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Validate and close remaining roadmap residue in one combined pass
BUILD_PR_REMAINING_ROADMAP_VALIDATE_OR_CLOSEOUT_COMBINED
1 parent 7e7cb08 commit c0cf2e0

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docs/MASTER_ROADMAP_HIGH_LEVEL.md

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docs/dev/CODEX_COMMANDS.md

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@@ -2,52 +2,57 @@ MODEL: GPT-5.4
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REASONING: high
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COMMAND:
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Create `BUILD_PR_LEVEL_06_SAMPLE_PHASE_TRACKS_AND_2D_SAMPLE_BUILDS_INSPECT_FIRST`.
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Create `BUILD_PR_REMAINING_ROADMAP_VALIDATE_OR_CLOSEOUT_COMBINED`.
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Goal:
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Close as much of the remaining sample-phase and 2D dependency-driven sample lane as truthfully possible, but DO NOT blindly create items that may already exist.
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Validate the remaining listed roadmap items against repo truth and close them in one combined pass wherever possible.
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Inspect-first requirements:
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1. Inspect the repo first for each target item.
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Validate-first requirements:
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1. Inspect repo truth for each target item before changing anything.
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2. Classify each item as:
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- already exists and complete
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- partially exists and needs normalization
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- missing and needs creation
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- exists under the wrong name/location and needs alignment
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- already complete
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- partially complete
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- incomplete
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3. If already complete:
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- update roadmap status only
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4. If partially complete or incomplete:
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- do the smallest valid work needed to close it
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- avoid unrelated expansion
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Target items:
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Sample Phase Tracks
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- foundational phases normalized
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- tilemap / camera / rendering phases normalized
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- tool-linked sample phases normalized
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- network concepts / latency / simulation phase normalized
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Tooling Strategy By Need
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- 2D tool stabilization before 3D tool expansion
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Dependency-Driven Sample Builds
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- 2D camera sample
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- tilemap scrolling sample
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- collision sample
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- enemy behavior sample
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- full 2D reference game sample
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Next Planning / Normalization Lanes
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- Apply master roadmap baseline
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- Normalize samples phase structure
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Repo Operator + Asset Conversion Scripting Lanes
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- Existing games asset folders updated so existing images / vectors / related runtime assets can be transformed into tool-editable `data/` objects, with corresponding project JSON updates
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Later Capability Lanes
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- FEATURE: Fullscreen Bezel Overlay System
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Final Cleanup Lane
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- Reduce legacy footprint after replacements are proven
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Required work:
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1. Reuse and normalize existing sample assets/surfaces wherever possible.
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2. Do NOT recreate samples that already exist under acceptable names/locations.
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3. Create only the truly missing items.
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4. Keep changes surgical and truth-based.
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5. Update roadmap status markers only.
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6. Report:
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- what already existed
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- what was normalized
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- what was newly created
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- what remains open, if anything
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1. Reuse already-completed repo work wherever truth supports closure.
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2. Perform only the smallest valid residue work for any incomplete items.
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3. Keep changes coherent and surgical.
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4. Update roadmap status markers only.
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5. Report:
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- what was already complete
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- what was completed in this PR
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- what remains open, if anything, with exact blockers
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Final packaging step is REQUIRED:
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- package ALL changed files into this exact repo-structured ZIP:
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`<project folder>/tmp/BUILD_PR_LEVEL_06_SAMPLE_PHASE_TRACKS_AND_2D_SAMPLE_BUILDS_INSPECT_FIRST.zip`
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`<project folder>/tmp/BUILD_PR_REMAINING_ROADMAP_VALIDATE_OR_CLOSEOUT_COMBINED.zip`
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Hard rules:
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- inspect first, create second
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- no blind sample creation
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- validate first, build second
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- combine aggressively to reduce PR count
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- no unrelated repo changes
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- no missing ZIP

docs/dev/COMMIT_COMMENT.txt

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Inspect-first closeout for sample phase tracks and 2D dependency-driven sample builds
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BUILD_PR_LEVEL_06_SAMPLE_PHASE_TRACKS_AND_2D_SAMPLE_BUILDS_INSPECT_FIRST
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Validate and close remaining roadmap residue in one combined pass
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BUILD_PR_REMAINING_ROADMAP_VALIDATE_OR_CLOSEOUT_COMBINED

