Update CHAT_CONTEXT.md to reflect current direction and priorities
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@@ -22,14 +22,14 @@ Core loop:
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The product prioritizes:
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- brush-first spatial authoring
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- intuitive whiteboxing / level blocking for interactive 3D environments
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- imported assets as first-class additions
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- typed entities and simple interactions
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- browser-native delivery
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It is not:
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- a full game engine
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- an unlimited general-purpose engine platform
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- a Blender replacement
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- a general CAD tool
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- an R3F showcase
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@@ -83,10 +83,9 @@ These are fixed for the early milestones unless a later slice explicitly changes
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- binary assets must survive reload via embedded or project-scoped persistent storage
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- never rely on Blob URLs as the only persisted asset reference
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### Early box brushes
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### Current box-solid foundation
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- first brush kind is an axis-aligned box
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- arbitrary brush rotation is deferred
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- early slices began with an axis-aligned box shape and stable face IDs
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- stable box face IDs are:
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- `posX`
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- `negX`
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@@ -96,6 +95,16 @@ These are fixed for the early milestones unless a later slice explicitly changes
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- `negZ`
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- `posY` is top and `negY` is bottom
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### Whitebox direction
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- move away from grid-bound brush thinking toward whitebox solids
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- allow floating point transforms
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- allow free object rotation
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- use the grid as optional snap/reference help, not as a hard restriction
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- unify object / face / edge / vertex editing around one transform-driven interaction model
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- non-planar quads are acceptable if triangulated deterministically in derived geometry
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- non-convex whitebox solids are acceptable if the solid mesh/collider pipeline can support them
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### Early UV data
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Per face, keep explicit UV transform values such as:
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@@ -165,6 +174,7 @@ If a roadmap item is too large, split it into smaller vertical slices.
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- M1: axis-aligned box brushes, face materials/UVs, runner, first-room polish, world lighting basics
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- M2: typed entities, simple trigger/action/target interactions, click interactions
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- M3: GLB/GLTF import, local lights + skyboxes, animation, spatial audio
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- M4+: whitebox-solid interaction model, component editing, derived solid triangulation/collision
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That ordering matters because:
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