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DavidQ
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Change from ROADMAP items (at the top) from Tasks [ ] to Strategic Layer (rules) -
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docs/dev/roadmaps/MASTER_ROADMAP_HIGH_LEVEL.md

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## Strategic Layer
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### Learning System
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- [ ] phases form a complete learning path
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- [ ] each phase introduces one new concept cleanly
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- [ ] each sample has a clear teaching purpose
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- [ ] samples build progressively from prior phases
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- [ ] no overlapping concept samples without clear justification
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- [ ] advanced phases depend on mastered earlier phases
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- [ ] samples remain understandable as standalone learning units
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- [ ] sample naming stays aligned to phase numbering
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- phases form a complete learning path
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- each phase introduces one new concept cleanly
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- each sample has a clear teaching purpose
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- samples build progressively from prior phases
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- no overlapping concept samples without clear justification
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- advanced phases depend on mastered earlier phases
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- samples remain understandable as standalone learning units
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- sample naming stays aligned to phase numbering
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### Architectural Separation
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- [ ] engine contains reusable runtime logic only
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- [ ] shared contains reusable cross-domain helpers only
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- [ ] games contain game-specific implementation only
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- [ ] samples contain learning/demo logic only
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- [ ] tools contain editor/pipeline/debug-authoring logic only
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- [ ] no sample logic promoted directly into engine without stabilization
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- [ ] no tool logic promoted directly into engine without stabilization
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- [ ] games do not become the default location for engine experiments
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- [ ] dependency direction stays enforced across all refactors
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- engine contains reusable runtime logic only
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- shared contains reusable cross-domain helpers only
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- games contain game-specific implementation only
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- samples contain learning/demo logic only
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- tools contain editor/pipeline/debug-authoring logic only
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- no sample logic promoted directly into engine without stabilization
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- no tool logic promoted directly into engine without stabilization
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- games do not become the default location for engine experiments
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- dependency direction stays enforced across all refactors
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### Promotion Pipeline
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- [ ] sample proves concept
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- [ ] shared extracts reusable logic
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- [ ] engine receives stable abstraction
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- [ ] promotion requires multi-use reuse evidence
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- [ ] promotion requires stable public contract
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- [ ] promotion requires removal of sample-specific assumptions
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- [ ] promotion requires validation after extraction
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- [ ] promotion does not happen as a blind dedupe exercise
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- sample proves concept
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- shared extracts reusable logic
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- engine receives stable abstraction
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- promotion requires multi-use reuse evidence
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- promotion requires stable public contract
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- promotion requires removal of sample-specific assumptions
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- promotion requires validation after extraction
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- promotion does not happen as a blind dedupe exercise
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### Tooling Strategy
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- [ ] tools are created when they unblock engine/content progress
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- [ ] tools do not define engine behavior
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- [ ] tools share common IO/state/util layers where appropriate
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- [ ] tools remain organized under `tools/`
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- [ ] active tools list remains explicit
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- [ ] legacy tools remain isolated and visibly non-current
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- [ ] 3D tools arrive when 3D capability needs them, not before
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- [ ] content pipeline tools arrive when asset complexity justifies them
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- tools are created when they unblock engine/content progress
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- tools do not define engine behavior
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- tools share common IO/state/util layers where appropriate
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- tools remain organized under `tools/`
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- active tools list remains explicit
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- legacy tools remain isolated and visibly non-current
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- 3D tools arrive when 3D capability needs them, not before
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- content pipeline tools arrive when asset complexity justifies them
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### End State Vision
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- [ ] clean engine core
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- [ ] clean shared layer
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- [ ] games follow a standard structure
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- [ ] samples form a complete curriculum
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- [ ] tools support authoring/debug/content workflows
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- [ ] debug platform supports games, tools, and samples
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- [ ] network concepts are deterministic and explainable
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- [ ] 2D capabilities are complete and reusable
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- [ ] 3D capabilities are complete and reusable
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- [ ] productization/distribution is documented and repeatable
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- clean engine core
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- clean shared layer
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- games follow a standard structure
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- samples form a complete curriculum
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- tools support authoring/debug/content workflows
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- debug platform supports games, tools, and samples
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- network concepts are deterministic and explainable
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- 2D capabilities are complete and reusable
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- 3D capabilities are complete and reusable
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- productization/distribution is documented and repeatable
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