docs/dev/NEXT_COMMAND.txt

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BUILD_PR_LEVEL_06_SAMPLE_PHASE_TRACKS_AND_2D_SAMPLE_BUILDS_RESIDUE_ONLY
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BUILD_PR_REMAINING_ROADMAP_RESIDUE_ONLY_IF_NEEDED
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# BUILD_PR_REMAINING_ROADMAP_VALIDATE_OR_CLOSEOUT_COMBINED Report
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## Validate-First Classification
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### Tooling Strategy By Need
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- `2D tool stabilization before 3D tool expansion`
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- classification: already complete
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- evidence:
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- 2D/active tool cluster present: `tools/Tilemap Studio`, `tools/Parallax Scene Studio`, `tools/Vector Map Editor`, `tools/Vector Asset Studio`, `tools/Physics Sandbox`, `tools/State Inspector`, `tools/Replay Visualizer`, `tools/Performance Profiler`, `tools/Asset Pipeline Tool`, `tools/Tile Model Converter`
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- 3D expansion tools present as a separate follow-on cluster: `tools/3D Map Editor`, `tools/3D Asset Viewer`, `tools/3D Camera Path Editor`
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- prior docs lane sequencing confirms 2D normalization cluster and then 3D residue add-on (`docs/pr/BUILD_PR_LEVEL_09_TOOLS_NORMALIZATION_AND_REQUIRED_TOOLS_COMBINED_PASS.md`, `docs/pr/BUILD_PR_LEVEL_09_TOOLS_RESIDUE_ONLY.md`)
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### Next Planning / Normalization Lanes
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- `Apply master roadmap baseline`
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- classification: already complete
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- evidence:
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- active-roadmap location/rule in `docs/dev/roadmaps/README.md`
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- active master roadmap maintained at `docs/dev/roadmaps/MASTER_ROADMAP_HIGH_LEVEL.md`
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- `Normalize samples phase structure`
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- classification: already complete
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- evidence:
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- canonical phase directories exist: `samples/phase-01` through `samples/phase-15`
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- `samples/index.html` phase sections and links are in canonical `phase-XX/<id>/index.html` format
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- `samples/metadata/samples.index.metadata.json` tracks phases `01..15`
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### Repo Operator + Asset Conversion Scripting Lanes
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- `Existing games asset folders updated so existing images / vectors / related runtime assets can be transformed into tool-editable data objects, with corresponding project JSON updates`
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- classification: partially complete
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- evidence:
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- Asteroids is converted (`games/Asteroids/assets/tools.manifest.json` + `sprites/tilemaps/parallax/vectors/data`)
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- broader game set is not fully converted (inspection found only 1/19 games with full data-contract shape)
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- blocker:
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- full closure requires dependency-ordered, multi-game conversion and per-game JSON/manifest alignment; this is broader than a residue-only marker pass
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### Later Capability Lanes
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- `FEATURE: Fullscreen Bezel Overlay System ...`
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- classification: already complete
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- evidence:
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- runtime modules: `src/engine/runtime/fullscreenBezel.js`, `src/engine/runtime/backgroundImage.js`
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- engine integration: `src/engine/core/Engine.js`
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- focused tests: `tests/core/BackgroundImageAndFullscreenBezel.test.mjs`, `tests/games/FullscreenBezelOverlay.test.mjs`
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- focused test run in this PR: `node tests/core/BackgroundImageAndFullscreenBezel.test.mjs` PASS
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### Final Cleanup Lane
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- `Reduce legacy footprint after replacements are proven`
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- classification: partially complete
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- evidence:
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- policy/inventory work is complete (Section 15 markers are complete)
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- retained legacy surfaces still exist by design (`docs/archive/tools/SpriteEditor_old_keep`, docs-only placeholder policy artifacts)
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- blocker:
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- final reduction requires an explicit replacement-proven cleanup execution lane, not only status reconciliation
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## Roadmap Status Updates Applied (Markers Only)
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- closed (`[x]`):
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- `2D tool stabilization before 3D tool expansion`
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- `Apply master roadmap baseline`
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- `Normalize samples phase structure`
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- `FEATURE: Fullscreen Bezel Overlay System ...`
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- left open by truth:
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- `Existing games asset folders updated ...` (remains partial)
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- `Reduce legacy footprint after replacements are proven` (remains open)
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## Completed In This PR vs Already Complete
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- already complete and marker-closed in this PR:
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- 2D tool stabilization before 3D tool expansion
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- Apply master roadmap baseline
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- Normalize samples phase structure
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- Fullscreen Bezel Overlay System
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- partially complete and left open:
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- Existing games asset folders conversion lane
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- Final legacy-footprint reduction lane
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## Remaining Open Items + Exact Blockers
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1. `Existing games asset folders updated ... data objects ... project JSON updates`
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- blocker: conversion currently complete for Asteroids, not for the full existing-games set.
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2. `Reduce legacy footprint after replacements are proven`
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- blocker: final cleanup execution remains pending after replacement-proof gating.
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- Added an inspect-first PR for remaining Sample Phase Tracks and Dependency-Driven Sample Builds
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- Requires repo truth classification before any creation or normalization
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- Prevents duplicate sample creation and unnecessary churn
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- Added validate-first combined closeout PR for the remaining listed roadmap items
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- Requires repo-truth inspection before any new work is created
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- Intended to reduce PR count by closing already-complete items with status-only updates and building only true residue
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- each target item was inspected before any creation
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- already-existing items were reused instead of recreated
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- only missing items were created
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- each listed item inspected before any creation/work
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- already-complete items closed by status update only
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- only incomplete residue received implementation work
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- roadmap updated by status markers only
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- any residue is explicit and minimal
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- any remaining blockers are explicit
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- output ZIP created at:
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<project folder>/tmp/BUILD_PR_LEVEL_06_SAMPLE_PHASE_TRACKS_AND_2D_SAMPLE_BUILDS_INSPECT_FIRST.zip
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<project folder>/tmp/BUILD_PR_REMAINING_ROADMAP_VALIDATE_OR_CLOSEOUT_COMBINED.zip

