Update documentation for AGENTS.md, CHAT_CONTEXT.md, architecture.md, and testing.md with new time-related features and direction.
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AGENTS.md
18
AGENTS.md
@@ -84,6 +84,24 @@ This is not:
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- Global ambient/sun/background/fog belong in `world` settings.
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- Local authored lights belong in typed entity schemas.
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### Project time and living-world direction
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- Project time is a global project-level system, not a separate main clock per scene.
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- Scene world settings may opt in/out of time-driven lighting, but scenes should not own independent core time progression.
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- Near-term time slices should prioritize authored day/night control:
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- sunrise/sunset
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- day phases
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- night/dawn/dusk appearance
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- scene-level lighting opt-in/out
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- Do not build a large generic schedule editor before the runtime hooks it would drive are real.
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- Long-term world logic should resolve deterministically from:
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- global time
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- persistent/cycle flags
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- scene/location context
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- Prefer deterministic resolution over fully simulating unloaded scenes.
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- NPC presence, routines, dialogue variants, interaction availability, and path progress should eventually be reconstructible from authored rules plus global state.
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- If loop/reset mechanics are added later, they should reset/re-resolve cycle-scoped state rather than trying to rewind arbitrary runtime simulation.
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### Imported model collision
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- Collision authoring for imported models belongs on `modelInstances`, not assets.
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