chore: checkpoint before render engine vendoring

Signed-off-by: Sienna Meridian Satterwhite <sienna@r3t.io>
This commit is contained in:
2025-12-17 22:40:51 +00:00
parent 9c19fc0296
commit d73e50bb9e
15 changed files with 806 additions and 25 deletions

1
Cargo.lock generated
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@@ -7247,6 +7247,7 @@ version = "0.1.0"
dependencies = [
"anyhow",
"bevy",
"bytes",
"inventory",
"libmarathon",
"proc-macro2",

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@@ -21,7 +21,7 @@ rusqlite = "0.37.0"
serde = { version = "1.0", features = ["derive"] }
serde_json = "1.0"
toml = "0.9"
rkyv = { version = "0.8", features = ["uuid-1"] }
rkyv = { version = "0.8", features = ["uuid-1", "bytes-1"] }
# Error handling
thiserror = "2.0"

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@@ -33,20 +33,21 @@ rand = "0.8"
iroh = { version = "0.95", features = ["discovery-local-network"] }
iroh-gossip = "0.95"
futures-lite = "2.0"
bincode = "1.3"
rkyv = { workspace = true }
bytes = "1.0"
crossbeam-channel = "0.5.15"
[target.'cfg(target_os = "ios")'.dependencies]
objc = "0.2"
raw-window-handle = "0.6"
tracing-oslog = "0.3"
[dev-dependencies]
iroh = { version = "0.95", features = ["discovery-local-network"] }
iroh-gossip = "0.95"
tempfile = "3"
futures-lite = "2.0"
bincode = "1.3"
rkyv = { workspace = true }
bytes = "1.0"
[lib]

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@@ -242,7 +242,7 @@ fn screen_to_world_ray(
screen_pos: glam::Vec2,
camera: &Camera,
camera_transform: &GlobalTransform,
window: &Window,
_window: &Window,
) -> Option<Ray> {
// Convert screen position to viewport position (0..1 range)
let viewport_pos = Vec2::new(screen_pos.x, screen_pos.y);

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@@ -9,5 +9,4 @@
pub mod event_buffer;
pub mod input_handler;
pub use event_buffer::InputEventBuffer;
pub use input_handler::InputHandlerPlugin;

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@@ -4,10 +4,12 @@
use bevy::prelude::*;
use libmarathon::{
engine::{EngineBridge, EngineCore},
engine::{
EngineBridge,
EngineCore,
},
persistence::PersistenceConfig,
};
use std::path::PathBuf;
mod camera;
mod cube;
@@ -32,7 +34,33 @@ use session::*;
use session_ui::*;
fn main() {
// Note: eprintln doesn't work on iOS, but tracing-oslog will once initialized
eprintln!(">>> RUST ENTRY: main() started");
// Initialize logging
eprintln!(">>> Initializing tracing_subscriber");
#[cfg(target_os = "ios")]
{
use tracing_subscriber::prelude::*;
let filter = tracing_subscriber::EnvFilter::builder()
.with_default_directive(tracing::Level::DEBUG.into())
.from_env_lossy()
.add_directive("wgpu=error".parse().unwrap())
.add_directive("naga=warn".parse().unwrap())
.add_directive("winit=error".parse().unwrap());
tracing_subscriber::registry()
.with(filter)
.with(tracing_oslog::OsLogger::new("io.r3t.aspen", "default"))
.init();
info!("OSLog initialized successfully");
}
#[cfg(not(target_os = "ios"))]
{
tracing_subscriber::fmt()
.with_env_filter(
tracing_subscriber::EnvFilter::from_default_env()
@@ -40,37 +68,55 @@ fn main() {
.add_directive("naga=warn".parse().unwrap()),
)
.init();
}
eprintln!(">>> Tracing subscriber initialized");
// Application configuration
const APP_NAME: &str = "Aspen";
// Get platform-appropriate database path
eprintln!(">>> Getting database path");
let db_path = libmarathon::platform::get_database_path(APP_NAME);
let db_path_str = db_path.to_str().unwrap().to_string();
info!("Database path: {}", db_path_str);
eprintln!(">>> Database path: {}", db_path_str);
