expose debug data
  • ensure providers are complete and consistent
  • validate debug panels across systems
  • confirm production-safe debug toggling

Track E � Toolchain Validation

  • verify tools integrate cleanly with engine
  • validate asset pipelines end-to-end
  • validate editor ? runtime consistency
  • confirm no tool-specific logic leaks into engine

Track F � Sample & Game Validation

  • Organize/rebuild samples/ and games/ as if newly constructed, with proper classes/data in proper folders.
  • Simulated code (for example, some network samples) should be converted to real networks, with tests as needed.
  • verify all samples still function correctly
  • verify curriculum progression remains intact
  • validate games follow template strictly
  • confirm no regression across phases

Track G � Extensibility Readiness

  • validate plugin/extension patterns
  • validate adding new systems is clean
  • validate external integration points
  • ensure future phases can build cleanly

Track H � Final Stability Gate

  • full-repo validation sweep
  • zero regression requirement
  • contract freeze readiness
  • readiness for long-term maintenance mode

20. Production Readiness & System Stabilization

Track A ? Release Readiness

  • define release criteria
  • finalize build pipeline
  • validate deployment flow

Track B ? Stability & Monitoring

  • runtime error tracking
  • performance monitoring hooks
  • logging standardization

Track C ? Documentation Completeness

  • finalize developer docs
  • finalize tool documentation
  • validate onboarding flow

23. Engine Runtime Validation Sweep

  • validation sweep executed across samples, runtime, and engine boundaries (BUILD_PR_LEVEL_23_1)
  • integration fixes applied and validated for 23.1-reported runtime/guard gaps (BUILD_PR_LEVEL_23_2)
  • sample system validation and repair executed with post-fix clean sample launch/runtime checks (BUILD_PR_LEVEL_23_4)
  • sample index and routing normalization validated (BUILD_PR_LEVEL_23_5)

Level 8 — Schema-Driven First-Class Tool Normalization

  • Canonical 17 first-class tool inventory documented.
  • Tool folder paths verified for all 17 first-class tools.
  • Explicit schema paths recorded for all 17 first-class tools.
  • Close first-class schema gap by adding tools/schemas/tools/skin-editor.schema.json.
  • Define launcher pairing contract: pass tool payload object plus shared data objects.
  • Verify all 17 tools have exactly one schema.
  • Verify sample tool payload files match workspace/game tools[] item shape.
  • Verify palette/shared data never embeds inside tool payload files.
  • [.] Verify workspace schema has no sample-only concepts.
  • Manifest SSoT audit across game workspace catalogs/tool manifests is complete.
  • Asteroids-first game.manifest.json SSoT example implemented (palette + HUD typing + bezel override wiring).
  • Asteroids JSON cleanup and manifest wiring audit is complete (manifest coverage + deferred legacy rationale documented).
  • Asteroids legacy catalog parity verification is complete.
  • All-games game.manifest.json SSoT rollout completed with legacy catalogs retained.
  • Asteroids preview direct launch separation from Workspace Manager remains valid.
  • Direct game launch hook removal prevents normal preview redirects to Workspace Manager.
  • Explicit Workspace Manager game-launch paths use gameId query naming.
  • [.] Unused JSON cleanup audit (tools + explicit deletion candidates) is in progress.
  • [.] Palette opaque alpha normalization (#RRGGBBFF -> #RRGGBB) is in progress.
  • Code-defined asset extraction audit across games/samples is complete.
  • [.] Tool-owned JSON asset input wiring for extracted code-defined assets is in progress.
  • [.] Hardcoded color/shape removal plan is in progress.

Level 10 — Game Palette Completeness And Tool Input Alignment

  • Game palette completeness is normalized with manifest-owned palette data under game.manifest.json tool sections.
  • Tool input alignment contract is documented as toolInput = gameManifest.tools[toolId] (no game-owned file-path JSON input).
  • Palette standalone singleton correction is complete (game.manifest.json root palette, no tool-owned palettes).
  • Palette tool singleton + tool section metadata correction is complete (tools["palette-browser"].palette + metadata on all tool sections).
  • Games index Workspace Manager open-action browser test is complete (gameId + mount=game, legacy ?game= rejected, diagnostic check included).
  • tools/shared/asteroidsPlatformDemo.js shared-boundary audit is complete with move recommendation captured for follow-up.
  • Manifest payload expectation test + cleanup completed (no root legacy manifest blocks, no sourcePath, palette singleton enforced, Asteroids tool payloads pruned to active data domains).
  • Workspace Manager shared palette binding now hydrates from game.manifest.json tools["palette-browser"].palette (with root palette compatibility fallback only).