Update documentation for AGENTS.md, CHAT_CONTEXT.md, architecture.md, and testing.md with new time-related features and direction.

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2026-04-13 14:50:09 +02:00
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@@ -84,6 +84,24 @@ This is not:
- Global ambient/sun/background/fog belong in `world` settings.
- Local authored lights belong in typed entity schemas.
### Project time and living-world direction
- Project time is a global project-level system, not a separate main clock per scene.
- Scene world settings may opt in/out of time-driven lighting, but scenes should not own independent core time progression.
- Near-term time slices should prioritize authored day/night control:
- sunrise/sunset
- day phases
- night/dawn/dusk appearance
- scene-level lighting opt-in/out
- Do not build a large generic schedule editor before the runtime hooks it would drive are real.
- Long-term world logic should resolve deterministically from:
- global time
- persistent/cycle flags
- scene/location context
- Prefer deterministic resolution over fully simulating unloaded scenes.
- NPC presence, routines, dialogue variants, interaction availability, and path progress should eventually be reconstructible from authored rules plus global state.
- If loop/reset mechanics are added later, they should reset/re-resolve cycle-scoped state rather than trying to rewind arbitrary runtime simulation.
### Imported model collision
- Collision authoring for imported models belongs on `modelInstances`, not assets.