// Create EngineBridge (for communication between Bevy and EngineCore)
eprintln!(">>> Creating EngineBridge");
let (engine_bridge, engine_handle) = EngineBridge::new();
info!("EngineBridge created");
eprintln!(">>> EngineBridge created");
// Spawn EngineCore on tokio runtime (runs in background thread)
eprintln!(">>> Spawning EngineCore background thread");
std::thread::spawn(move || {
eprintln!(">>> [EngineCore thread] Thread started");
info!("Starting EngineCore on tokio runtime...");
eprintln!(">>> [EngineCore thread] Creating tokio runtime");
let rt = tokio::runtime::Runtime::new().unwrap();
eprintln!(">>> [EngineCore thread] Tokio runtime created");
rt.block_on(async {
eprintln!(">>> [EngineCore thread] Creating EngineCore");
let core = EngineCore::new(engine_handle, &db_path_str);
eprintln!(">>> [EngineCore thread] Running EngineCore");
core.run().await;
});
});
info!("EngineCore spawned in background");
eprintln!(">>> EngineCore thread spawned");
// Create Bevy app (without winit - we own the event loop)
eprintln!(">>> Creating Bevy App");
let mut app = App::new();
eprintln!(">>> Bevy App created");
// Insert EngineBridge as a resource for Bevy systems to use
eprintln!(">>> Inserting EngineBridge resource");
app.insert_resource(engine_bridge);
// Use DefaultPlugins but disable winit/window/input (we own those)
eprintln!(">>> Adding DefaultPlugins");
app.add_plugins(
DefaultPlugins
.build()
@@ -78,10 +124,12 @@ fn main() {
.disable::<bevy::winit::WinitPlugin>() // We own winit
.disable::<bevy::window::WindowPlugin>() // We own the window
.disable::<bevy::input::InputPlugin>() // We provide InputEvents directly
.disable::<bevy::gilrs::GilrsPlugin>() // We handle gamepad input ourselves
.disable::<bevy::gilrs::GilrsPlugin>(), // We handle gamepad input ourselves
);
eprintln!(">>> DefaultPlugins added");
// Marathon core plugins (networking, debug UI, persistence)
eprintln!(">>> Adding MarathonPlugin");
app.add_plugins(libmarathon::MarathonPlugin::new(
APP_NAME,
PersistenceConfig {
@@ -91,8 +139,10 @@ fn main() {
..Default::default()
},
));
eprintln!(">>> MarathonPlugin added");
// App-specific bridge for polling engine events
eprintln!(">>> Adding app plugins");
app.add_plugins(EngineBridgePlugin);
app.add_plugins(CameraPlugin);
app.add_plugins(RenderingPlugin);
@@ -102,6 +152,9 @@ fn main() {
app.add_plugins(DebugUiPlugin);
app.add_plugins(SessionUiPlugin);
app.add_systems(Startup, initialize_offline_resources);
eprintln!(">>> All plugins added");
eprintln!(">>> Running executor");
libmarathon::platform::run_executor(app).expect("Failed to run executor");
eprintln!(">>> Executor returned (should never reach here)");
}

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@@ -285,7 +285,7 @@ fn spawn_bridge_tasks(
loop {
if let Some(msg) = bridge_out.try_recv_outgoing() {
if let Ok(bytes) = bincode::serialize(&msg) {
if let Ok(bytes) = rkyv::to_bytes::<rkyv::rancor::Failure>(&msg).map(|b| b.to_vec()) {
if let Err(e) = sender.broadcast(Bytes::from(bytes)).await {
error!("[Node {}] Broadcast failed: {}", node_id, e);
}
@@ -303,7 +303,7 @@ fn spawn_bridge_tasks(
| Ok(Some(Ok(event))) => {
if let iroh_gossip::api::Event::Received(msg) = event {
if let Ok(versioned_msg) =
bincode::deserialize::<VersionedMessage>(&msg.content)
rkyv::from_bytes::<VersionedMessage, rkyv::rancor::Failure>(&msg.content)
{
if let Err(e) = bridge_in.push_incoming(versioned_msg) {
error!("[Node {}] Push incoming failed: {}", node_id, e);

