Update CHAT_CONTEXT.md to reflect current direction and priorities

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2026-04-04 19:14:54 +02:00
parent 2e16851ac2
commit 529e8f4da9

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