Two-round workshop producing D-041 (Knowledge Graph Data Model): - Round 1: independent analyses from Dudley, Gestalt, SI, Tyre, Paula - Round 2: synthesis resolving debates + Gestalt mechanics validation Key decisions: - 4-level confidence hierarchy (Suspects < KnowsOf < KnowsDetails < Direct) - BTreeMap for deterministic iteration (D-010 principle 4) - Per-entity Component model, not centralized Resource - StableEntityId + EntityRegistry for save/load stability (partial Q-019) - Sprint 2 stub: structs + direct observation + basic decay (~6.5 dev-days) Resolved Q-016 (knowledge hierarchy), raised Q-024/Q-025/Q-026. Created tickets #361-#368 under epic #351, reconciled #49 children. Updated sprint 2 briefings, agent briefings, and decision files. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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Tyre - Project Briefing
Last updated: 2026-02-11
Current Project State
The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 41 confirmed decisions, 17 discussion rounds + 2 workshops complete. Engine selected (D-020: Godot + Rust/bevy_ecs subprocess). Vertical slice defined (D-027). v0.1 Content Gap Analysis Workshop complete. Knowledge Graph & Information Boundaries Workshop complete (D-041) — architectural foundation for information boundaries system defined.
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.mdPart 3. Sprint 2 deliverable: ~6.5 developer-days.
Open Questions Assigned to You
Q-001: Engine selection— Resolved as D-020 (Godot 4 + Rust/bevy_ecs via subprocess/IPC)- Q-002: v0.1 scope definition (co-lead)
- Q-005: Prototype scale (co-lead with Gestalt, Miri)
- 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)
Current Priorities
Vertical slice technical implementation:
- NPC ECS component model (10 axes + optional CombatCapability component)
- Knowledge Graph Data Model (D-041) — Sprint 2 priority. Implement canonical Rust structs from workshop synthesis. BTreeMap for deterministic iteration (non-negotiable). StableEntityId + EntityRegistry. KnowledgeEventQueue. Direct observation flow. Basic decay. Observer snapshot integration (#112). ~6.5 developer-days. Blocks #352 (Observer Snapshot Pipeline Workshop).
- Template instantiation system (single-ownership + reference links with metadata)
- Simulation tier transitions (timestamp LRU + scope tags + bevy_ecs component add/remove)
- Access tier system (content filtering by tier 0-3)
- Basic cargo/goods system (for smuggling ring mechanics)
- Line previewer CLI (weekend build — YAML templates → trait-modified line pools)
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 servermake 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