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| 1 | +# Debug Surfaces Big Picture Roadmap (Checklist) |
| 2 | + |
| 3 | +## Purpose |
| 4 | + |
| 5 | +Track progress toward a reusable debug surface platform across games, tools, samples, and playable builds. |
| 6 | + |
| 7 | +--- |
| 8 | + |
| 9 | +# North Star |
| 10 | + |
| 11 | +- [.] Build a reusable debug surface platform (console + overlay + panels + providers + commands + persistence) |
| 12 | +- [ ] Enable cross-project adoption (games, tools, samples) |
| 13 | +- [ ] Support final playable builds with proper gating |
| 14 | +- [ ] Avoid engine core pollution |
| 15 | + |
| 16 | +--- |
| 17 | + |
| 18 | +# Big Picture Architecture |
| 19 | + |
| 20 | +## Engine Core (Minimal) |
| 21 | + |
| 22 | +- [ ] Define debug interfaces |
| 23 | +- [ ] Define registration contracts |
| 24 | +- [ ] Define lifecycle hooks |
| 25 | +- [ ] Define environment/debug gating |
| 26 | +- [ ] Keep UI and debug policy OUT of core |
| 27 | + |
| 28 | +## Engine Debug (Reusable Platform) |
| 29 | + |
| 30 | +- [ ] Extract console host |
| 31 | +- [ ] Extract overlay host |
| 32 | +- [ ] Extract panel registry |
| 33 | +- [ ] Extract provider system |
| 34 | +- [ ] Extract operator command layer |
| 35 | +- [ ] Extract persistence system |
| 36 | +- [ ] Define debug bootstrap/composition |
| 37 | + |
| 38 | +## Project Layer (Games / Tools / Samples) |
| 39 | + |
| 40 | +- [ ] Define panel registration pattern |
| 41 | +- [ ] Define provider registration pattern |
| 42 | +- [ ] Define command registration pattern |
| 43 | +- [ ] Define scene integration pattern |
| 44 | +- [ ] Define presets/defaults pattern |
| 45 | + |
| 46 | +--- |
| 47 | + |
| 48 | +# Platform Consumers |
| 49 | + |
| 50 | +## 2D Games |
| 51 | +- [ ] Scene/debug panels |
| 52 | +- [ ] Entity/collision panels |
| 53 | +- [ ] Render layer panels |
| 54 | +- [ ] Camera/debug state panels |
| 55 | + |
| 56 | +## 3D Games |
| 57 | +- [ ] Transform/camera panels |
| 58 | +- [ ] Scene graph inspection |
| 59 | +- [ ] Render pass diagnostics |
| 60 | +- [ ] Material/shader inspection |
| 61 | +- [ ] Lighting/debug panels |
| 62 | +- [ ] Physics/debug volume panels |
| 63 | + |
| 64 | +## Networked / Multiplayer |
| 65 | +- [ ] Connection/session panels |
| 66 | +- [ ] Latency/ping panels |
| 67 | +- [ ] Replication diagnostics |
| 68 | +- [ ] Prediction/rollback visibility |
| 69 | +- [ ] Authority/ownership panels |
| 70 | +- [ ] Desync detection panels |
| 71 | + |
| 72 | +## Tools / Editors |
| 73 | +- [ ] Tool state panels |
| 74 | +- [ ] Selection panels |
| 75 | +- [ ] Asset pipeline diagnostics |
| 76 | +- [ ] Validation panels |
| 77 | + |
| 78 | +## Samples / Learning |
| 79 | +- [ ] Simple integration examples |
| 80 | +- [ ] Example panels/providers/commands |
| 81 | +- [ ] Low-friction setup |
| 82 | + |
| 83 | +## Final Playable Builds |
| 84 | +- [ ] Debug gating |
| 85 | +- [ ] Operator-only access |
| 86 | +- [ ] Safe runtime enablement |
| 87 | + |
| 88 | +--- |
| 89 | + |
| 90 | +# Journey Overview |
| 91 | + |
| 92 | +## Phase 0 — Surfaces |
| 93 | +- [x] Dev Console |
| 94 | +- [x] Debug Overlay |
| 95 | + |
| 96 | +## Phase 1 — Boundary |
| 97 | +- [x] Console vs overlay separation |
| 98 | +- [x] Allowed interaction rules |
| 99 | +- [x] Prohibited coupling rules |
| 100 | + |
| 101 | +## Phase 2 — Overlay Structure |
| 102 | +- [x] Panel registry |
| 103 | +- [x] Panel identity |
| 104 | +- [x] Deterministic ordering |
| 105 | +- [ ] Panel lifecycle hooks |
| 106 | + |
| 107 | +## Phase 3 — Data Flow |
| 108 | +- [x] Data providers |
| 109 | +- [x] Read-only snapshots |
| 110 | +- [ ] Snapshot contract formalization |
| 111 | + |
| 112 | +## Phase 4 — Operator Control |
| 113 | +- [x] overlay.* command namespace |
| 114 | +- [x] Public API-only interaction |
| 115 | +- [ ] Output standardization |
| 116 | + |
| 117 | +## Phase 5 — Persistence |
| 118 | +- [x] Panel persistence |
| 119 | +- [ ] Versioned persistence model |
| 120 | +- [ ] Reset/migration handling |
| 121 | + |
| 122 | +## Phase 6 — Promotion Planning |
| 123 | +- [ ] Ownership model (core vs debug vs project) |
| 124 | +- [ ] Migration boundaries |