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@@ -114,6 +114,7 @@ mod test_utils {
}
/// Count entities with CubeMarker component
#[allow(dead_code)]
pub fn count_cubes(world: &mut World) -> usize {
let mut query = world.query::<&CubeMarker>();
query.iter(world).count()
@@ -308,7 +309,7 @@ mod test_utils {
"[Node {}] Sending message #{} via gossip",
node_id, msg_count
);
match bincode::serialize(&versioned_msg) {
match rkyv::to_bytes::<rkyv::rancor::Failure>(&versioned_msg).map(|b| b.to_vec()) {
| Ok(bytes) => {
if let Err(e) = sender.broadcast(Bytes::from(bytes)).await {
eprintln!("[Node {}] Failed to broadcast message: {}", node_id, e);
@@ -349,7 +350,7 @@ mod test_utils {
"[Node {}] Received message #{} from gossip",
node_id, msg_count
);
match bincode::deserialize::<VersionedMessage>(&msg.content) {
match rkyv::from_bytes::<VersionedMessage, rkyv::rancor::Failure>(&msg.content) {
| Ok(versioned_msg) => {
if let Err(e) = bridge_in.push_incoming(versioned_msg) {
eprintln!(

11
crates/xtask/Cargo.toml Normal file
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@@ -0,0 +1,11 @@
[package]
name = "xtask"
version = "0.1.0"
edition = "2021"
publish = false
[dependencies]
anyhow = "1.0"
clap = { version = "4.5", features = ["derive"] }
tracing = "0.1"
tracing-subscriber = { version = "0.3", features = ["env-filter"] }

94
crates/xtask/README.md Normal file
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@@ -0,0 +1,94 @@
# xtask - Build Automation for Aspen
This crate provides build automation tasks for the Aspen workspace using the [cargo-xtask pattern](https://github.com/matklad/cargo-xtask).
## Usage
All commands are run from the workspace root:
```bash
# Build for iOS Simulator (release mode)
cargo xtask ios-build
# Build for iOS Simulator (debug mode)
cargo xtask ios-build --debug
# Deploy to iOS Simulator
cargo xtask ios-deploy
# Deploy to a specific device
cargo xtask ios-deploy --device "iPad Air (5th generation)"
# Build, deploy, and stream logs (most common)
cargo xtask ios-run
# Build, deploy, and stream logs (debug mode)
cargo xtask ios-run --debug
# Build, deploy, and stream logs (specific device)
cargo xtask ios-run --device "iPhone 15 Pro"
```
## Available Commands
- **`ios-build`**: Builds the app for iOS Simulator (aarch64-apple-ios-sim)
- `--debug`: Build in debug mode (default is release)
- **`ios-deploy`**: Deploys the app to iOS Simulator
- `--device`: Device name (default: "iPad Pro 12.9-inch M2")
- **`ios-run`**: Builds, deploys, and streams logs (all-in-one)
- `--debug`: Build in debug mode
- `--device`: Device name (default: "iPad Pro 12.9-inch M2")
## How It Works
The xtask pattern creates a new binary target in your workspace that contains build automation code. This is better than shell scripts because:
1. **Cross-platform**: Pure Rust, works everywhere Rust works
2. **Type-safe**: Configuration and arguments are type-checked
3. **Maintainable**: Can use the same error handling and libraries as your main code
4. **Fast**: Compiled Rust is much faster than shell scripts
5. **Integrated**: Can share code with your workspace
## Adding New Tasks
To add a new task:
1. Add a new variant to the `Commands` enum in `src/main.rs`
2. Implement the corresponding function
3. Add the function call in the `match` statement in `main()`
Example:
```rust
#[derive(Subcommand)]
enum Commands {
// ... existing commands
/// Run tests on iOS Simulator
IosTest {
/// Device name
#[arg(long, default_value = "iPad Pro 12.9-inch M2")]
device: String,
},
}
fn ios_test(device_name: &str) -> Result<()> {
