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README.md

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Toolbox Aid
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David Quesenberry
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04/05/2026
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README.md
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# HTML-JavaScript-Gaming
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This repository is a docs-first game/runtime workspace with a stable engine layer, advanced architecture layer, tools, samples, and PR-history documentation.
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> Learn, build, and scale 2D → 3D browser games with a structured engine, integrated tools, and progressive samples.
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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.
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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.
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![Docs First](https://img.shields.io/badge/workflow-docs--first-blue)
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![2D to 3D](https://img.shields.io/badge/focus-2D%20%E2%86%92%203D-green)
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![HTML5 Canvas](https://img.shields.io/badge/runtime-HTML5%20Canvas-orange)
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![JavaScript](https://img.shields.io/badge/language-modern%20JavaScript-yellow)
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---
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## ✨ Features
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- Reusable 2D → 3D browser game engine
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- Structured learning samples with progressive complexity
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- Integrated visual editors, inspectors, profiling, preview, and asset tools
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- Playable game projects and sample-driven development
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- Testable and repeatable engine and gameplay patterns
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- Docs-first architecture with preserved PR history
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- Clean separation between engine, advanced systems, tools, samples, and games
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- Built for scale, maintainability, and long-term evolution
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---
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## ▶️ Start Here
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1. Review the repo model in `docs/README.md`
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2. Explore the roadmap in `docs/dev/BIG_PICTURE_ROADMAP.md`
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3. Browse samples from `samples/index.html`
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4. Explore tools under `tools/`
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5. Review engine and architecture boundaries in `docs/architecture/`
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6. Follow the workflow in `docs/dev/` and `docs/pr/`
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---
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## 🧰 Integrated Tools
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This repository includes an active and growing integrated toolchain for authoring, previewing, profiling, inspecting, and supporting browser game development.
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### Core creation tools
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- Tilemap Studio
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- Parallax Scene Studio
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- Sprite Editor
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- Vector Asset Studio
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- Vector Map Editor
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### Browsing, preview, and support tools
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- Asset Browser
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- Palette Browser
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- Tool Host
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- Preview tools
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- Shared tool utilities
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### Inspection and debugging tools
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- State Inspector
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- Replay Visualizer
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- Performance Profiler
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- Dev inspectors and command packs
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- Server dashboard and development support tooling
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These tools are part of the active workspace and are designed to support shared workflows, reusable assets, and engine-aligned development.
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---
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## 🎮 Samples & Games
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- Progressive samples organized for learning and exploration
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- Playable browser game projects
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- Architecture and runtime pattern demonstrations
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- Sample-driven validation of engine capabilities
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- Foundation for expanding 2D systems and future 3D workflows
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---
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## 🧠 Learning Approach
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This repo is designed as a learning system, not just a code dump.
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- Learn through structured progression
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- Build with reusable patterns instead of one-off implementations
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- Study architecture boundaries alongside runtime behavior
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- Use tools and samples together as part of the workflow
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- Grow from simple examples into advanced systems
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---
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## 🏗️ Architecture Overview
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- Engine Layer → `src/engine/`
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- Advanced Systems → `src/advanced/`
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- Tools, samples, and games consume public contracts only
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Strict boundaries help preserve:
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- Engine stability
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- Clean extensibility
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- Lower coupling
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- Safer long-term evolution
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---
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## 🔄 Development Workflow
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This project uses a structured PR workflow:
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```text
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PLAN_PR → BUILD_PR → APPLY_PR
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```
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## Current Working Model
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- Workflow: `PLAN_PR -> BUILD_PR -> APPLY_PR`
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- One PR per purpose
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- Small, surgical scope changes
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- Build/apply delta ZIP outputs stored under `<project folder>/tmp/`
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## Documentation Map
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- [docs/README.md](docs/README.md): top-level documentation index
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- [docs/architecture/debug-surfaces-external-integration.md](docs/architecture/debug-surfaces-external-integration.md): external debug platform integration contract
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- [docs/release/README.md](docs/release/README.md): Asteroids showcase and release-facing docs
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- `docs/pr/`: preserved PR history and architecture evolution
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- `docs/dev/`: active workflow controls
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- `docs/dev/reports/`: active report artifacts
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- `docs/architecture/`: durable architecture and boundary contracts
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- `docs/archive/`: archived dev-ops notes and generated reports
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## Runtime Boundary Reminder
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- Engine code remains in `src/engine/`.
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- Advanced composable architecture remains in `src/advanced/`.
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- Tools/samples/games consume public contracts and should not bypass engine boundaries.
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- Small, surgical changes
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- Docs-first implementation planning
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- Delta ZIP outputs stored under `<project folder>/tmp/`
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---
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## 📚 Documentation Map
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- `docs/README.md` → top-level documentation index
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- `docs/architecture/` → durable architecture and boundary contracts
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- `docs/pr/` → preserved PR history and architecture evolution
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- `docs/dev/` → active workflow controls and implementation planning
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- `docs/dev/reports/` → active report artifacts
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- `docs/archive/` → archived dev-ops notes and generated reports
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---
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## ⚠️ Runtime Boundary Rules
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- Engine code lives in `src/engine/`
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- Advanced systems live in `src/advanced/`
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- Tools, samples, and games must use public contracts only
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- Engine boundaries should not be bypassed
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---
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## 🔮 Roadmap Highlights
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- Continue expanding 3D-aligned architecture and sample support
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- Improve integration across tools and shared asset workflows
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- Grow the learning path with richer sample coverage
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- Strengthen preview, inspection, replay, and profiling workflows
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- Continue normalizing boundaries across engine, tools, samples, and games
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---
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## 🤝 Philosophy
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This project is built around:
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- Learning by building
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- Clean architecture over quick hacks
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- Reusable systems over duplication
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- Strong boundaries over hidden coupling
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- Iterative growth through disciplined workflow
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---
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## 👤 Author
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David Quesenberry

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