UIModule Enhancements: - Add ui:set_text topic handler to update widget text dynamically (UILabel support) - Add example: slider value updates linked label via game module coordination - Add timestamp logging for IIO latency measurement (T0-T3 tracking) Documentation Restructure: - Split UIModule README.md (600+ lines) into focused docs: * docs/UI_WIDGETS.md - Widget properties and JSON configuration * docs/UI_TOPICS.md - IIO topics reference and usage patterns * docs/UI_ARCHITECTURE.md - Threading model, limitations, design principles - Update CLAUDE.md with clear references to UIModule docs - Add warning: "READ BEFORE WORKING ON UI" for essential docs Asset Path Fixes: - Change test_ui_showcase texture paths from ../../assets to assets/ - Tests now run from project root (./build/tests/test_ui_showcase) - Add texture loading success/failure logs to TextureLoader and ResourceCache IIO Performance: - Re-enable batch flush thread in IntraIOManager (was disabled for debugging) - Document message latency: ~16ms in single-threaded tests, <1ms with threading - Clarify intentional architecture: no direct data binding, all via IIO topics Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> |
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| .. | ||
| architecture | ||
| implementation | ||
| performance_reports | ||
| plans | ||
| coding_guidelines.md | ||
| DEVELOPER_GUIDE.md | ||
| FEATURES.md | ||
| PLAN_BGFX_RENDERER.md | ||
| PROMPT_UI_MODULE_PHASE6.md | ||
| README.md | ||
| UI_ARCHITECTURE.md | ||
| UI_MODULE_DEMO.md | ||
| UI_MODULE_PHASE2_COMPLETE.md | ||
| UI_MODULE_PHASE3_COMPLETE.md | ||
| UI_MODULE_PHASE6_PROGRESS.md | ||
| UI_MODULE_PHASE7_COMPLETE.md | ||
| UI_RENDERING.md | ||
| UI_TOPICS.md | ||
| UI_WIDGETS.md | ||
| USER_GUIDE.md | ||
GroveEngine Documentation
Overview
GroveEngine is a modular game engine architecture designed for distributed systems and hot-reload development. It provides a clean separation between business logic (modules) and infrastructure (engine, IO, scheduling).
Architecture Documents
Core Systems
-
Data Tree System - Unified config/data/runtime management
- IDataNode/IDataValue/IDataTree interfaces
- JSON backend implementation
- Hot-reload and persistence
- Distributed configuration synchronization
-
Modular Architecture - Module system design
- IModule interface and constraints
- IModuleSystem execution strategies
- Hot-reload workflow
- Claude Code optimization
-
Claude Code Integration - AI development workflow
- Micro-context development
- Hot-reload for rapid iteration
- Module development best practices
Quick Start
Creating a Module
#include <grove/IModule.h>
#include <grove/IDataNode.h>
class TankModule : public IModule {
private:
IIO* m_io;
int m_armor;
double m_speed;
public:
void setConfiguration(const IDataNode& config, IIO* io, ITaskScheduler* scheduler) override {
m_io = io;
m_armor = config.getInt("armor", 100);
m_speed = config.getDouble("speed", 5.0);
}
void process(const IDataNode& input) override {
// Game logic here
// Save state via IIO
auto state = createDataNode({
{"armor", m_armor},
{"speed", m_speed}
});
m_io->publish("save:tank:state", std::move(state));
}
std::unique_ptr<IDataNode> getState() override {
return createDataNode({
{"armor", m_armor},
{"speed", m_speed}
});
}
void setState(const IDataNode& state) override {
m_armor = state.getInt("armor", 100);
m_speed = state.getDouble("speed", 5.0);
}
std::string getType() const override { return "tank"; }
};
Using the Data Tree
#include <grove/DataTreeFactory.h>
// Create tree
auto tree = DataTreeFactory::create("json", "./gamedata");
// Access configuration (read-only)
auto configRoot = tree->getConfigRoot();
auto tankConfig = configRoot->getChild("tanks")->getChild("heavy");
int armor = tankConfig->getInt("armor");
// Access persistent data (read-write)
auto dataRoot = tree->getDataRoot();
auto progress = dataRoot->getChild("campaign")->getChild("progress");
progress->setData(createDataNode({{"level", 5}}));
tree->saveData();
// Hot-reload config
if (tree->reloadIfChanged()) {
// Config changed, refresh modules
}
Key Concepts
Module System
- Modules: 200-300 line business logic units
- IModuleSystem: Execution strategy (Sequential, Threaded, Distributed)
- Hot-reload: Replace modules without restarting
- State preservation: getState/setState for seamless updates
Data Management
- config/: Read-only game configuration (hot-reload, distributed)
- data/: Persistent player data (local saves)
- runtime/: Temporary state (never saved)
Communication
- IIO: Pub/sub messaging between modules
- ITaskScheduler: Delegate heavy computation
- Save pattern: Modules publish "save:*" messages, Engine persists
Distribution
- Coordinator: Master config with hot-reload
- Engines: Local replicas, synchronized config
- Isolation: Each Engine has independent data/
Design Principles
- Interface-based: Work with abstractions (IDataNode, not JsonDataNode)
- Backend-agnostic: Swap implementations without code changes
- Minimal coupling: Modules communicate only via IIO
- Hot-reload first: Development optimized for instant feedback
- Distribution-ready: Config sync, data isolation built-in
Project Status
Implemented ✅
- Complete IDataNode/IDataTree system
- JSON backend (JsonDataValue, JsonDataNode, JsonDataTree)
- Hot-reload for config files
- Save/load for persistent data
- Pattern matching and property queries
- SHA256 hashing for validation
In Progress 🚧
- Coordinator synchronization implementation
- Module system integration with DataTree
- Example modules and tests
Planned 📋
- Binary format backend
- Database backend
- Network synchronization protocol
- Schema validation
- Migration system
Contributing
When adding new features:
- Start with interface definition (.h file)
- Add documentation to this folder
- Implement concrete class
- Update architecture docs
- Write usage examples
Further Reading
Last Updated: 2025-10-28 Engine Version: 1.0.0