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1 | | -# MASTER ROADMAP — HIGH LEVEL (v7 ADDITIVE) |
| 1 | +# MASTER ROADMAP - HIGH LEVEL (v7 ADDITIVE) |
2 | 2 |
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3 | 3 | ## Status Key |
4 | 4 | - [x] complete |
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226 | 226 |
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227 | 227 | ## 5. Debug Platform & Ecosystem |
228 | 228 |
|
229 | | -### Track A — Debug Foundation |
| 229 | +### Track A - Debug Foundation |
230 | 230 | - [x] Dev Console (input + command execution) |
231 | 231 | - [x] Debug Overlay (visual panels) |
232 | 232 | - [x] Console ↔ Overlay Boundary |
|
235 | 235 | - [x] Operator Commands (control surface) |
236 | 236 | - [x] Panel Persistence |
237 | 237 |
|
238 | | -### Track B — Promotion To Engine Layer |
| 238 | +### Track B - Promotion To Engine Layer |
239 | 239 | - [x] PLAN_PR_DEBUG_SURFACES_PROMOTION |
240 | 240 | - [x] BUILD_PR_DEBUG_SURFACES_PROMOTION |
241 | 241 | - [x] APPLY_PR_DEBUG_SURFACES_PROMOTION |
242 | 242 |
|
243 | | -### Track C — Standard Debug Library |
| 243 | +### Track C - Standard Debug Library |
244 | 244 | - [x] PLAN_PR_DEBUG_SURFACES_STANDARD_LIBRARY |
245 | 245 | - [x] BUILD_PR_DEBUG_SURFACES_STANDARD_LIBRARY |
246 | 246 | - [x] APPLY_PR_DEBUG_SURFACES_STANDARD_LIBRARY |
247 | 247 |
|
248 | | -### Track D — Debug Presets |
| 248 | +### Track D - Debug Presets |
249 | 249 | - [x] PLAN_PR_DEBUG_SURFACES_PRESETS |
250 | 250 | - [x] BUILD_PR_DEBUG_SURFACES_PRESETS |
251 | 251 | - [x] APPLY_PR_DEBUG_SURFACES_PRESETS |
252 | 252 |
|
253 | | -### Track E — Advanced Debug UX |
| 253 | +### Track E - Advanced Debug UX |
254 | 254 | - [x] PLAN_PR_DEBUG_SURFACES_ADVANCED_UX |
255 | 255 | - [x] BUILD_PR_DEBUG_SURFACES_ADVANCED_UX |
256 | 256 | - [x] APPLY_PR_DEBUG_SURFACES_ADVANCED_UX |
257 | 257 |
|
258 | | -### Track F — Game Integration |
| 258 | +### Track F - Game Integration |
259 | 259 | - [x] PLAN_PR_DEBUG_SURFACES_GAME_INTEGRATION |
260 | 260 | - [x] BUILD_PR_DEBUG_SURFACES_GAME_INTEGRATION |
261 | 261 | - [x] APPLY_PR_DEBUG_SURFACES_GAME_INTEGRATION |
|
264 | 264 | - [x] Performance-safe overlays |
265 | 265 | - [x] Build-time debug flags |
266 | 266 |
|
267 | | -### Track G — Network / Multiplayer Debug |
| 267 | +### Track G - Network / Multiplayer Debug |
268 | 268 | - [x] Connection status panel |
269 | 269 | - [.] Latency / RTT panel |
270 | 270 | - [ ] Replication state viewer |
|
274 | 274 | - [ ] BUILD_PR_DEBUG_SURFACES_NETWORK_SUPPORT |
275 | 275 | - [x] APPLY_PR_DEBUG_SURFACES_NETWORK_SUPPORT |
276 | 276 |
|
277 | | -### Track H — 3D Debug Support |
| 277 | +### Track H - 3D Debug Support |
278 | 278 | - [.] Transform inspector |
279 | 279 | - [x] BUILD_PR_DEBUG_SURFACES_3D_SUPPORT |
280 | 280 | - [x] APPLY_PR_DEBUG_SURFACES_3D_SUPPORT |
|
283 | 283 | - [ ] Collision overlays |
284 | 284 | - [ ] Scene graph inspector |
285 | 285 |
|
286 | | -### Track I — Inspectors & Tooling |
| 286 | +### Track I - Inspectors & Tooling |
287 | 287 | - [x] Entity inspector |
288 | 288 | - [x] Component inspector |
289 | 289 | - [x] State diff viewer |
290 | 290 | - [x] Timeline debugger |