// Implementation here
Ok(())
}
fn main() -> Result<()> {
let cli = Cli::parse();
match cli.command {
// ... existing matches
Commands::IosTest { device } => ios_test(&device),
}
}
```
## Dependencies
- `anyhow`: Error handling
- `clap`: Command-line argument parsing

448
crates/xtask/src/main.rs Normal file
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@@ -0,0 +1,448 @@
use anyhow::{Context, Result};
use clap::{Parser, Subcommand};
use std::path::PathBuf;
use std::process::Command;
use std::fs;
use tracing::{info, warn, error};
#[derive(Parser)]
#[command(name = "xtask")]
#[command(about = "Build automation for Aspen", long_about = None)]
struct Cli {
#[command(subcommand)]
command: Commands,
}
#[derive(Subcommand)]
enum Commands {
/// Build for iOS Simulator
IosBuild {
/// Build in debug mode instead of release
#[arg(long)]
debug: bool,
},
/// Deploy to iOS Simulator
IosDeploy {
/// Device name (defaults to "iPad Pro 12.9-inch M2")
#[arg(long, default_value = "iPad Pro 12.9-inch M2")]
device: String,
/// Use debug build instead of release
#[arg(long)]
debug: bool,
},
/// Build, deploy, and stream logs from iOS Simulator
IosRun {
/// Device name (defaults to "iPad Pro 12.9-inch M2")
#[arg(long, default_value = "iPad Pro 12.9-inch M2")]
device: String,
/// Build in debug mode instead of release
#[arg(long)]
debug: bool,
},
/// Build, deploy, and stream logs from physical iOS device
IosDevice {
/// Build in debug mode instead of release
#[arg(long)]
debug: bool,
},
}
fn main() -> Result<()> {
// Initialize tracing
tracing_subscriber::fmt()
.with_env_filter(
tracing_subscriber::EnvFilter::from_default_env()
.add_directive("xtask=info".parse().unwrap()),
)
.init();
let cli = Cli::parse();
match cli.command {
Commands::IosBuild { debug } => ios_build(debug),
Commands::IosDeploy { device, debug } => ios_deploy(&device, debug),
Commands::IosRun { device, debug } => ios_run(&device, debug),
Commands::IosDevice { debug } => ios_device(debug),
}
}
fn project_root() -> PathBuf {
PathBuf::from(env!("CARGO_MANIFEST_DIR"))
.ancestors()
.nth(2)
.expect("Failed to find project root")
.to_path_buf()
}
fn package_app_bundle(profile: &str, target: &str) -> Result<()> {
let root = project_root();
let app_name = "Aspen";
let binary_path = root.join(format!("target/{}/{}/app", target, profile));
let bundle_path = root.join(format!("target/{}/{}/{}.app", target, profile, app_name));
let info_plist_src = root.join("scripts/ios/Info.plist");
info!("Packaging app bundle");
info!(" Binary: {}", binary_path.display());
info!(" Bundle: {}", bundle_path.display());
// Verify binary exists
if !binary_path.exists() {
anyhow::bail!("Binary not found at {}", binary_path.display());
}
// Remove old bundle if it exists
if bundle_path.exists() {
fs::remove_dir_all(&bundle_path)
.context("Failed to remove old app bundle")?;
}
// Create bundle directory
fs::create_dir_all(&bundle_path)
.context("Failed to create app bundle directory")?;
// Copy binary
let bundle_binary = bundle_path.join("app");
fs::copy(&binary_path, &bundle_binary)
.context("Failed to copy binary to bundle")?;
// Set executable permissions
#[cfg(unix)]
{
use std::os::unix::fs::PermissionsExt;
let mut perms = fs::metadata(&bundle_binary)?.permissions();
perms.set_mode(0o755);
fs::set_permissions(&bundle_binary, perms)
.context("Failed to set executable permissions")?;
}
// Copy Info.plist
fs::copy(&info_plist_src, bundle_path.join("Info.plist"))
.context("Failed to copy Info.plist")?;
// Create PkgInfo
fs::write(bundle_path.join("PkgInfo"), b"APPL????")
