Update Design Proposals

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# Design Proposals
This page indexes major architectural proposals and design documents for McRogueFace.
**Related Pages:**
- [[Strategic-Direction]] - Project priorities and roadmap
- [[Home]] - Documentation hub
---
## Active Proposals
### Next-Generation Grid & Entity System
**Page:** [[Proposal-Next-Gen-Grid-Entity-System]]
**Status:** Partially Implemented
**Complexity:** Major architectural overhaul
**Overview:** Comprehensive redesign of UIEntity/UIGrid systems to support:
- Flexible entity content (any UIDrawable, not just sprites)
- Multi-tile entities (2x2, 3x3, arbitrary sizes)
- Spatial optimization (O(1) entity queries)
- Memory efficiency (optional gridstate, chunk loading)
**Completed Phases:**
- Phase 1 (Performance): SpatialHash ([#115](../issues/115) - Closed), dirty flags ([#116](../issues/116) - Closed), batch operations ([#113](../issues/113) - Closed)
- Dynamic layer system ([#147](../issues/147) - Closed)
- Chunk-based rendering ([#123](../issues/123) - Closed)
- Dirty flag RenderTexture caching ([#148](../issues/148) - Closed)
**Remaining:**
- [#117](../issues/117) - Memory pool for entities (Open)
- [#124](../issues/124) - Grid point animation (Open)
- Multi-tile entity support ([#233](../issues/233), [#236](../issues/236), [#237](../issues/237) - Open)
---
## Proposal Process
### Submitting a Proposal
1. **Identify the problem** - What limitation are we addressing?
2. **Research current system** - Document existing architecture and shortcomings
3. **Draft proposal** - Create wiki page with problem statement, solution, migration path, performance impact
4. **Link related issues** - Connect to Gitea issues
5. **Request review** - Discussion in issue comments
### Proposal Template
```markdown
# Proposal: [Feature Name]
**Status:** [Design Phase / Under Review / Approved / Rejected / Implemented]
**Complexity:** [Minor / Moderate / Major]
**Impact:** [Systems affected]
## Problem Statement
[What problem does this solve?]
## Current Limitations
[What's broken or missing?]
## Proposed Solution
[High-level architecture and approach]
## Migration Path
[How to get from current to proposed without breaking existing code]
## Performance Impact
[Benchmarks, complexity analysis, memory impact]
## Implementation Complexity
[Estimated effort, risk areas, dependencies]
```
---
## Evaluation Criteria
Proposals are evaluated on:
1. **Alignment with Strategic Direction** - Does it fix foundation issues? Does it unblock tutorials?
2. **Technical Merit** - Is the solution sound? Are tradeoffs documented?
3. **Implementation Feasibility** - Is effort realistic? Can it be done incrementally?
4. **Backward Compatibility** - Does it break existing code? Is migration clear?
5. **User Impact** - Does it improve user experience?