| 125 | +- [ ] Extraction plan from tools/dev |
| 126 | + |
| 127 | +## Phase 7 — Engine-Debug Extraction |
| 128 | +- [ ] Create engine-debug layer |
| 129 | +- [ ] Move console host |
| 130 | +- [ ] Move overlay host |
| 131 | +- [ ] Move registry/providers/persistence |
| 132 | +- [ ] Define debug bootstrap |
| 133 | + |
| 134 | +## Phase 8 — Core Contracts |
| 135 | +- [ ] Minimal debug interfaces |
| 136 | +- [ ] Registration APIs |
| 137 | +- [ ] Lifecycle hooks |
| 138 | +- [ ] Debug gating hooks |
| 139 | + |
| 140 | +## Phase 9 — Integration Patterns |
| 141 | +- [ ] Game integration pattern |
| 142 | +- [ ] Tool integration pattern |
| 143 | +- [ ] Sample integration pattern |
| 144 | + |
| 145 | +--- |
| 146 | + |
| 147 | +# Consumer Expansion Tracks |
| 148 | + |
| 149 | +## 2D Integration |
| 150 | +- [ ] Harden 2D usage |
| 151 | +- [ ] Validate workflows |
| 152 | + |
| 153 | +## Tools Integration |
| 154 | +- [ ] Tool adoption |
| 155 | +- [ ] Editor workflows |
| 156 | + |
| 157 | +## Samples |
| 158 | +- [ ] Learning samples |
| 159 | +- [ ] Reference implementations |
| 160 | + |
| 161 | +## Final Build Support |
| 162 | +- [ ] Debug enablement rules |
| 163 | +- [ ] Feature flags |
| 164 | +- [ ] Safe operator access |
| 165 | + |
| 166 | +## 3D Support |
| 167 | +- [ ] 3D providers |
| 168 | +- [ ] Transform panels |
| 169 | +- [ ] Render diagnostics |
| 170 | +- [ ] Physics visualization |
| 171 | + |
| 172 | +## Network Support |
| 173 | +- [ ] Network providers |
| 174 | +- [ ] Replication panels |
| 175 | +- [ ] Rollback/prediction views |
| 176 | +- [ ] Desync diagnostics |
| 177 | + |
| 178 | +--- |
| 179 | + |
| 180 | +# Platform Expansion |
| 181 | + |
| 182 | +## Standard Library |
| 183 | +- [ ] Common panels |
| 184 | +- [ ] Common providers |
| 185 | +- [ ] Common commands |
| 186 | + |
| 187 | +## Presets / Layouts |
| 188 | +- [ ] Gameplay preset |
| 189 | +- [ ] Rendering preset |
| 190 | +- [ ] AI preset |
| 191 | +- [ ] QA preset |
| 192 | +- [ ] Tool preset |
| 193 | + |
| 194 | +## Advanced Inspection |
| 195 | +- [ ] Entity inspector |
| 196 | +- [ ] Scene explorer |
| 197 | +- [ ] Runtime drill-down |
| 198 | +- [ ] Diagnostics summary panels |
| 199 | + |
| 200 | +--- |
| 201 | + |
| 202 | +# Stabilization |
| 203 | + |
| 204 | +- [ ] Architecture documentation |
| 205 | +- [ ] Integration documentation |
| 206 | +- [ ] Extension documentation |
| 207 | +- [ ] Ownership model finalized |
| 208 | + |
| 209 | +--- |
| 210 | + |
| 211 | +# Recommended Planning Order |
| 212 | + |
| 213 | +## Track A — Foundation |
| 214 | +- [x] Console + Overlay |
| 215 | +- [x] Boundary |
| 216 | +- [x] Panel Registry |
| 217 | +- [x] Data Providers |
| 218 | +- [x] Operator Commands |
| 219 | +- [x] Persistence |
| 220 | + |
| 221 | +## Track B — Promotion Planning |
| 222 | +- [ ] Promotion plan |
| 223 | +- [ ] Ownership mapping |
| 224 | +- [ ] Migration strategy |
| 225 | + |
| 226 | +## Track C — Platform Extraction |
| 227 | +- [ ] Engine-debug layer |
| 228 | +- [ ] Core contracts |
| 229 | +- [ ] Integration patterns |
| 230 | + |
| 231 | +## Track D — Consumer Expansion |
| 232 | +- [ ] 2D stabilization |
| 233 | +- [ ] Tools integration |
| 234 | +- [ ] Sample integration |
| 235 | +- [ ] Final build gating |
| 236 | +- [ ] 3D support |
| 237 | +- [ ] Network support |
| 238 | + |
| 239 | +## Track E — Platform Expansion |
| 240 | +- [ ] Standard panels/providers |
| 241 | +- [ ] Presets/layouts |
| 242 | +- [ ] Advanced inspectors |
| 243 | +- [ ] Cross-project reuse |
| 244 | + |
| 245 | +## Track F — Stabilization |
| 246 | +- [ ] Documentation |
| 247 | +- [ ] Extension model |
| 248 | +- [ ] Maintenance strategy |
| 249 | + |
| 250 | +--- |
| 251 | + |
| 252 | +# Immediate Next Step |
| 253 | + |
| 254 | +- [ ] PLAN_PR_DEBUG_SURFACES_PROMOTION |
| 255 | + |
| 256 | +--- |
| 257 | + |
| 258 | +# Long-Term Outcome |
| 259 | + |
| 260 | +- [ ] Clean engine core |
| 261 | +- [ ] Reusable debug platform |
| 262 | +- [ ] Cross-project adoption |
| 263 | +- [ ] 2D + 3D + network support |
| 264 | +- [ ] Safe final-build debug capability |
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