.context("Failed to create PkgInfo")?;
info!("App bundle packaged successfully");
Ok(())
}
fn ios_build(debug: bool) -> Result<()> {
let root = project_root();
let profile = if debug { "debug" } else { "release" };
info!("Building for iOS Simulator");
info!("Project root: {}", root.display());
let mut cmd = Command::new("cargo");
cmd.current_dir(&root)
.arg("build")
.arg("--package")
.arg("app")
.arg("--target")
.arg("aarch64-apple-ios-sim");
if !debug {
cmd.arg("--release");
}
let status = cmd.status().context("Failed to run cargo build")?;
if !status.success() {
anyhow::bail!("Build failed");
}
// Package the app bundle
package_app_bundle(profile, "aarch64-apple-ios-sim")?;
info!("Build complete: target/aarch64-apple-ios-sim/{}/Aspen.app", profile);
Ok(())
}
fn ios_deploy(device_name: &str, debug: bool) -> Result<()> {
let root = project_root();
let profile = if debug { "debug" } else { "release" };
let bundle_path = root.join(format!("target/aarch64-apple-ios-sim/{}/Aspen.app", profile));
info!("Deploying to iOS Simulator");
info!("Device: {}", device_name);
info!("Bundle: {}", bundle_path.display());
// Find device UUID
info!("Finding device UUID");
let output = Command::new("xcrun")
.args(["simctl", "list", "devices", "available"])
.output()
.context("Failed to list devices")?;
let devices_list = String::from_utf8_lossy(&output.stdout);
let device_uuid = devices_list
.lines()
.find(|line| line.contains(device_name))
.and_then(|line| {
line.split('(')
.nth(1)?
.split(')')
.next()
})
.context("Device not found")?;
info!("Found device: {}", device_uuid);
// Boot simulator
info!("Booting simulator");
let boot_result = Command::new("xcrun")
.args(["simctl", "boot", device_uuid])
.status();
if let Ok(status) = boot_result {
if !status.success() {
warn!("Simulator boot returned non-zero (device may already be booted)");
}
}
// Open Simulator.app
info!("Opening Simulator.app");
Command::new("open")
.args(["-a", "Simulator"])
.status()
.context("Failed to open Simulator")?;
// Uninstall old version
info!("Uninstalling old version");
let uninstall_result = Command::new("xcrun")
.args(["simctl", "uninstall", device_uuid, "G872CZV7WG.aspen"])
.status();
if let Ok(status) = uninstall_result {
if !status.success() {
warn!("Uninstall returned non-zero (app may not have been installed)");
}
}
// Install app
info!("Installing app");
let status = Command::new("xcrun")
.args(["simctl", "install", device_uuid])
.arg(&bundle_path)
.status()
.context("Failed to install app")?;
if !status.success() {
anyhow::bail!("Installation failed");
}
// Launch app
info!("Launching app");
let output = Command::new("xcrun")
.args(["simctl", "launch", device_uuid, "G872CZV7WG.aspen"])
.output()
.context("Failed to launch app")?;
if !output.status.success() {
let stderr = String::from_utf8_lossy(&output.stderr);
error!("Launch failed: {}", stderr);
anyhow::bail!("Launch failed");
}
info!("App launched successfully");
Ok(())
}
fn ios_run(device_name: &str, debug: bool) -> Result<()> {
// Build
ios_build(debug)?;
// Deploy
ios_deploy(device_name, debug)?;
// Stream logs
info!("Streaming logs (Ctrl+C to stop)");
// Find device UUID again
let output = Command::new("xcrun")
.args(["simctl", "list", "devices", "available"])
.output()
.context("Failed to list devices")?;
let devices_list = String::from_utf8_lossy(&output.stdout);
let device_uuid = devices_list
.lines()
.find(|line| line.contains(device_name))
.and_then(|line| {
line.split('(')
.nth(1)?
