Files
settled-reach/docs/briefings/tyre.md
T
jpmschweitzerandClaude Opus 4.6 cfddcfb117 docs(briefings): extract shared PROJECT_STATE.md, purge stale boilerplate
Create PROJECT_STATE.md at repo root with cascade phase table,
decision count, and current sprint. All 18 briefings now reference
this file instead of duplicating the project state paragraph.

Also removes stale content from briefings:
- "v0.2 direction: generator-first" (contradicts D-166 cascade)
- "Sprint 25 generator spike confirmed as critical path" (Phase 5)
- Agent-specific generator prerequisite claims
- Gestalt "v0.2 Pivot" section reframed as "Key Design Pivots"

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-05 15:16:39 +02:00

4.0 KiB

title, description, type, status, agent, updated
title description type status agent updated
Tyre - Project Briefing Lead architect and technical owner — owns NpcBlueprint struct, generator spike (Sprint 25), simulation tiers, knowledge graph implementation, and the full build pipeline briefing active Tyre 2026-03-13

Tyre - Project Briefing

Last updated: 2026-03-13

Current Project State

See PROJECT_STATE.md for shared project state (cascade phase, sprint, decision count).

Decisions Relevant to Your Role

Read decisions/architecture.md (primary) and decisions/perception.md (secondary). Key decisions:

  • D-010: Four architectural principles (client-server, info boundaries, deterministic sim, input events)
  • D-020: Godot client + Rust/bevy_ecs server via subprocess/IPC, MessagePack serialization
  • D-026: Simulation tier budgets (Active 30-80 NPCs, Background 500-2K, State-saved 10K+)
  • D-030: Testability architecture (hybrid test org, gdUnit4, CauseChain, three-layer IPC testing)
  • D-031: Time system (10 ticks = 1 game-minute, 4 day phases)
  • D-041: Knowledge Graph Data Model — BTreeMap mandate (not HashMap) per D-010 principle 4. Per-entity KnowledgeGraph Component. 4-level confidence hierarchy. StableEntityId + EntityRegistry for stable entity references. Event-driven updates. Performance budget: ~6 MB live memory for 80 Active + 2K Background NPCs. Canonical Rust structs at docs/workshops/knowledge-graph-information-boundaries/round2-synthesis.md Part 3. Sprint 2 deliverable: ~6.5 developer-days.

Open Questions Assigned to You

  • Q-001: Engine selectionResolved as D-020 (Godot 4 + Rust/bevy_ecs via subprocess/IPC)
  • Q-007: Target platforms
  • Q-021: Tick budget overflow policy (co-lead with Dudley)
  • Q-022: NPC pathfinding cache eviction (co-lead with Dudley)
  • Q-024: Gossip propagation timing (co-lead with Gestalt) — preferred direction: queued
  • Q-025: Knowledge graph cap and eviction strategy (co-lead with Dudley)
  • Q-WTF-033: AI templating pipeline — Claude API, local ollama, or manual for v0.2?

Current Priorities

Consult docs/sprints/ for active sprint briefing.

v0.2 critical path (generator spike, Sprint 25):

  1. NpcBlueprint struct design — prerequisite for the generator spike. Define the generator output format encoding the 10-axis model (D-024). Co-design with Gestalt on systems mapping.
  2. Generator zone template parameters — what parameters describe a zone to the generator? Blocked by Miri's zone identity spec.
  3. Generator spike (D-119) — Phase 5 per D-166 cascade (not imminent). Produce a generated location with generated NPCs. Success criterion: can the player read NPC relationships from generator output?
  4. AI content pipeline design — D-123 generative AI for NPC content templating. Q-WTF-033 open: Claude API vs local ollama vs manual. Decide before/during generator spike.

Architecture maintenance:

  1. Simulation tier transitions (timestamp LRU + scope tags + bevy_ecs component add/remove)
  2. Knowledge Graph Data Model (D-041) — canonical Rust structs from workshop synthesis

Future flag: Base builder DLC requires data model stub now: modifications: Vec<Modification> on relevant entities. Add to schema early.

Development Workflow

See docs/DEVOPS.md for full procedures. You own the technical build pipeline.

  • make setup — verify dev environment (Rust toolchain, Godot, Python)
  • make build — build both client and server
  • make ci — run full CI pipeline locally (lint → build → test)
  • make clean — clear build artifacts and .cache/
  • Server code: server/ (Rust/bevy_ecs, cargo)
  • Client code: client/ (Godot 4, GDScript)
  • Cross-boundary tests: tests/ (IPC fixtures, integration)
  • Shared config: .config/ (linters, formatters)

Key Documents

  • decisions/ - domain-split decision files (see decisions/README.md for index)
  • docs/DEVOPS.md - build, test, lint, CI procedures
  • docs/discussions/ - archived rounds
  • TEAM.md - team roster