docs(pipeline): register Track MP in roadmap + milestones freeze exception
Roadmap gains the Track MP phase table (MP0 in progress, MP1-MP5 ahead); milestones doc records the side track + the explicit user-authorized freeze exception (MP may reopen frozen streaming/WB-rendering subsystems under its own gated phases only); CLAUDE.md Current state gets the one-line pointer. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@ -116,7 +116,8 @@ note in the milestones doc): **D.2b retail UI** (next: container-switching —
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`claude-memory/project_d2b_retail_ui.md`). The **R5 movement-manager arc is DONE**
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(2026-07-05, V5 facade shipped; close-out banner in
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`docs/research/2026-07-03-r5-managers/r5-wiring-handoff.md`; carried: #167, R6/TS-42).
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M2 (CombatMath) deferred. Keep this paragraph ≤6 lines + pointers — detail in the docs
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**Track MP** (modern-pipeline perf side track, dedicated sessions only — roadmap
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"Track MP") is at MP0. M2 (CombatMath) deferred. Keep this paragraph ≤6 lines + pointers — detail in the docs
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below, NOT here.
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For canonical state, read in this order:
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@ -1180,6 +1180,27 @@ port in any phase — no separate listing here.
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---
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### Track MP — Modern Pipeline (performance side track; user-commissioned 2026-07-05)
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**Spec:** `docs/superpowers/specs/2026-07-05-modern-pipeline-design.md` (the
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umbrella design — read it first). **Goal:** smoothness first (no frame over
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~16 ms during any traversal), then 300+ FPS sustained in dense towns.
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Perf-only per `feedback_render_perf_not_faithfulness_gated` — pixels and
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game-feel stay identical; the simulation's retail-mirroring OO structure is
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untouched. NOT part of M1.5 — runs in dedicated side-track sessions; M1.5
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critical path wins every conflict.
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| Phase | What | Status |
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|---|---|---|
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| MP0 | Honest frame profiler (`[frame-prof]`) + baseline capture | 🔵 IN PROGRESS — code shipped 2026-07-05 (plan `docs/superpowers/plans/2026-07-05-mp0-frame-profiler.md`); baseline capture pending |
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| MP1 | Baked asset pak (`acdream-bake` CLI + mmap zero-copy `PakReader`) | ⚪ next after the MP0 gate |
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| MP2 | Retail distance-degrade port, hide-only cut (retires a divergence row) | ⚪ |
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| MP3 | Arch ECS render world + delta submission (the 300-FPS lever) | ⚪ |
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| MP4 | Zero-alloc frame loop + flat physics data | ⚪ hard-queued behind M1.5 #137 |
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| MP5 | Job-system parallelism | ⚪ stretch, evidence-gated |
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---
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## Cross-cutting work tracked in parallel
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- **Test coverage.** Each phase lands with unit + integration tests in `tests/`. Current count: 98 Core + 96 Core.Net = 194. Keep the ratio as new phases land.
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@ -245,6 +245,20 @@ which the operating rules have always allowed; declaring them milestones
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would manufacture scope where a tactical ledger (ISSUES + handoffs)
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already carries them.
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**Modern Pipeline side track (Track MP — user-commissioned 2026-07-05; NOT
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a milestone, NOT part of M1.5).** A performance modernization arc (baked
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asset pipeline → retail distance-degrade → ECS render world with delta
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submission → zero-alloc frame loop) targeting smoothness first, then 300+
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FPS in dense towns. Spec:
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`docs/superpowers/specs/2026-07-05-modern-pipeline-design.md`; phase table
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in the roadmap ("Track MP"). **Freeze exception (explicit, user-authorized
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2026-07-05):** this track may reopen the otherwise-frozen streaming and
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WB-rendering subsystems — but only under its own gated phases (pixel- and
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feel-identical conformance gates, legacy path deleted at each gate), never
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as ad-hoc rework. Rule 2's freeze still binds all NON-MP work. MP runs in
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dedicated side-track sessions; the M1.5 critical path wins every conflict,
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and MP4 is hard-queued behind #137.
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**Still OPEN in M1.5 — dungeon support (Phase G.3, issue #133).** Dungeons
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don't work: the streaming/load/render/physics pipeline was built entirely
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around outdoor landblocks (terrain + scattered buildings) and has no path
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