docs: Update all documentation to reflect development stage

COMPREHENSIVE DOCUMENTATION CLEANUP:

DEVELOPER_GUIDE.md:
- Add prominent warning at top (development-ready, NOT production-ready)
- New 'Current Limitations' section with detailed warnings:
  * Non-deterministic execution
  * Single-threaded only
  * Not suitable for networked games
  * No error recovery, limited optimizations
- Change all 'Production Ready' → 'Development Ready' status tags
- BgfxRenderer: Phase 8 complete | Experimental
- UIModule: Phase 7 complete | Experimental
- InputModule: Phase 1-3 complete | Gamepad Phase 2 TODO
- Add 'What GroveEngine IS Good For' section (prototyping, learning, AI-assisted dev)
- Add Production Roadmap section

USER_GUIDE.md:
- Add experimental/development warning with link to README

Module READMEs:
- BgfxRenderer/README.md: Add development stage warning
- InputModule/README.md: Clarify Phase 1-3 complete, gamepad TODO
- UIModule/README.md: Add experimental warning, clarify thread-safe design is for future

All documentation now consistently reflects that GroveEngine is:
 Excellent for rapid prototyping and experimentation
⚠️ NOT ready for production games
⚠️ Non-deterministic execution
⚠️ Single-threaded only (for now)

Total changes: 5 files, 62 insertions, 13 deletions
This commit is contained in:
StillHammer 2026-01-15 09:26:23 +07:00
parent d51ebf82cc
commit aa3c35bd2f
5 changed files with 62 additions and 13 deletions

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@ -2,18 +2,59 @@
**Comprehensive guide for building applications with GroveEngine** **Comprehensive guide for building applications with GroveEngine**
⚠️ **IMPORTANT**: GroveEngine is currently in **development stage** - suitable for prototyping and experimentation, **not production games**. The engine is non-deterministic and optimized for rapid iteration, not stability. See [Current Limitations](#current-limitations) below.
## Table of Contents ## Table of Contents
1. [Getting Started](#getting-started) 1. [Current Limitations](#current-limitations)
2. [Core System](#core-system) 2. [Getting Started](#getting-started)
3. [Available Modules](#available-modules) 3. [Core System](#core-system)
4. [Available Modules](#available-modules)
- [BgfxRenderer - 2D Rendering](#bgfxrenderer---2d-rendering) - [BgfxRenderer - 2D Rendering](#bgfxrenderer---2d-rendering)
- [UIModule - User Interface](#uimodule---user-interface) - [UIModule - User Interface](#uimodule---user-interface)
- [InputModule - Input Handling](#inputmodule---input-handling) - [InputModule - Input Handling](#inputmodule---input-handling)
4. [IIO Topics Reference](#iio-topics-reference) 5. [IIO Topics Reference](#iio-topics-reference)
5. [Complete Application Example](#complete-application-example) 6. [Complete Application Example](#complete-application-example)
6. [Building Your First Game](#building-your-first-game) 7. [Building Your First Game](#building-your-first-game)
7. [Advanced Topics](#advanced-topics) 8. [Advanced Topics](#advanced-topics)
---
## Current Limitations
⚠️ **GroveEngine is EXPERIMENTAL and NOT production-ready.** Understand these limitations before building with it:
### Non-Deterministic Execution
- **Module execution order is NOT guaranteed** - modules may run in different orders between frames
- **Not suitable for networked games** - no deterministic replay or synchronization
- **Race conditions possible** - only SequentialModuleSystem is currently implemented (single-threaded)
### Development Stage
- **Optimized for rapid iteration**, not stability
- **No error recovery** - crashes are not handled gracefully
- **Limited performance optimizations** - no profiling, memory pooling, or SIMD
- **Single-threaded only** - ThreadedModuleSystem and MultithreadedModuleSystem are TODO
### Module Limitations
- **InputModule**: Mouse and keyboard only (gamepad Phase 2 not implemented)
- **BgfxRenderer**: Basic text rendering only (8x8 bitmap font for debug)
- **UIModule**: Functional but no advanced layout constraints
### What GroveEngine IS Good For
**Rapid prototyping** - 0.4ms hot-reload for instant iteration
**Learning modular architecture** - clean interface-based design
**AI-assisted development** - 200-300 line modules optimized for Claude Code
**Experimentation** - test game ideas quickly
### Production Roadmap
To make GroveEngine production-ready, the following is needed:
- Deterministic execution guarantees
- Error recovery and graceful degradation
- Multi-threaded module systems
- Performance profiling and optimization
- Network IO and distributed messaging
- Complete gamepad support
- Advanced text rendering
--- ---
@ -84,7 +125,7 @@ GroveEngine uses a **module-based architecture** with hot-reload support:
### BgfxRenderer - 2D Rendering ### BgfxRenderer - 2D Rendering
**Status:** ✅ Production Ready (Phase 7-8 complete) **Status:** ✅ Development Ready (Phase 8 complete) | ⚠️ Non-deterministic, experimental
Multi-backend 2D renderer using bgfx (DirectX 11/12, OpenGL, Vulkan, Metal). Multi-backend 2D renderer using bgfx (DirectX 11/12, OpenGL, Vulkan, Metal).
@ -163,7 +204,7 @@ io->publish("render:camera", std::move(camera));
### UIModule - User Interface ### UIModule - User Interface
**Status:** ✅ Production Ready (Phase 7 complete) **Status:** ✅ Development Ready (Phase 7 complete) | ⚠️ Experimental
Complete UI widget system with layout, scrolling, and tooltips. Complete UI widget system with layout, scrolling, and tooltips.
@ -267,9 +308,9 @@ UIModule publishes render commands to BgfxRenderer via `UIRenderer`:
### InputModule - Input Handling ### InputModule - Input Handling
**Status:** ✅ Production Ready (Phase 1 complete) **Status:** ✅ Development Ready (Phase 1-3 complete) | ⚠️ Gamepad Phase 2 TODO
Cross-platform input handling with SDL2 backend (mouse, keyboard, gamepad). Cross-platform input handling with SDL2 backend (mouse, keyboard).
#### Features #### Features

