|
1 | | -Toolbox Aid |
2 | | -David Quesenberry |
3 | | -04/05/2026 |
4 | | -README.md |
5 | | - |
6 | 1 | # HTML-JavaScript-Gaming |
7 | 2 |
|
8 | | -This repository is a docs-first game/runtime workspace with a stable engine layer, advanced architecture layer, tools, samples, and PR-history documentation. |
| 3 | +> Learn, build, and scale 2D → 3D browser games with a structured engine, integrated tools, and progressive samples. |
| 4 | +
|
| 5 | +A complete 2D and 3D browser game development and learning ecosystem built with HTML5 Canvas and modern JavaScript — featuring a reusable engine, playable games, interactive samples, integrated developer tools, and test frameworks. |
| 6 | + |
| 7 | +This repository follows a docs-first game/runtime model, combining a stable engine layer, advanced composable architecture, structured learning samples, and a PR-driven development workflow. |
| 8 | + |
| 9 | + |
| 10 | + |
| 11 | + |
| 12 | + |
| 13 | + |
| 14 | +--- |
| 15 | + |
| 16 | +## ✨ Features |
| 17 | + |
| 18 | +- Reusable 2D → 3D browser game engine |
| 19 | +- Structured learning samples with progressive complexity |
| 20 | +- Integrated visual editors, inspectors, profiling, preview, and asset tools |
| 21 | +- Playable game projects and sample-driven development |
| 22 | +- Testable and repeatable engine and gameplay patterns |
| 23 | +- Docs-first architecture with preserved PR history |
| 24 | +- Clean separation between engine, advanced systems, tools, samples, and games |
| 25 | +- Built for scale, maintainability, and long-term evolution |
| 26 | + |
| 27 | +--- |
| 28 | + |
| 29 | +## ▶️ Start Here |
| 30 | + |
| 31 | +1. Review the repo model in `docs/README.md` |
| 32 | +2. Explore the roadmap in `docs/dev/BIG_PICTURE_ROADMAP.md` |
| 33 | +3. Browse samples from `samples/index.html` |
| 34 | +4. Explore tools under `tools/` |
| 35 | +5. Review engine and architecture boundaries in `docs/architecture/` |
| 36 | +6. Follow the workflow in `docs/dev/` and `docs/pr/` |
| 37 | + |
| 38 | +--- |
| 39 | + |
| 40 | +## 🧰 Integrated Tools |
| 41 | + |
| 42 | +This repository includes an active and growing integrated toolchain for authoring, previewing, profiling, inspecting, and supporting browser game development. |
| 43 | + |
| 44 | +### Core creation tools |
| 45 | +- Tilemap Studio |
| 46 | +- Parallax Scene Studio |
| 47 | +- Sprite Editor |
| 48 | +- Vector Asset Studio |
| 49 | +- Vector Map Editor |
| 50 | + |
| 51 | +### Browsing, preview, and support tools |
| 52 | +- Asset Browser |
| 53 | +- Palette Browser |
| 54 | +- Tool Host |
| 55 | +- Preview tools |
| 56 | +- Shared tool utilities |
| 57 | + |
| 58 | +### Inspection and debugging tools |
| 59 | +- State Inspector |
| 60 | +- Replay Visualizer |
| 61 | +- Performance Profiler |
| 62 | +- Dev inspectors and command packs |
| 63 | +- Server dashboard and development support tooling |
| 64 | + |
| 65 | +These tools are part of the active workspace and are designed to support shared workflows, reusable assets, and engine-aligned development. |
| 66 | + |
| 67 | +--- |
| 68 | + |
| 69 | +## 🎮 Samples & Games |
| 70 | + |
| 71 | +- Progressive samples organized for learning and exploration |
| 72 | +- Playable browser game projects |
| 73 | +- Architecture and runtime pattern demonstrations |
| 74 | +- Sample-driven validation of engine capabilities |
| 75 | +- Foundation for expanding 2D systems and future 3D workflows |
| 76 | + |
| 77 | +--- |
| 78 | + |
| 79 | +## 🧠 Learning Approach |
| 80 | + |
| 81 | +This repo is designed as a learning system, not just a code dump. |
| 82 | + |
| 83 | +- Learn through structured progression |
| 84 | +- Build with reusable patterns instead of one-off implementations |
| 85 | +- Study architecture boundaries alongside runtime behavior |
| 86 | +- Use tools and samples together as part of the workflow |
| 87 | +- Grow from simple examples into advanced systems |
