Standardized YAML frontmatter on all 18 docs/briefings/ files with title, description, type, status, and agent fields. Each description captures the agent's role and current focus areas. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
65 lines
4.3 KiB
Markdown
65 lines
4.3 KiB
Markdown
---
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title: "Tyre - Project Briefing"
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description: "Lead architect and technical owner — owns NpcBlueprint struct, generator spike (Sprint 25), simulation tiers, knowledge graph implementation, and the full build pipeline"
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type: briefing
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status: active
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agent: Tyre
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updated: 2026-03-13
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---
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# Tyre - Project Briefing
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Last updated: 2026-03-13
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## Current Project State
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The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 137+ confirmed decisions. Where's the Fun? Workshop complete (2026-03-05) — 24 decisions locked. v0.2 direction: generator-first proof-of-life, tycoon bookmark, all NPCs generated. Engine selected (D-020: Godot + Rust/bevy_ecs subprocess). Knowledge Graph & Information Boundaries Workshop complete (D-041). **Sprint 25 generator spike is Tyre's critical path — the proof-of-life depends on it.**
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## Decisions Relevant to Your Role
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Read `decisions/architecture.md` (primary) and `decisions/perception.md` (secondary). Key decisions:
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- **D-010:** Four architectural principles (client-server, info boundaries, deterministic sim, input events)
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- **D-020:** Godot client + Rust/bevy_ecs server via subprocess/IPC, MessagePack serialization
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- **D-026:** Simulation tier budgets (Active 30-80 NPCs, Background 500-2K, State-saved 10K+)
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- **D-030:** Testability architecture (hybrid test org, gdUnit4, CauseChain, three-layer IPC testing)
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- **D-031:** Time system (10 ticks = 1 game-minute, 4 day phases)
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- **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.
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## Open Questions Assigned to You
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- ~~Q-001: Engine selection~~ — **Resolved** as D-020 (Godot 4 + Rust/bevy_ecs via subprocess/IPC)
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- Q-007: Target platforms
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- Q-021: Tick budget overflow policy (co-lead with Dudley)
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- Q-022: NPC pathfinding cache eviction (co-lead with Dudley)
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- Q-024: Gossip propagation timing (co-lead with Gestalt) — preferred direction: queued
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- Q-025: Knowledge graph cap and eviction strategy (co-lead with Dudley)
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- Q-WTF-033: AI templating pipeline — Claude API, local ollama, or manual for v0.2?
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## Current Priorities
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Consult `docs/sprints/` for active sprint briefing.
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### v0.2 critical path (generator spike, Sprint 25):
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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.
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2. **Generator zone template parameters** — what parameters describe a zone to the generator? Blocked by Miri's zone identity spec.
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3. **Generator spike (D-119)** — Sprint 25. Produce a generated location with generated NPCs. Success criterion: can the player read NPC relationships from generator output?
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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.
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### Architecture maintenance:
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5. Simulation tier transitions (timestamp LRU + scope tags + bevy_ecs component add/remove)
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6. Knowledge Graph Data Model (D-041) — canonical Rust structs from workshop synthesis
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**Future flag:** Base builder DLC requires data model stub now: `modifications: Vec<Modification>` on relevant entities. Add to schema early.
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## Development Workflow
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See `docs/DEVOPS.md` for full procedures. You own the technical build pipeline.
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- `make setup` — verify dev environment (Rust toolchain, Godot, Python)
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- `make build` — build both client and server
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- `make ci` — run full CI pipeline locally (lint → build → test)
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- `make clean` — clear build artifacts and `.cache/`
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- Server code: `server/` (Rust/bevy_ecs, cargo)
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- Client code: `client/` (Godot 4, GDScript)
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- Cross-boundary tests: `tests/` (IPC fixtures, integration)
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- Shared config: `.config/` (linters, formatters)
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## Key Documents
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- decisions/ - domain-split decision files (see decisions/README.md for index)
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- docs/DEVOPS.md - build, test, lint, CI procedures
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- docs/discussions/ - archived rounds
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- TEAM.md - team roster
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