.split(')')
.next()
})
.context("Device not found")?;
// Stream logs using simctl spawn
// Note: Process name is "app" (CFBundleExecutable), not "Aspen" (display name)
let mut log_cmd = Command::new("xcrun");
log_cmd.args([
"simctl",
"spawn",
device_uuid,
"log",
"stream",
"--predicate",
"process == \"app\"",
"--style",
"compact",
]);
// When debug flag is set, show all log levels (info, debug, default, error, fault)
if debug {
log_cmd.args(["--info", "--debug"]);
info!("Streaming all log levels (info, debug, default, error, fault)");
} else {
info!("Streaming default log levels (default, error, fault)");
}
let status = log_cmd.status().context("Failed to start log stream")?;
// Log streaming can exit for legitimate reasons:
// - User quit the simulator
// - App was killed
// - User hit Ctrl+C
// Don't treat these as errors
match status.code() {
Some(0) => info!("Log streaming ended normally"),
Some(code) => info!("Log streaming ended with code {}", code),
None => info!("Log streaming ended (killed by signal)"),
}
Ok(())
}
fn ios_device(debug: bool) -> Result<()> {
let root = project_root();
let profile = if debug { "debug" } else { "release" };
let target = "aarch64-apple-ios";
info!("Building for physical iOS device");
info!("Project root: {}", root.display());
// Build
let mut cmd = Command::new("cargo");
cmd.current_dir(&root)
.arg("build")
.arg("--package")
.arg("app")
.arg("--target")
.arg(target);
if !debug {
cmd.arg("--release");
}
let status = cmd.status().context("Failed to run cargo build")?;
if !status.success() {
anyhow::bail!("Build failed");
}
// Package the app bundle
package_app_bundle(profile, target)?;
let bundle_path = root.join(format!("target/{}/{}/Aspen.app", target, profile));
info!("Build complete: {}", bundle_path.display());
// Code sign with Apple Development certificate
info!("Signing app with Apple Development certificate");
let status = Command::new("codesign")
.args(["--force", "--sign", "Apple Development: sienna@r3t.io (6A6PF29R8A)"])
.arg(&bundle_path)
.status()
.context("Failed to code sign app")?;
if !status.success() {
anyhow::bail!("Code signing failed. Make sure the certificate is trusted in Keychain Access.");
}
info!("App signed successfully");
// Get connected device
info!("Finding connected device");
let output = Command::new("xcrun")
.args(["devicectl", "list", "devices"])
.output()
.context("Failed to list devices")?;
let devices_list = String::from_utf8_lossy(&output.stdout);
let device_id = devices_list
.lines()
.find(|line| (line.contains("connected") || line.contains("available")) && line.contains("iPad"))
.and_then(|line| {
// Extract device ID from the line
// Format: "Name domain.coredevice.local ID connected/available Model"
line.split_whitespace().nth(2)
})
.context("No connected iPad found. Make sure your iPad is connected and trusted.")?;
info!("Found device: {}", device_id);
// Install app
info!("Installing app to device");
let status = Command::new("xcrun")
.args(["devicectl", "device", "install", "app"])
.arg("--device")
.arg(device_id)
.arg(&bundle_path)
.status()
.context("Failed to install app")?;
if !status.success() {
anyhow::bail!("Installation failed. Make sure Developer Mode is enabled on your iPad.");
}
info!("App installed successfully");
// Launch app
info!("Launching app");
let status = Command::new("xcrun")
.args(["devicectl", "device", "process", "launch"])
.arg("--device")
.arg(device_id)
.arg("G872CZV7WG.aspen")
.status()
.context("Failed to launch app")?;
if !status.success() {
anyhow::bail!("Launch failed");
}
info!("App launched successfully");
// Stream logs
info!("Streaming device logs (Ctrl+C to stop)");
info!("Note: Device logs may be delayed. Use Console.app for real-time logs.");
let mut log_cmd = Command::new("xcrun");
log_cmd.args([
"devicectl",
"device",
"stream",
"log",
"--device",
device_id,
"--predicate",
"process == \"app\"",
]);
if debug {
info!("Streaming all log levels");
}
let status = log_cmd.status().context("Failed to start log stream")?;
match status.code() {
Some(0) => info!("Log streaming ended normally"),
Some(code) => info!("Log streaming ended with code {}", code),
None => info!("Log streaming ended (killed by signal)"),
}
Ok(())
}

159
docs/ESTIMATION.md Normal file
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@@ -0,0 +1,159 @@
# Estimation and Prioritization
This document defines how r3t Studios sizes, estimates, and prioritizes work. Our approach is grounded in **Lean Software Development** principles, adapted for indie game development.