291 | 291 | - [x] Event stream viewer |
292 | 292 |
|
293 | | -### Track J — Engine Maturity |
| 293 | +### Track J - Engine Maturity |
294 | 294 | - [x] Stable debug API |
295 | 295 | - [x] Plugin system |
296 | 296 | - [x] External documentation |
|
329 | 329 |
|
330 | 330 | --- |
331 | 331 |
|
332 | | -## 7. Phase 13 — Network Concepts, Latency & Simulation |
| 332 | +## 7. Phase 13 - Network Concepts, Latency & Simulation |
333 | 333 |
|
334 | | -### Track N — Network Sample Foundation |
335 | | -- [x] Sample A — Local Loopback / Fake Network |
| 334 | +### Track N - Network Sample Foundation |
| 335 | +- [x] Sample A - Local Loopback / Fake Network |
336 | 336 | - [x] Synthetic connection lifecycle |
337 | 337 | - [x] Synthetic RTT feed |
338 | 338 | - [x] Synthetic replication feed |
339 | 339 | - [x] Trace event feed |
340 | 340 |
|
341 | | -### Track O — Host / Client Sample |
342 | | -- [x] Sample B — Host / Client Diagnostics |
| 341 | +### Track O - Host / Client Sample |
| 342 | +- [x] Sample B - Host / Client Diagnostics |
343 | 343 | - [x] Host status panel data |
344 | 344 | - [x] Client status panel data |
345 | 345 | - [x] Authority / ownership visibility |
346 | 346 | - [x] Replication snapshot visibility |
347 | 347 | - [x] Divergence warning surface |
348 | 348 |
|
349 | | -### Track P — Divergence / Trace Sample |
350 | | -- [x] Sample C — Divergence / Trace Validation |
| 349 | +### Track P - Divergence / Trace Sample |
| 350 | +- [x] Sample C - Divergence / Trace Validation |
351 | 351 | - [x] Deterministic mismatch scenario |
352 | 352 | - [x] Event sequencing timeline |
353 | 353 | - [x] Divergence explanation notes |
354 | 354 | - [x] Reproduction guide |
355 | 355 | - [x] Validation checklist |
356 | 356 |
|
357 | | -### Track Q — Network Debug Panels |
| 357 | +### Track Q - Network Debug Panels |
358 | 358 | - [x] Connection status panel |
359 | 359 | - [.] Latency / RTT panel |
360 | 360 | - [ ] Replication state viewer |
361 | 361 | - [x] Client/server divergence inspector |
362 | 362 | - [x] Event tracing panel |
363 | 363 |
|
364 | | -### Track R — Network Debug Commands |
| 364 | +### Track R - Network Debug Commands |
365 | 365 | - [ ] network.help |
366 | 366 | - [x] network.status |
367 | 367 | - [x] network.latency |
|
370 | 370 | - [x] network.trace |
371 | 371 | - [.] network.sample.* |
372 | 372 |
|
373 | | -### Track S — Readiness To Promote |
| 373 | +### Track S - Readiness To Promote |
374 | 374 | - [.] Sample-backed provider validation |
375 | 375 | - [.] Sample-backed panel validation |
376 | 376 | - [.] Operator command validation |
377 | 377 | - [ ] Debug-only gating validation |
378 | 378 | - [ ] Promotion recommendation |
379 | 379 |
|
380 | | -### Track T — Server Dashboard |
| 380 | +### Track T - Server Dashboard |
381 | 381 | - [ ] Server dashboard shell |
382 | 382 | - [ ] Player statistics view |
383 | 383 | - [ ] Latency view |
|
388 | 388 | - [ ] Refresh/update strategy |
389 | 389 | - [ ] Debug-only access rules |
390 | 390 |
|
391 | | -### Track U — Server Containerization |
| 391 | +### Track U - Server Containerization |
392 | 392 | - [x] Dockerfile for server |
