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| 1 | + |
| 2 | +# PLAN_PR_3D_PHASE16_MASTER_EXECUTION |
| 3 | + |
| 4 | +## Purpose |
| 5 | +Define a clean, dependency-ordered execution plan for all Phase 16 (3D) items (~41 items) based on the current roadmap state. |
| 6 | + |
| 7 | +This is a PLAN-ONLY bundle. No implementation. |
| 8 | + |
| 9 | +--- |
| 10 | + |
| 11 | +## Ground Truth |
| 12 | +Non-3D system is complete and stable. |
| 13 | +3D work begins as an isolated capability lane. |
| 14 | + |
| 15 | +Reference: |
| 16 | +- 3D Engine Foundation |
| 17 | +- 3D Samples |
| 18 | +- 3D Debug Support |
| 19 | +- 3D Tooling |
| 20 | +- 3D Capability Requirements |
| 21 | + |
| 22 | +--- |
| 23 | + |
| 24 | +## Execution Strategy |
| 25 | + |
| 26 | +### RULES (Carry Forward) |
| 27 | +- no broad repo cleanup |
| 28 | +- exact-cluster extraction only |
| 29 | +- validate-first before promotion |
| 30 | +- samples prove capability before engine abstraction |
| 31 | + |
| 32 | +--- |
| 33 | + |
| 34 | +## PHASE 16 EXECUTION STACK |
| 35 | + |
| 36 | +### LAYER 1 — Minimal 3D Runtime Spine (FOUNDATION) |
| 37 | +Goal: Get something rendering and moving. |
| 38 | + |
| 39 | +1. 3D scene boot |
| 40 | +2. 3D render foundation |
| 41 | +3. basic transform model (position/rotation/scale) |
| 42 | +4. camera controls (orbit + free) |
| 43 | +5. minimal render loop integration |
| 44 | + |
| 45 | +Exit Criteria: |
| 46 | +- cube renders |
| 47 | +- camera moves |
| 48 | +- no tools required |
| 49 | + |
| 50 | +--- |
| 51 | + |
| 52 | +### LAYER 2 — Core Interaction (MOVEMENT + COLLISION) |
| 53 | +Goal: Make 3D interactive. |
| 54 | + |
| 55 | +6. 3D movement base |
| 56 | +7. basic collision (AABB or simple bounds) |
| 57 | +8. input mapping for 3D |
| 58 | +9. update loop integration with state |
| 59 | + |
| 60 | +Exit Criteria: |
| 61 | +- player can move |
| 62 | +- collision prevents pass-through |
| 63 | + |
| 64 | +--- |
| 65 | + |
| 66 | +### LAYER 3 — SAMPLE PROOF (PREREQUISITES) |
| 67 | +Goal: Lock learning path before expansion. |
| 68 | + |
| 69 | +10. Scene Boot Sample |
| 70 | +11. Camera Orbit Sample |
| 71 | +12. 3D Movement Sample |
| 72 | +13. Basic Collision Sample |
| 73 | + |
| 74 | +Exit Criteria: |
| 75 | +- all 4 prerequisite samples exist and run independently |
| 76 | + |
| 77 | +--- |
| 78 | + |
| 79 | +### LAYER 4 — CORE SAMPLE TRACK (1601–1608) |
| 80 | +Goal: Expand capability through samples. |
| 81 | + |
| 82 | +14–21: |
| 83 | +- Cube Explorer |
| 84 | +- Maze Runner |
| 85 | +- First Person Walkthrough |
| 86 | +- Platformer |
| 87 | +- Driving Sandbox |
| 88 | +- Physics Playground |
| 89 | +- Space Shooter |
| 90 | +- Dungeon Crawler |
| 91 | + |
| 92 | +Rule: |
| 93 | +- each sample introduces ONE concept cleanly |
| 94 | + |
| 95 | +--- |
| 96 | + |
| 97 | +### LAYER 5 — ADVANCED CAPABILITY |
| 98 | +22–24: |
| 99 | +- Lighting Demo |
| 100 | +- AI Navigation Demo |
| 101 | +- Large World Streaming |
| 102 | + |
| 103 | +--- |
| 104 | + |
| 105 | +### LAYER 6 — DEBUG SUPPORT (3D) |
| 106 | +25–30: |
| 107 | +- transform inspector |
| 108 | +- camera debug panel |
| 109 | +- render pipeline stages |
| 110 | +- collision overlays |
| 111 | +- scene graph inspector |
| 112 | + |
| 113 | +Rule: |
| 114 | +- debug surfaces follow sample needs (not ahead) |
| 115 | + |
| 116 | +--- |
| 117 | + |
| 118 | +### LAYER 7 — TOOLING (3D) |
| 119 | +31–36: |
| 120 | +- 3DMapEditor stabilization |
| 121 | +- 3DAssetViewer validation |
| 122 | +- camera path editor alignment |
| 123 | +- physics sandbox integration |
| 124 | +- asset pipeline validation for 3D |
| 125 | +- model converter alignment |
| 126 | + |
| 127 | +Rule: |
| 128 | +- tools follow asset + sample pressure |
| 129 | + |
| 130 | +--- |
| 131 | + |
| 132 | +### LAYER 8 — CAPABILITY COMPLETION |
| 133 | +37–41: |
| 134 | +- rendering completeness |
| 135 | +- camera completeness |
| 136 | +- movement completeness |
| 137 | +- physics completeness |
| 138 | +- debug completeness |
| 139 | + |
| 140 | +Exit Criteria: |
| 141 | +- 3D matches 2D capability maturity (parity mindset) |
| 142 | + |
| 143 | +--- |
| 144 | + |
| 145 | +## DELIVERY MODEL |
| 146 | + |
| 147 | +Each layer executes as: |
| 148 | +PLAN → BUILD → APPLY |
| 149 | + |
| 150 | +Small PRs only: |
| 151 | +- 1 concept per PR |
| 152 | +- 1 sample per PR |
| 153 | +- no cross-layer mixing |
| 154 | + |
| 155 | +--- |
| 156 | + |
| 157 | +## ORDER OF EXECUTION (STRICT) |
| 158 | + |
| 159 | +1. Layer 1 (foundation) |
| 160 | +2. Layer 2 (interaction) |
| 161 | +3. Layer 3 (prereq samples) |
| 162 | +4. Layer 4 (core samples) |
| 163 | +5. Layer 6 (debug as needed) |
| 164 | +6. Layer 7 (tools as needed) |
| 165 | +7. Layer 5 (advanced) |
| 166 | +8. Layer 8 (finalization) |
| 167 | + |
| 168 | +--- |
| 169 | + |
| 170 | +## VALIDATION STRATEGY |
| 171 | + |
| 172 | +For every PR: |
| 173 | +- visual validation required |
| 174 | +- sample runs independently |
| 175 | +- no regression to 2D |
| 176 | + |
| 177 | +--- |
| 178 | + |
| 179 | +## OUTPUT |
| 180 | +<project folder>/tmp/PLAN_PR_3D_PHASE16_MASTER_EXECUTION.zip |
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