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Adopts manifest-driven runtime asset binding in the next small set of active runtime consumers, reduces ad hoc asset-path assumptions where touched, preserves runtime/editor boundaries, and limits roadmap edits to status-only updates.
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# COMMAND
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Create BUILD_PR_LEVEL_09_11_RUNTIME_ASSET_BINDING as a docs-first, surgical PR for `HTML-JavaScript-Gaming`.
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Create BUILD_PR_LEVEL_09_12_ASSET_REFERENCE_ADOPTION as a docs-first, surgical PR for `HTML-JavaScript-Gaming`.
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## Mission
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Bind runtime asset consumers to the deterministic game asset manifest so runtime lookup is manifest-driven and cannot consume tool/editor-only data.
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Adopt the manifest-driven runtime asset binding layer in the next small set of high-value runtime consumers so the new coordinated asset lane becomes real usage, not just infrastructure.
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## Dependency context
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This PR follows:
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- 09_09 asset pipeline tooling
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- 09_10 game asset manifest coordination
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- 09_11 runtime asset binding
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Use the generated game asset manifest at:
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`games/<game>/assets/<game>.assets.json`
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Use the approved binding surface introduced in 09_11.
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Do not bypass it with direct asset path assumptions where touched.
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## Required scope
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- introduce a runtime-facing asset binding layer
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- resolve runtime assets from the coordinated manifest
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- centralize lookup by asset/domain identifiers
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- exclude or reject `assets/<domain>/data/` content from runtime binding
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- support active domains first:
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- sprites
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- tilemaps
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- parallax
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- vectors
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- add focused tests for runtime binding behavior
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- find the smallest high-value runtime adoption points
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- replace touched ad hoc asset references with manifest-driven binding
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- keep runtime readers out of `assets/<domain>/data/`
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- add focused tests for adoption and non-regression
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- stop at a stable checkpoint after the first clean adoption slice
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## Recommended targets
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Prefer low-risk, active callers such as:
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- Asteroids runtime asset references
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- shared runtime-safe asset loading helpers
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- nearby runtime consumers already in this lane
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## Hard rules
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- do not perform a repo-wide migration
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- do not redesign tools
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- do not expand engine feature scope broadly
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- do not add gameplay features
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- do not introduce new asset format work
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- do not allow runtime readers to depend on editor/tool data
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- do not introduce new asset formats
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- do not allow runtime access to editor/tool data
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- keep the PR surgical and dependency-ordered
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## Roadmap instruction
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Update roadmap status only where this PR clearly advances tracked work.
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Do not change any roadmap text, prose, descriptions, or ordering.
build(runtime): bind runtime asset lookup to coordinated game asset manifest
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BUILD_PR_LEVEL_09_12_ASSET_REFERENCE_ADOPTION
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Adopt manifest-driven runtime asset binding in Asteroids runtime demo consumers (vectors/tilemap/parallax) using the 09_11 binding surface, replace touched ad hoc runtime path resolution with binding-based lookup, and add focused adoption/non-regression tests while preserving runtime/editor data boundaries.
Adopt the manifest-driven runtime asset binding path in the first targeted runtime consumers so active games and shared runtime-facing callers stop relying on ad hoc asset-path assumptions where touched.
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This PR follows:
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- 09_09 asset pipeline tooling
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- 09_10 game asset manifest coordination
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- 09_11 runtime asset binding
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09_11 established the runtime-safe manifest-driven binding layer.
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09_12 now applies that layer in the next small, dependency-ordered adoption pass.
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## Why This PR Exists
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The repo now has:
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- shared asset pipeline stages
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- deterministic game asset manifests
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- runtime-safe manifest-driven binding
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What remains is actual adoption in the callers that still assume direct paths or per-domain lookup behavior.
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Without this PR:
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- the new binding layer exists but remains underused
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- games and runtime surfaces may continue drifting in lookup behavior
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- manifest coordination is not yet the default consumption path
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## In Scope
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- identify the smallest set of active runtime consumers that should adopt manifest-driven asset lookup now
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- replace touched ad hoc runtime asset references with the approved binding surface
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- prefer high-value, low-risk adoption targets in active games or shared runtime consumers
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- preserve the runtime/tool-data boundary
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- add focused tests for adoption points and non-regression
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## Out of Scope
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- no broad repo-wide migration
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- no tool UI work
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- no new asset-format work
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- no gameplay feature changes
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- no speculative engine redesign
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- no runtime access to `assets/<domain>/data/`
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## Adoption Strategy
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This PR should be surgical:
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1. choose a very small number of high-value adoption sites
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2. swap them to manifest-driven lookup
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3. validate behavior
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4. stop at a stable checkpoint
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Do not turn this PR into a full repo-wide migration.
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## Recommended Initial Targets
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Prioritize active, low-risk consumers such as:
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- Asteroids runtime asset references where manifest-driven lookup clearly applies
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