docs: Clarify development stage and non-deterministic nature

BREAKING HONESTY UPDATE:

- Update tagline: 'Rapid Development' → 'Rapid Prototyping (Experimental)'
- Add prominent warning: Development-ready, NOT production-ready
- Add 'Known Limitations' section:
  * Non-deterministic execution
  * Single-threaded only
  * Not suitable for networked games/replays
  * Development-focused, not stability-focused
- Change 'Production-Ready Components' → 'Implemented Components'
- Expand roadmap with production requirements (determinism, stability, performance)
- Update 'Projects Using' → 'Origin & Development' (prototyping/testing only)
- Remove misleading 'Progressive Scaling' claim

GroveEngine is excellent for rapid prototyping and AI-assisted development,
but users must understand it's experimental and non-deterministic.
This commit is contained in:
StillHammer 2026-01-15 09:19:06 +07:00
parent 2e4b0fed9b
commit d51ebf82cc

View File

@ -1,17 +1,17 @@
# GroveEngine 🌳 # GroveEngine 🌳
**Modular C++ Engine Architecture for Rapid Development with Hot-Reload** **Experimental Modular C++ Engine Architecture for Rapid Prototyping**
GroveEngine is a lightweight, modular engine architecture designed for blazing-fast development iteration (0.4ms hot-reload validated) and optimized for Claude Code workflows. GroveEngine is a lightweight, modular engine architecture designed for blazing-fast development iteration (0.4ms hot-reload validated) and optimized for AI-assisted prototyping. Currently in **development stage** - suitable for experimentation and learning, not production games.
## Key Features ## Key Features
- 🔥 **Hot-Reload 0.4ms** - Validated blazing-fast module reloading - 🔥 **Hot-Reload 0.4ms** - Validated blazing-fast module reloading
- 🧩 **Modular Architecture** - Clean separation via interfaces (IEngine, IModule, IIO, IModuleSystem) - 🧩 **Modular Architecture** - Clean separation via interfaces (IEngine, IModule, IIO, IModuleSystem)
- 🚀 **Development Velocity** - Edit → Build → Hot-reload < 1 second total - 🚀 **Development Velocity** - Edit → Build → Hot-reload < 1 second total
- 🤖 **Claude Code Optimized** - 200-300 line modules for AI-friendly development - 🤖 **AI-Assisted Development** - 200-300 line modules optimized for Claude Code
- 📦 **Autonomous Builds** - Each module builds independently (`cmake .`) - 📦 **Autonomous Builds** - Each module builds independently
- 🔌 **Progressive Scaling** - Debug → Production → Cloud without rewriting - ⚠️ **Experimental** - Non-deterministic, development-focused architecture
## Architecture Overview ## Architecture Overview
@ -31,7 +31,9 @@ grove::IEngine (Orchestration)
## Current Status ## Current Status
### ✅ Production-Ready Components ⚠️ **Development Stage**: GroveEngine is currently **development-ready** but **not production-ready**. The engine is non-deterministic and suited for prototyping, experimentation, and rapid iteration. Production use requires significant additional work (see Roadmap).
### ✅ Implemented Components
- **Core Engine**: - **Core Engine**:
- `DebugEngine` - Comprehensive logging and health monitoring - `DebugEngine` - Comprehensive logging and health monitoring
- `SequentialModuleSystem` - Single-threaded module execution - `SequentialModuleSystem` - Single-threaded module execution
@ -58,11 +60,20 @@ grove::IEngine (Orchestration)
- **Test Suite**: 20+ integration tests + visual demos - **Test Suite**: 20+ integration tests + visual demos
### 🚧 Roadmap ### ⚠️ Known Limitations
- **Non-Deterministic Execution**: Module execution order not guaranteed
- **Single-Threaded Only**: Only SequentialModuleSystem implemented
- **No Determinism Guarantees**: Not suitable for networked games or replays
- **Development Focus**: Optimized for rapid iteration, not stability
### 🚧 Roadmap to Production
- **Deterministic Execution**: Predictable module execution order
- **Module Systems**: ThreadedModuleSystem, MultithreadedModuleSystem - **Module Systems**: ThreadedModuleSystem, MultithreadedModuleSystem
- **IO Systems**: LocalIO (IPC), NetworkIO (distributed) - **IO Systems**: LocalIO (IPC), NetworkIO (distributed)
- **Input**: Gamepad support (Phase 2) - **Input**: Gamepad support (Phase 2)
- **Renderer**: Advanced text rendering, post-processing effects - **Renderer**: Advanced text rendering, post-processing effects
- **Stability**: Error recovery, graceful degradation
- **Performance**: Profiling, optimization, memory pooling
## Quick Start ## Quick Start
@ -196,10 +207,12 @@ Complex behavior emerges from the interaction of simple, well-defined modules.
- State persistence: **100% success rate** - State persistence: **100% success rate**
- Classification: **🚀 BLAZING** (Theoretical maximum achieved) - Classification: **🚀 BLAZING** (Theoretical maximum achieved)
## Projects Using GroveEngine ## Origin & Development
- **AISSIA** - AI Smart Schedule & Interactive Assistant (in development) - **WarFactory** - Original architecture source and inspiration
- **WarFactory** (original architecture source) - **AISSIA** - Experimental AI assistant project (development/testing)
GroveEngine is currently used for prototyping and experimentation, not production deployments.
## License ## License