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GroveEngine is a C++17 hot-reload module system designed for building modular applications with runtime code replacement capabilities. GroveEngine is a C++17 hot-reload module system designed for building modular applications with runtime code replacement capabilities.
⚠️ **IMPORTANT**: GroveEngine is **experimental** and **development-ready**, NOT production-ready. It is non-deterministic and optimized for rapid prototyping. See main [README.md](../README.md#current-status) for full limitations.
## Table of Contents ## Table of Contents
1. [Overview](#overview) 1. [Overview](#overview)

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# BgfxRenderer Module # BgfxRenderer Module
⚠️ **Development Stage**: Experimental, non-deterministic. See [main README](../../README.md#current-status) for limitations.
Module de rendu 2D pour GroveEngine, basé sur [bgfx](https://github.com/bkaradzic/bgfx). Module de rendu 2D pour GroveEngine, basé sur [bgfx](https://github.com/bkaradzic/bgfx).
## Features ## Features

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# InputModule # InputModule
Module de capture et conversion d'événements d'entrée (clavier, souris, gamepad) vers le système IIO de GroveEngine. ⚠️ **Development Stage**: Phase 1-3 complete (mouse, keyboard). Gamepad support is Phase 2 (TODO). See [main README](../../README.md#current-status).
Module de capture et conversion d'événements d'entrée (clavier, souris) vers le système IIO de GroveEngine.
## Vue d'ensemble ## Vue d'ensemble

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# UIModule # UIModule
⚠️ **Development Stage**: Experimental, part of non-deterministic engine. See [main README](../../README.md#current-status) for limitations.
Complete UI widget system for GroveEngine with layout, scrolling, tooltips, and automatic input handling. Complete UI widget system for GroveEngine with layout, scrolling, tooltips, and automatic input handling.
## Features ## Features
@ -10,7 +12,7 @@ Complete UI widget system for GroveEngine with layout, scrolling, tooltips, and
- **Retained Mode Rendering**: Widgets cache state, reducing IIO traffic by 85%+ - **Retained Mode Rendering**: Widgets cache state, reducing IIO traffic by 85%+
- **Layer Management**: UI renders on top of game content (layer 1000+) - **Layer Management**: UI renders on top of game content (layer 1000+)
- **Hot-Reload Support**: Full state preservation across module reloads - **Hot-Reload Support**: Full state preservation across module reloads
- **Thread-Safe**: Designed for multi-threaded production architecture - **Thread-Safe Design**: Architecture ready for future multi-threaded systems (currently single-threaded only)
## Quick Start ## Quick Start