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DavidQ
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Restored the full detailed roadmap content in BIG_PICTURE_ROADMAP.md from the last detailed revision (before it was flattened).
Going forward, I’ll treat this file as status-only and only change [ ], [.], [x].
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docs/dev/BIG_PICTURE_ROADMAP.md

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# BIG_PICTURE_ROADMAP
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## Roadmap Patch Guidance For Next PR
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This bundle intentionally provides a text-only roadmap direction for the next Codex step because the prior session reported broken icon rendering in the big picture roadmap.
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### Required Cleanup
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- remove broken decorative icons from the affected network/debug roadmap area
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- use plain text headings only for the relevant tracks
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- preserve existing ordering and surrounding roadmap structure
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### Required Network/Debug Sequence
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- Track N - Network Sample Foundation
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- Track O - Host / Client Sample
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- Track P - Divergence / Trace Sample
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- Track T - Server Dashboard
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- Track U - Server Containerization
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### Level Mapping
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- Level 11 - Network Games
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- Phase 13 - Network Concepts, Latency & Simulation (1301-1315)
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### Plain-Text Upcoming Tracks
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Track T - Server Dashboard
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Track U - Server Containerization
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### Notes For Codex
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- apply this as a minimal cleanup/update to the existing file
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- do not introduce new icon glyphs or emoji in the repaired section
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- keep wording aligned with `docs/dev/NETWORK_SAMPLES_PLAN.md`
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⚠️ RULE:
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This file is a status tracker only.
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ONLY modify bracket states [ ] [.] [x].
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Do NOT change structure or wording.
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---
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# 🧭 Debug Platform & Ecosystem Roadmap
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## Status Legend
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- [ ] Todo
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- [.] In Progress
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- [x] Complete
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---
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# 🧱 TRACK A — DEBUG FOUNDATION (COMPLETE)
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- [x] Dev Console (input + command execution)
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- [x] Debug Overlay (visual panels)
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- [x] Console ↔ Overlay Boundary
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- [x] Panel Registry
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- [x] Data Providers (read-only model)
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- [x] Operator Commands (control surface)
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- [x] Panel Persistence
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---
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# 🚀 TRACK B — PROMOTION TO ENGINE LAYER
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- [x] PLAN_PR_DEBUG_SURFACES_PROMOTION
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- [x] BUILD_PR_DEBUG_SURFACES_PROMOTION
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- [x] APPLY_PR_DEBUG_SURFACES_PROMOTION
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---
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# 📦 TRACK C — STANDARD DEBUG LIBRARY
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- [x] PLAN_PR_DEBUG_SURFACES_STANDARD_LIBRARY
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- [x] BUILD_PR_DEBUG_SURFACES_STANDARD_LIBRARY
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- [x] APPLY_PR_DEBUG_SURFACES_STANDARD_LIBRARY
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---
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# 🎛️ TRACK D — DEBUG PRESETS
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- [x] PLAN_PR_DEBUG_SURFACES_PRESETS
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- [x] BUILD_PR_DEBUG_SURFACES_PRESETS
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- [x] APPLY_PR_DEBUG_SURFACES_PRESETS
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---
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# 🧰 TRACK E — ADVANCED DEBUG UX
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- [x] PLAN_PR_DEBUG_SURFACES_ADVANCED_UX
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- [x] BUILD_PR_DEBUG_SURFACES_ADVANCED_UX
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- [x] APPLY_PR_DEBUG_SURFACES_ADVANCED_UX
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---
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# 🎮 TRACK F — GAME INTEGRATION
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- [x] PLAN_PR_DEBUG_SURFACES_GAME_INTEGRATION
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- [x] BUILD_PR_DEBUG_SURFACES_GAME_INTEGRATION
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- [x] APPLY_PR_DEBUG_SURFACES_GAME_INTEGRATION
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- [x] Sample game uses full debug platform
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- [x] Toggle debug in production-safe mode
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- [x] Performance-safe overlays
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- [x] Build-time debug flags
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---
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# 🌐 TRACK G — NETWORK / MULTIPLAYER DEBUG
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- [x] Connection status panel
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- [.] Latency / RTT panel
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- [ ] Replication state viewer
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- [ ] Client/server divergence inspector
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- [.] Event tracing
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- [.] PLAN_PR_DEBUG_SURFACES_NETWORK_SUPPORT
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- [ ] BUILD_PR_DEBUG_SURFACES_NETWORK_SUPPORT
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- [x] APPLY_PR_DEBUG_SURFACES_NETWORK_SUPPORT
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---
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# 🧊 TRACK H — 3D DEBUG SUPPORT
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- [.] Transform inspector
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- [x] BUILD_PR_DEBUG_SURFACES_3D_SUPPORT
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- [x] APPLY_PR_DEBUG_SURFACES_3D_SUPPORT
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- [ ] Camera debug panel
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- [ ] Render pipeline stages
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- [ ] Collision overlays
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- [ ] Scene graph inspector
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---
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# 🔬 TRACK I — INSPECTORS & TOOLING
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- [x] Entity inspector
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- [x] Component inspector
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- [x] State diff viewer
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- [x] Timeline debugger
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- [x] Event stream viewer
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---
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# 🧠 TRACK J — ENGINE MATURITY
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- [x] Stable debug API
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- [x] Plugin system
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- [x] External documentation
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- [x] Versioned contracts
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- [x] Performance benchmarks
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---
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# 🏁 END STATE
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A complete system:
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- Engine Core → minimal contracts
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- Engine Debug → reusable platform
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- Standard Library → shared baseline
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- Presets → usability layer
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- Extensions → 3D, network, inspectors

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