393 | 393 | - [x] .dockerignore |
394 | 394 | - [x] Environment variable contract |
|
471 | 471 |
|
472 | 472 | ## 11. Productization & Distribution |
473 | 473 |
|
474 | | -### Track P — Product Samples / Demonstrations |
| 474 | +### Track P - Product Samples / Demonstrations |
475 | 475 | - [x] Asteroids Debug Showcase |
476 | 476 | - [x] Breakout Debug Showcase |
477 | 477 |
|
478 | | -### Track Q — UX Polish |
| 478 | +### Track Q - UX Polish |
479 | 479 | - [x] Debug toggle indicator |
480 | 480 | - [x] Default preset auto-load |
481 | 481 | - [x] Open Debug Panel button |
482 | 482 | - [x] Inline mini help |
483 | 483 |
|
484 | | -### Track R — Distribution And Packaging |
| 484 | +### Track R - Distribution And Packaging |
485 | 485 | - [x] Showcase landing page |
486 | 486 | - [x] Build packaging strategy |
487 | 487 | - [x] Asset bundling rules |
488 | 488 |
|
489 | | -### Track S — Documentation And Adoption |
| 489 | +### Track S - Documentation And Adoption |
490 | 490 | - [x] Debug tour |
491 | 491 | - [x] Getting started guide |
492 | 492 | - [x] Example-driven docs |
|
521 | 521 | - [ ] Basic Collision Sample |
522 | 522 |
|
523 | 523 | ### Core Sample Track (1601–1608) |
524 | | -- [ ] 1601 — 3D Cube Explorer |
525 | | -- [ ] 1602 — 3D Maze Runner |
526 | | -- [ ] 1603 — First Person Walkthrough |
527 | | -- [ ] 1604 — 3D Platformer |
528 | | -- [ ] 1605 — 3D Driving Sandbox |
529 | | -- [ ] 1606 — 3D Physics Playground |
530 | | -- [ ] 1607 — 3D Space Shooter |
531 | | -- [ ] 1608 — 3D Dungeon Crawler |
| 524 | +- [ ] 1601 - 3D Cube Explorer |
| 525 | +- [ ] 1602 - 3D Maze Runner |
| 526 | +- [ ] 1603 - First Person Walkthrough |
| 527 | +- [ ] 1604 - 3D Platformer |
| 528 | +- [ ] 1605 - 3D Driving Sandbox |
| 529 | +- [ ] 1606 - 3D Physics Playground |
| 530 | +- [ ] 1607 - 3D Space Shooter |
| 531 | +- [ ] 1608 - 3D Dungeon Crawler |
532 | 532 |
|
533 | 533 | ### Advanced 3D Samples |
534 | | -- [ ] 1610 — Lighting Demo |
535 | | -- [ ] 1611 — AI Navigation Demo |
536 | | -- [ ] 1612 — Large World Streaming Demo |
| 534 | +- [ ] 1610 - Lighting Demo |
| 535 | +- [ ] 1611 - AI Navigation Demo |
| 536 | +- [ ] 1612 - Large World Streaming Demo |
537 | 537 |
|
538 | 538 | ### 3D Capability Requirements |
539 | 539 | - [ ] 3D rendering |
|
598 | 598 | - [.] Expand testing/validation structure |
599 | 599 |
|
600 | 600 | ### Later Capability Lanes |
601 | | -- [ ] FEATURE: Fullscreen Bezel Overlay System — Render game in full screen with optional bezel artwork layer (static or animated) surrounding the active playfield, preserving aspect ratio and supporting per-game/theme bezel assets without modifying core engine rendering. |
| 601 | +- [ ] FEATURE: Fullscreen Bezel Overlay System - Render game in full screen with optional bezel artwork layer (static or animated) surrounding the active playfield, preserving aspect ratio and supporting per-game/theme bezel assets without modifying core engine rendering. |
602 | 602 |
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603 | 603 | ### Later Capability Lanes |
604 | 604 | - [ ] Execute 2D capability polish lanes |
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