Update CHAT_CONTEXT.md to reflect current direction and priorities
This commit is contained in:
@@ -22,14 +22,14 @@ Core loop:
|
|||||||
|
|
||||||
The product prioritizes:
|
The product prioritizes:
|
||||||
|
|
||||||
- brush-first spatial authoring
|
- intuitive whiteboxing / level blocking for interactive 3D environments
|
||||||
- imported assets as first-class additions
|
- imported assets as first-class additions
|
||||||
- typed entities and simple interactions
|
- typed entities and simple interactions
|
||||||
- browser-native delivery
|
- browser-native delivery
|
||||||
|
|
||||||
It is not:
|
It is not:
|
||||||
|
|
||||||
- a full game engine
|
- an unlimited general-purpose engine platform
|
||||||
- a Blender replacement
|
- a Blender replacement
|
||||||
- a general CAD tool
|
- a general CAD tool
|
||||||
- an R3F showcase
|
- 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
|
- binary assets must survive reload via embedded or project-scoped persistent storage
|
||||||
- never rely on Blob URLs as the only persisted asset reference
|
- 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
|
- early slices began with an axis-aligned box shape and stable face IDs
|
||||||
- arbitrary brush rotation is deferred
|
|
||||||
- stable box face IDs are:
|
- stable box face IDs are:
|
||||||
- `posX`
|
- `posX`
|
||||||
- `negX`
|
- `negX`
|
||||||
@@ -96,6 +95,16 @@ These are fixed for the early milestones unless a later slice explicitly changes
|
|||||||
- `negZ`
|
- `negZ`
|
||||||
- `posY` is top and `negY` is bottom
|
- `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
|
### Early UV data
|
||||||
|
|
||||||
Per face, keep explicit UV transform values such as:
|
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
|
- 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
|
- M2: typed entities, simple trigger/action/target interactions, click interactions
|
||||||
- M3: GLB/GLTF import, local lights + skyboxes, animation, spatial audio
|
- 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:
|
That ordering matters because:
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user