---
## Lean Principles as Evaluation Questions
Every sizing and prioritization decision should be evaluated through these questions:
| Principle | Evaluation Questions |
|-----------|---------------------|
| **Eliminate Waste** | Does this reduce waste? Is this the simplest solution? Are we building something nobody needs? |
| **Amplify Learning** | What will we learn from this? Does this reduce uncertainty? Should we prototype first? |
| **Decide as Late as Possible** | Do we have enough information to commit? Can this decision be deferred responsibly? |
| **Deliver as Fast as Possible** | What's the smallest increment that delivers value? What's blocking flow? |
| **Empower the Team** | Do I have what I need to do this? Who else should be involved in this decision? |
| **Build Integrity In** | Are we building quality in from the start? Will this create technical debt? |
| **Optimize the Whole** | Does this improve the whole system or just one part? Are we sub-optimizing? |
---
## Sizing
We use **powers of 2** for effort estimation: `1, 2, 4, 8, 16, 32`
This scale is intentionally coarse. Precision in estimation is waste—we optimize for fast, good-enough decisions.
| Size | Points | Description |
|------|--------|-------------|
| **XS** | 1 | Trivial change. A few lines, minimal risk. Less than 2 hours. |
| **S** | 2 | Small task. Well-understood, limited scope. Half a day. |
| **M** | 4 | Medium task. Some complexity or unknowns. About 1 day. |
| **L** | 8 | Large task. Multiple components or significant complexity. 2-3 days. |
| **XL** | 16 | Very large. Should probably be an epic. ~1 week. |
| **XXL** | 32 | Epic-scale work. Multi-phase refactoring or major features. 2-4 weeks. |
### Sizing Guidelines
**Before assigning a size, ask:**
- *Eliminate Waste*: Is this the smallest scope that delivers value?
- *Deliver Fast*: Can we break this down further?
- *Amplify Learning*: Is there uncertainty that inflates the estimate? Should we prototype/spike first?
- *Optimize the Whole*: Does the estimate account for integration, testing, and platform testing (iOS + macOS)?
**If the size is XL (16) or larger:**
This is epic territory. Break it into phases or sub-tasks. An XL/XXL indicates the work is not well-understood or needs careful sequencing. Consider writing an RFC for XXL work.
---
## Priority
Priority is based on **Cost of Delay**—the impact of not doing this work now.
| Label | Priority | Cost of Delay Profile | Description |
|-------|----------|----------------------|-------------|
| **P0** | Critical | Expedite | Game-breaking bug, crash on launch, data loss, or blocks release. Drop everything. Every hour matters. |
| **P1** | High | Fixed Date / High Value | Release blocker, community-visible bug, or deadline-driven (demo, event, content creator access). Do this sprint. |
| **P2** | Medium | Standard | Normal feature work, engine improvements, content additions. Standard backlog work—prioritize by WSJF. |
| **P3** | Low | Intangible | Nice-to-have, polish, research, experiments. Do when capacity allows or inspiration strikes. |
### Priority Guidelines
**Before assigning a priority, ask:**
- *Eliminate Waste*: Should we do this at all? What happens if we never do it?
- *Amplify Learning*: Does doing this first reduce uncertainty for other work?
- *Decide Late*: Do we need to commit now, or can we learn more first? (Especially important for game design decisions)
- *Optimize the Whole*: Does this unblock other high-value work? Does it improve both engine (Marathon) and game (Aspen)?
---
## WSJF (Weighted Shortest Job First)
For backlog ordering within a priority tier, we use WSJF:
```
WSJF = Cost of Delay / Job Size
```
Where **Cost of Delay** considers:
- **Player Value**: Does this improve player experience, immersion, or enjoyment?
