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settled-reach/docs/briefings/tyre.md
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jpmschweitzerandClaude Opus 4.6 4525e0a4bc docs(briefings): add frontmatter to all agent briefings
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>
2026-03-13 15:22:10 +01:00

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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

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.

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) — Sprint 25. 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