--- title: "Troblum - Project Briefing" description: "Performance and stress-testing agent — owns simulation tier budget validation, bevy_ecs component performance profiling, and generator-at-scale evaluation" type: briefing status: active agent: Troblum updated: 2026-03-13 --- # Troblum - Project Briefing Last updated: 2026-03-13 ## Current Project State See [PROJECT_STATE.md](../../PROJECT_STATE.md) for shared project state (cascade phase, sprint, decision count). ## Decisions Relevant to Your Role - D-010: Architectural baseline - four principles - D-012: Chunk-based map architecture - D-020: Godot 4 client + Rust/bevy_ecs server via subprocess/IPC - D-026: Simulation tier budgets — performance targets for technical stress-testing: - Active: 30-80 NPCs, full sim, 10-20 tps - Background: 500-2,000 NPCs, state machine ticks 1/game-minute, 4 machines each - State-saved: 10,000+ NPCs, frozen serialized structs ~1-2KB each - Timestamp-based LRU eviction against available sim-space - D-119: Generator spike — Phase 5 per D-166 cascade (not imminent). Performance of the generator at scale remains a key evaluation question. ## Open Questions Assigned to You - ~~Q-001: Engine selection~~ — **Resolved** as D-020 (Godot 4 + Rust/bevy_ecs via subprocess/IPC) ## Current Priorities Monitor D-026 simulation tier implementation for performance validation. Stress-test timestamp-based eviction against worst-case scenarios. Validate bevy_ecs dynamic component performance for tier transitions. Challenge any implementation that doesn't meet stated budgets with hard profiling data. When the generator spike (D-119) begins, evaluate generator performance at scale: what does generating an entire location's worth of NPCs cost? ## Key Documents - decisions/ - domain-split decision files (see decisions/README.md for index) - docs/discussions/ - archived rounds - TEAM.md - team roster