- **Time Criticality**: Content creator previews, demo deadlines, platform submission windows
- **Risk Reduction**: Tech debt payoff, engine stability, enables future content/features
Higher WSJF = do it first.
### Example (Game Dev Context)
| Item | Player Value | Time Criticality | Risk Reduction | CoD | Size | WSJF |
|------|--------------|------------------|----------------|-----|------|------|
| Spatial Audio | 8 | 6 | 4 | 18 | 8 | 2.25 |
| Agent AI Polish | 6 | 2 | 2 | 10 | 16 | 0.63 |
| Fix iOS Crash | 10 | 10 | 8 | 28 | 4 | 7.0 |
| Low-Poly Tree Assets | 4 | 2 | 1 | 7 | 2 | 3.5 |
**Order: iOS Crash (7.0), Tree Assets (3.5), Spatial Audio (2.25), AI Polish (0.63)**
The crash gets fixed first (high value, small effort), then quick content wins, then larger features.
---
## Area Labels and Work Types
Our `area/` labels map to different types of work:
| Area | Typical Work | Considerations |
|------|--------------|----------------|
| **area/core** | Engine foundation | High risk—test thoroughly, affects everything |
| **area/rendering** | Graphics, PBR, cameras | Test on iOS + macOS, check DPI scaling |
| **area/audio** | Spatial audio, sound | Requires device testing, earbuds vs speakers |
| **area/networking** | P2P, CRDT sync | Test with poor connections, edge cases |
| **area/platform** | iOS/macOS specific | Platform-specific testing required |
| **area/simulation** | Agent behaviors, AI | Needs playtesting, emergent behavior testing |
| **area/content** | Art, audio assets, dialogue | Artistic review, asset pipeline testing |
| **area/ui-ux** | Menus, HUD, accessibility | Needs user testing, various screen sizes |
| **area/tooling** | Build, CI/CD, dev tools | Verify on fresh checkout |
| **area/docs** | Technical specs, RFCs | Keep updated as code evolves |
| **area/infrastructure** | Deployment, hosting | Test in staging before production |
| **area/rfc** | Design proposals | Gather feedback before committing |
---
## Quick Reference
### When Sizing
1. Compare to recent similar work
2. Use the Lean questions to validate scope
3. If XL or larger, consider making it an epic with sub-tasks
4. Bias toward smaller—deliver fast, learn, iterate
5. Remember: estimates are for ordering work, not commitments
### When Prioritizing
1. Is it game-breaking (crash/data loss)? If yes, **P0**—do it now
2. Is there a deadline (demo/release)? If yes, **P1**—this sprint
3. Otherwise, score WSJF and order the backlog as **P2**
4. Nice-to-haves and experiments go to **P3**
5. Re-evaluate priorities weekly—inspiration and context change
### For Solo Work
- **Batching**: Group similar work (all rendering tasks, all iOS fixes) to minimize context switching
- **Flow**: Protect deep work time—don't interrupt XL tasks with small P3 items
- **Momentum**: Sometimes doing a quick XS/S task builds momentum for harder work
- **Inspiration**: If you're excited about a P3 item, that's valuable—creative energy matters in game dev
---
## References
- Poppendieck, Mary & Tom. *Lean Software Development: An Agile Toolkit*. Addison-Wesley, 2003.
- Reinertsen, Donald G. *The Principles of Product Development Flow*. Celeritas Publishing, 2009.
- [Cost of Delay - Black Swan Farming](https://blackswanfarming.com/cost-of-delay/)
- [WSJF - Scaled Agile Framework](https://framework.scaledagile.com/wsjf/)

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<key>CFBundleExecutable</key>
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@@ -8,7 +8,7 @@ SCRIPT_DIR="$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)"
PROJECT_ROOT="$(cd "$SCRIPT_DIR/../.." && pwd)"
APP_NAME="Aspen"
BUNDLE_ID="io.r3t.aspen"
BUNDLE_ID="G872CZV7WG.aspen"
TARGET="aarch64-apple-ios-sim"
BUILD_MODE="release"