---
## Completed Proposals
### Profiling System ([#104](../issues/104))
**Status:** Implemented (October 2025)
**Complexity:** Moderate
- ScopedTimer RAII helper for instrumentation
- ProfilingMetrics struct in GameEngine
- F3 overlay for real-time visualization
- Benchmark API (`start_benchmark()`, `end_benchmark()`, `log_benchmark()`)
**Related Pages:** [[Performance-and-Profiling]]
### Dynamic Layer System ([#147](../issues/147))
**Status:** Implemented (November 2025)
**Complexity:** Major
- ColorLayer and TileLayer as standalone objects
- Arbitrary number of layers per grid with z_index ordering
- Layers below entities (z < 0) and above entities (z >= 0)
- `grid.add_layer()`, `grid.remove_layer()`, `grid.layer("name")`
**Related Pages:** [[Grid-Rendering-Pipeline]], [[Grid-System]]
### Chunk-Based Rendering ([#123](../issues/123))
**Status:** Implemented (November 2025)
**Complexity:** Major
- Large grids divided into chunks with per-chunk RenderTexture caching
- Only visible chunks processed (viewport culling)
- 1000x1000+ grids render efficiently
**Related Pages:** [[Grid-Rendering-Pipeline]]
### Dirty Flag Caching ([#148](../issues/148))
**Status:** Implemented (November 2025)
**Complexity:** Moderate
- Layer changes mark containing chunks as dirty
- Unchanged chunks reuse cached RenderTexture
- Static scenes have near-zero CPU cost after initial render
**Related Pages:** [[Grid-Rendering-Pipeline]], [[Performance-and-Profiling]]
### Performance Foundation ([#113](../issues/113), [#115](../issues/115), [#116](../issues/116))
**Status:** Implemented (Late 2025)
**Complexity:** Major
- SpatialHash for O(1) entity queries (`entities_in_radius()`)
- Dirty flag propagation through UIDrawable hierarchy
- Batch operations for grid manipulation
**Related Pages:** [[Performance-Optimization-Workflow]]
### Procedural Generation Systems ([#192](../issues/192))
**Status:** Implemented (January 2026)
**Complexity:** Major
- HeightMap with noise generation, thresholding, kernel transforms
- BSP tree with splitting, iteration, adjacency queries
- NoiseSource with configurable octaves and lacunarity
- Integration with Grid layers (apply_threshold, apply_ranges)
**Related Pages:** [[Procedural-Generation]]
### Tiled/LDtk Import
**Status:** Implemented (January 2026)
**Complexity:** Major
- Tiled XML/JSON import with TileSetFile, WangSet types
- LDtk project import with AutoRuleSet pattern matching
- Wang tile terrain resolution and application
---
## Proposal Status Legend
- **Design Phase** - Proposal being drafted, research ongoing
- **Under Review** - Proposal complete, awaiting feedback
- **Approved** - Green-lit for implementation
- **In Progress** - Implementation underway
- **Deferred** - Good idea, wrong timing
- **Rejected** - Not aligned with project direction
- **Implemented** - Complete and merged
---
**Navigation:**
- [[Home]] - Documentation hub
- [[Strategic-Direction]] - Project priorities
# Design Proposals
This page indexes major architectural proposals and design documents for McRogueFace.
**Related Pages:**
- [[Strategic-Direction]] - Project priorities and roadmap
- [[Home]] - Documentation hub
---
## Active Proposals
### Next-Generation Grid & Entity System
**Page:** [[Proposal-Next-Gen-Grid-Entity-System]]
**Status:** Partially Implemented
**Complexity:** Major architectural overhaul
**Overview:** Comprehensive redesign of UIEntity/UIGrid systems to support:
- Flexible entity content (any UIDrawable, not just sprites)
- Multi-tile entities (2x2, 3x3, arbitrary sizes)
- Spatial optimization (O(1) entity queries)
- Memory efficiency (optional gridstate, chunk loading)
**Completed Phases:**
- Phase 1 (Performance): SpatialHash ([#115](../issues/115) - Closed), dirty flags ([#116](../issues/116) - Closed), batch operations ([#113](../issues/113) - Closed)
- Dynamic layer system ([#147](../issues/147) - Closed)
- Chunk-based rendering ([#123](../issues/123) - Closed)
- Dirty flag RenderTexture caching ([#148](../issues/148) - Closed)
**Remaining:**
- [#117](../issues/117) - Memory pool for entities (Open)
- [#124](../issues/124) - Grid point animation (Open)
- Multi-tile entity support ([#233](../issues/233), [#236](../issues/236), [#237](../issues/237) - Open)
---
## Proposal Process
### Submitting a Proposal
1. **Identify the problem** - What limitation are we addressing?
2. **Research current system** - Document existing architecture and shortcomings
3. **Draft proposal** - Create wiki page with problem statement, solution, migration path, performance impact
4. **Link related issues** - Connect to Gitea issues
5. **Request review** - Discussion in issue comments
### Proposal Template
```markdown
# Proposal: [Feature Name]
**Status:** [Design Phase / Under Review / Approved / Rejected / Implemented]
**Complexity:** [Minor / Moderate / Major]
**Impact:** [Systems affected]
## Problem Statement
[What problem does this solve?]