docs/dev/roadmaps/MASTER_ROADMAP_HIGH_LEVEL.md

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- [x] Tile/Model Converter Tool
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### Tooling Strategy By Need
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- [ ] 2D tool stabilization before 3D tool expansion
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- [x] 2D tool stabilization before 3D tool expansion
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- [ ] 3D prerequisite samples before advanced 3D tools
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- [x] content pipeline tools after asset complexity justifies them
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- [x] debug tools align with engine/debug maturity
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- [.] Normalize phase-13 network concepts samples
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### Next Planning / Normalization Lanes
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- [ ] Apply master roadmap baseline
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- [ ] Normalize samples phase structure
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- [x] Apply master roadmap baseline
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- [x] Normalize samples phase structure
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- [x] Establish games/_template and normalize games layer
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- [x] Normalize tools/shared and tool boundaries
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- [x] Normalize assets/data ownership
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- [x] Add scripts to switch between Pay-as-you-go and Codex plan modes, and scripts to input API key material and validate it
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### Later Capability Lanes
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- [.] 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.
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- [x] 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.
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### Later Capability Lanes
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- [.] Execute 2D capability polish lanes
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# BUILD_PR_REMAINING_ROADMAP_VALIDATE_OR_CLOSEOUT_COMBINED
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## Purpose
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Validate the remaining listed roadmap items against repo truth and close them in the fewest practical PRs.
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## Validate-first rule
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For each target item:
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1. Inspect repo truth first.
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2. If already complete, mark complete.
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3. If partially complete, do the smallest valid work to finish it.
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4. If not complete, perform the minimum PLAN/BUILD/APPLY-equivalent work needed through this one combined PR.
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5. Do not blindly recreate work that already exists.
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## Target items
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### Tooling Strategy By Need
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- 2D tool stabilization before 3D tool expansion
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### Next Planning / Normalization Lanes
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- Apply master roadmap baseline
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- Normalize samples phase structure
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### Repo Operator + Asset Conversion Scripting Lanes
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- Existing games asset folders updated so existing images / vectors / related runtime assets can be transformed into tool-editable `data/` objects, with corresponding project JSON updates
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### Later Capability Lanes
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- FEATURE: Fullscreen Bezel Overlay System
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### Final Cleanup Lane
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- Reduce legacy footprint after replacements are proven
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## Combined scope
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### A. Validation-first completion
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Codex must inspect whether each listed item is already complete or partially complete before changing anything.
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### B. Smallest valid closeout
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If work is still needed:
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- complete only the smallest valid remaining surface
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- keep changes surgical
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- avoid unrelated lane expansion
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### C. Mixed-lane handling
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Because these items span strategy, normalization, scripting, capability, and cleanup:
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- reuse already completed work wherever possible
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- prefer status closure when repo truth already supports it
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- only implement missing residue where necessary
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### D. Roadmap handling
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- update status markers only
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- no roadmap text rewrite
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- if an item is still not truthfully complete, leave it open and report exact blockers
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## Desired outcome
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This PR should close as many of the listed items as truthfully possible in one pass, and leave only explicit residue if any real blocker remains.
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## Validation requirements
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Codex must report:
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- which target items were already complete
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- which were partially complete
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- what minimal work was done to close any incomplete items
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- which items remain open, if any, and exact blockers
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- whether one final residue-only PR would be needed at all
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## Packaging
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`<project folder>/tmp/BUILD_PR_REMAINING_ROADMAP_VALIDATE_OR_CLOSEOUT_COMBINED.zip`
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## Scope guard
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- docs-first PR bundle
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- Codex writes implementation
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- validate first, build second
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- combine aggressively to reduce PR count
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- no unrelated repo changes

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