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1 | 1 | MODEL: GPT-5.4 |
2 | 2 | REASONING: high |
3 | 3 |
|
4 | | -TASK: |
5 | | -Create BUILD_PR_VECTOR_GEOMETRY_RUNTIME in the HTML-JavaScript-Gaming repo. |
6 | | - |
7 | | -GOAL: |
8 | | -Implement the first production-ready vector geometry runtime that follows docs/specs/vector_asset_contract.md and is suitable for vector-native sample games. |
9 | | - |
10 | | -IMPORTANT SCOPE: |
11 | | -- Build only the geometry/runtime layer needed to support vector-native rendering and geometry operations |
12 | | -- Do not introduce unrelated gameplay work |
13 | | -- Do not do broad engine refactors |
14 | | -- Do not revive or depend on old SpriteEditor |
15 | | -- Keep public boundaries clean and surgical |
16 | | -- Respect docs-first repo workflow |
17 | | -- Use approved/public selectors and contracts only |
18 | | - |
19 | | -REPO TARGET: |
20 | | -C:\Users\DavidQ\Documents\GitHub\HTML-JavaScript-Gaming |
21 | | - |
22 | | -PRIMARY OBJECTIVE: |
23 | | -Create a geometry runtime that can support vector asset consumption and runtime operations for sample games and future vector-native tooling. |
24 | | - |
25 | | -REQUIRED CAPABILITIES: |
26 | | -1. Vector asset ingestion from the agreed vector asset contract |
27 | | -2. Shape normalization / parsing |
28 | | -3. Transform support: |
29 | | - - translate |
30 | | - - rotate |
31 | | - - scale |
32 | | -4. Geometry helpers: |
33 | | - - bounds / bounding box |
34 | | - - center/origin handling |
35 | | - - point transformation |
36 | | -5. Runtime-ready renderable output for supported primitives |
37 | | -6. Collision-ready geometry primitives where appropriate |
38 | | -7. Clear separation between: |
39 | | - - asset contract parsing |
40 | | - - geometry math |
41 | | - - render preparation |
42 | | - - runtime helpers |
43 | | - |
44 | | -NON-GOALS: |
45 | | -- no broad gameplay systems |
46 | | -- no AI systems |
47 | | -- no collaboration/multiplayer systems |
48 | | -- no large engine rewrite |
49 | | -- no unrelated tool redesign |
50 | | -- no legacy SpriteEditor preservation |
51 | | - |
52 | | -REQUIRED FILES / DELIVERABLES: |
53 | | -1. docs/pr/BUILD_PR_VECTOR_GEOMETRY_RUNTIME.md |
54 | | -2. docs/dev/codex_commands.md |
55 | | -3. docs/dev/commit_comment.txt |
56 | | -4. docs/dev/reports/file_tree.txt |
57 | | -5. docs/dev/reports/change_summary.txt |
58 | | -6. docs/dev/reports/validation_checklist.txt |
59 | | - |
60 | | -IMPLEMENTATION EXPECTATIONS: |
61 | | -- follow vector_asset_contract.md exactly |
62 | | -- keep modules small and composable |
63 | | -- prefer pure geometry utilities where possible |
64 | | -- keep boundaries clean between parsing/math/runtime usage |
65 | | -- expose only what sample games need now |
66 | | -- avoid premature abstraction beyond this runtime slice |
67 | | - |
68 | | -VALIDATION MUST COVER: |
69 | | -- vector assets parse successfully |
70 | | -- transforms behave correctly |
71 | | -- bounds compute correctly |
72 | | -- supported primitives produce usable runtime output |
73 | | -- sample-game integration path is clear |
74 | | -- no broken imports/paths introduced |
75 | | - |
76 | | -BUILD PR DOC MUST INCLUDE: |
77 | | -- runtime scope |
78 | | -- modules created or changed |
79 | | -- public/runtime boundaries |
80 | | -- validation performed |
81 | | -- follow-up recommendations for next PR |
82 | | - |
83 | | -ZIP REQUIREMENT: |
84 | | -Package as a repo-structured ZIP at: |
85 | | -<project folder>/tmp/BUILD_PR_VECTOR_GEOMETRY_RUNTIME.zip |
86 | | - |
87 | | -COMMIT COMMENT: |
88 | | -Implement the initial vector geometry runtime aligned to the vector asset contract, with clean parsing, transform, bounds, and render-prep support for vector-native sample games. |
| 4 | +COMMAND: |
| 5 | +Execute this final release verification suite in order. |
| 6 | + |
| 7 | +Step 1: |
| 8 | +Verify and apply vector-only runtime acceptance. |
| 9 | +- Confirm `sprite.asteroids-demo` is no longer an active packaged/runtime dependency |
| 10 | +- Confirm validation/package/runtime/debug/profiler/export/publishing remain ready |
| 11 | +- Package as APPLY_PR_VECTOR_ONLY_RUNTIME_VERIFIED |
| 12 | + |
| 13 | +Step 2: |
| 14 | +Verify and apply vector-native template sample-game acceptance. |
| 15 | +- Confirm standalone sample validates/packages/runs with vector-only assets |
| 16 | +- Confirm no sprite fallback dependency is present |
| 17 | +- Package as APPLY_PR_VECTOR_TEMPLATE_SAMPLE_GAME_VERIFIED |
| 18 | + |
| 19 | +Step 3: |
| 20 | +Verify and apply deterministic vector geometry runtime acceptance. |
| 21 | +- Confirm repeated runs are deterministic |
| 22 | +- Confirm geometry participation is visible in debug/profiler outputs |
| 23 | +- Package as APPLY_PR_VECTOR_GEOMETRY_RUNTIME_VERIFIED |
| 24 | + |
| 25 | +Step 4: |
| 26 | +Treat docs/pr/PLAN_PR_PUBLIC_PLATFORM_SHOWCASE.md as the governing contract for the final public-facing showcase. |
| 27 | +- Build the showcase plan and supporting release-ready assets |
| 28 | +- Keep claims aligned to verified technical evidence |
| 29 | +- Package as BUILD_PR_PUBLIC_PLATFORM_SHOWCASE |
| 30 | + |
| 31 | +Global requirements: |
| 32 | +- Preserve accepted platform boundaries |
| 33 | +- Do not modify engine core APIs |
| 34 | +- Keep docs/dev authoritative |
| 35 | +- Package outputs to repo tmp using established conventions |
| 36 | + |
| 37 | +Package: |
| 38 | +HTML-JavaScript-Gaming/tmp/FINAL_RELEASE_PATH_AND_VERIFICATION_SUITE_delta.zip |
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