## Current Limitations
[What's broken or missing?]
## Proposed Solution
[High-level architecture and approach]
## Migration Path
[How to get from current to proposed without breaking existing code]
## Performance Impact
[Benchmarks, complexity analysis, memory impact]
## Implementation Complexity
[Estimated effort, risk areas, dependencies]
```
---
## Evaluation Criteria
Proposals are evaluated on:
1. **Alignment with Strategic Direction** - Does it fix foundation issues? Does it unblock tutorials?
2. **Technical Merit** - Is the solution sound? Are tradeoffs documented?
3. **Implementation Feasibility** - Is effort realistic? Can it be done incrementally?
4. **Backward Compatibility** - Does it break existing code? Is migration clear?
5. **User Impact** - Does it improve user experience?
---
## Completed Proposals
### Profiling System ([#104](../issues/104))
**Status:** Implemented (October 2025)
**Complexity:** Moderate
- ScopedTimer RAII helper for instrumentation
- ProfilingMetrics struct in GameEngine
- F3 overlay for real-time visualization
- Benchmark API (`start_benchmark()`, `end_benchmark()`, `log_benchmark()`)
**Related Pages:** [[Performance-and-Profiling]]
### Dynamic Layer System ([#147](../issues/147))
**Status:** Implemented (November 2025)
**Complexity:** Major
- ColorLayer and TileLayer as standalone objects
- Arbitrary number of layers per grid with z_index ordering
- Layers below entities (z < 0) and above entities (z >= 0)
- `grid.add_layer()`, `grid.remove_layer()`, `grid.layer("name")`
**Related Pages:** [[Grid-Rendering-Pipeline]], [[Grid-System]]
### Chunk-Based Rendering ([#123](../issues/123))
**Status:** Implemented (November 2025)
**Complexity:** Major
- Large grids divided into chunks with per-chunk RenderTexture caching
- Only visible chunks processed (viewport culling)
- 1000x1000+ grids render efficiently
**Related Pages:** [[Grid-Rendering-Pipeline]]
### Dirty Flag Caching ([#148](../issues/148))
**Status:** Implemented (November 2025)
**Complexity:** Moderate
- Layer changes mark containing chunks as dirty
- Unchanged chunks reuse cached RenderTexture
- Static scenes have near-zero CPU cost after initial render
**Related Pages:** [[Grid-Rendering-Pipeline]], [[Performance-and-Profiling]]
### Performance Foundation ([#113](../issues/113), [#115](../issues/115), [#116](../issues/116))
**Status:** Implemented (Late 2025)
**Complexity:** Major
- SpatialHash for O(1) entity queries (`entities_in_radius()`)
- Dirty flag propagation through UIDrawable hierarchy
- Batch operations for grid manipulation
**Related Pages:** [[Performance-Optimization-Workflow]]
### Procedural Generation Systems ([#192](../issues/192))
**Status:** Implemented (January 2026)
**Complexity:** Major
- HeightMap with noise generation, thresholding, kernel transforms
- BSP tree with splitting, iteration, adjacency queries
- NoiseSource with configurable octaves and lacunarity
- Integration with Grid layers (apply_threshold, apply_ranges)
**Related Pages:** [[Procedural-Generation]]
### Tiled/LDtk Import
**Status:** Implemented (January 2026)
**Complexity:** Major
- Tiled XML/JSON import with TileSetFile, WangSet types
- LDtk project import with AutoRuleSet pattern matching
- Wang tile terrain resolution and application
---
## Proposal Status Legend
- **Design Phase** - Proposal being drafted, research ongoing
- **Under Review** - Proposal complete, awaiting feedback
- **Approved** - Green-lit for implementation
- **In Progress** - Implementation underway
- **Deferred** - Good idea, wrong timing
- **Rejected** - Not aligned with project direction
- **Implemented** - Complete and merged
---
**Navigation:**
- [[Home]] - Documentation hub
- [[Strategic-Direction]] - Project priorities
- [[Proposal-Next-Gen-Grid-Entity-System]] - Active proposal