| 88 | + |
| 89 | +--- |
| 90 | + |
| 91 | +## 🏗️ Architecture Overview |
| 92 | + |
| 93 | +- Engine Layer → `src/engine/` |
| 94 | +- Advanced Systems → `src/advanced/` |
| 95 | +- Tools, samples, and games consume public contracts only |
| 96 | + |
| 97 | +Strict boundaries help preserve: |
| 98 | +- Engine stability |
| 99 | +- Clean extensibility |
| 100 | +- Lower coupling |
| 101 | +- Safer long-term evolution |
| 102 | + |
| 103 | +--- |
| 104 | + |
| 105 | +## 🔄 Development Workflow |
| 106 | + |
| 107 | +This project uses a structured PR workflow: |
| 108 | + |
| 109 | +```text |
| 110 | +PLAN_PR → BUILD_PR → APPLY_PR |
| 111 | +``` |
9 | 112 |
|
10 | | -## Current Working Model |
11 | | -- Workflow: `PLAN_PR -> BUILD_PR -> APPLY_PR` |
12 | 113 | - One PR per purpose |
13 | | -- Small, surgical scope changes |
14 | | -- Build/apply delta ZIP outputs stored under `<project folder>/tmp/` |
15 | | - |
16 | | -## Documentation Map |
17 | | -- [docs/README.md](docs/README.md): top-level documentation index |
18 | | -- [docs/architecture/debug-surfaces-external-integration.md](docs/architecture/debug-surfaces-external-integration.md): external debug platform integration contract |
19 | | -- [docs/release/README.md](docs/release/README.md): Asteroids showcase and release-facing docs |
20 | | -- `docs/pr/`: preserved PR history and architecture evolution |
21 | | -- `docs/dev/`: active workflow controls |
22 | | -- `docs/dev/reports/`: active report artifacts |
23 | | -- `docs/architecture/`: durable architecture and boundary contracts |
24 | | -- `docs/archive/`: archived dev-ops notes and generated reports |
25 | | - |
26 | | -## Runtime Boundary Reminder |
27 | | -- Engine code remains in `src/engine/`. |
28 | | -- Advanced composable architecture remains in `src/advanced/`. |
29 | | -- Tools/samples/games consume public contracts and should not bypass engine boundaries. |
| 114 | +- Small, surgical changes |
| 115 | +- Docs-first implementation planning |
| 116 | +- Delta ZIP outputs stored under `<project folder>/tmp/` |
| 117 | + |
| 118 | +--- |
| 119 | + |
| 120 | +## 📚 Documentation Map |
| 121 | + |
| 122 | +- `docs/README.md` → top-level documentation index |
| 123 | +- `docs/architecture/` → durable architecture and boundary contracts |
| 124 | +- `docs/pr/` → preserved PR history and architecture evolution |
| 125 | +- `docs/dev/` → active workflow controls and implementation planning |
| 126 | +- `docs/dev/reports/` → active report artifacts |
| 127 | +- `docs/archive/` → archived dev-ops notes and generated reports |
| 128 | + |
| 129 | +--- |
| 130 | + |
| 131 | +## ⚠️ Runtime Boundary Rules |
| 132 | + |
| 133 | +- Engine code lives in `src/engine/` |
| 134 | +- Advanced systems live in `src/advanced/` |
| 135 | +- Tools, samples, and games must use public contracts only |
| 136 | +- Engine boundaries should not be bypassed |
| 137 | + |
| 138 | +--- |
| 139 | + |
| 140 | +## 🔮 Roadmap Highlights |
| 141 | + |
| 142 | +- Continue expanding 3D-aligned architecture and sample support |
| 143 | +- Improve integration across tools and shared asset workflows |
| 144 | +- Grow the learning path with richer sample coverage |
| 145 | +- Strengthen preview, inspection, replay, and profiling workflows |
| 146 | +- Continue normalizing boundaries across engine, tools, samples, and games |
| 147 | + |
| 148 | +--- |
| 149 | + |
| 150 | +## 🤝 Philosophy |
| 151 | + |
| 152 | +This project is built around: |
| 153 | + |
| 154 | +- Learning by building |
| 155 | +- Clean architecture over quick hacks |
| 156 | +- Reusable systems over duplication |
| 157 | +- Strong boundaries over hidden coupling |
| 158 | +- Iterative growth through disciplined workflow |
| 159 | + |
| 160 | +--- |
| 161 | + |
| 162 | +## 👤 Author |
| 163 | + |
| 164 | +David Quesenberry |
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