couple-repo/Projects/WIP/grove-sup.md
StillHammer fc45332c1c Add GroveEngine supplementary design document
- Complete technical stack (bgfx, SDL2, YAML/JSON/TOML)
- AI-friendly architecture (data-driven entities, UI, missions)
- Rendering 2D implementation details (sprite batching, camera)
- 16-week development plan (5 phases)
- ECS architecture + component examples
- LLM workflow capabilities (create/modify without C++ code)
- Questions ouvertes + risk mitigation

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-24 13:34:49 +08:00

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# GroveEngine - Supplementary Design Document
**Date créé** : 24 novembre 2025
**Auteur** : Alexis (avec Claude Code)
**Status** : Architecture Planning
---
## CONTEXTE
**GroveEngine** est un moteur de jeu multi-projets conçu pour être :
- **Data-driven** : Config/text-based pour tout ce qui est modifiable
- **AI-friendly** : LLM peut créer/modifier assets sans toucher au code C++
- **Multi-backend rendering** : Support Vulkan/DX12/Metal/OpenGL via bgfx
- **Solide & réutilisable** : Foundation pour plusieurs projets
**État actuel** :
- ✅ Coeur engine done (mode debug)
- ❌ Pas de rendering
- ❌ Pas de framework 2D/UI
---
## PROJETS BASÉS SUR GROVEENGINE
1. **Pokrovsk: Iron Line** (survival management, train builder)
2. **AISSIA** (concepts via SecondVoice/YT-DL)
3. **Troisième projet** : À définir
**Objectif** : Un seul moteur, plusieurs jeux, maintenance centralisée.
---
## STACK TECHNIQUE
### Rendering
- **bgfx** : Abstraction multi-backend (Vulkan/DX12/Metal/OpenGL)
- Multi-platform par design
- Performant pour 2D (batching, sprites)
- Mature (utilisé par Defold engine)
- Dev : Branimir Karadzic (ex-Frostbite EA)
- **SDL2** : Windowing + input
- Cross-platform
- Léger, bien supporté
- **stb_image** : Texture loading
- Single-header, simple
### Serialization/Config
- **yaml-cpp** : YAML parsing
- Entities definitions
- Missions, events, dialogues
- **nlohmann/json** : JSON parsing
- UI layouts
- Save files
- Asset manifests (alternative)
- **TOML++** : Config files
- Settings, constants
- Game balance values
### UI
- **ImGui** : Debug/tools UI (dev only)
- Immediate mode
- Parfait pour tools
- **Custom UI system** (bgfx-based) : In-game UI
- JSON-driven layouts
- Rendering via bgfx
- Themeable
### Scripting (optionnel)
- **Lua** : Si besoin de scripting pour game logic
- **Alternative** : Config-only (YAML events + state machines)
- Plus simple
- Assez pour beaucoup de cas
---
## ARCHITECTURE AI-FRIENDLY
**Principe** : LLM peut créer/modifier game content sans toucher au code C++.
### 1. Entity System (Data-Driven)
**Structure** :
```
entities/
├── wagons/
│ ├── wagon_basic.yaml
│ ├── wagon_armored.yaml
│ └── wagon_workshop.yaml
├── drones/
│ ├── mavic_reco.yaml
│ └── fpv_strike.yaml
└── humans/
└── commandant_template.yaml
```
**Exemple : entities/wagons/wagon_basic.yaml**
```yaml
entity: wagon_basic
components:
- type: visual
sprite: wagon_base.png
size: [20, 6] # Grille interne
- type: balance
weight: 5.0
center_of_mass: [10, 3]
dampeners: 0 # Upgrade level
- type: slots
grid: [20, 6]
layers: [high, low]
specialization: null # production, logistic, habitation, military
- type: health
hp_max: 100
armor: 10
```
**LLM peut** : Créer nouveaux wagons, tweaker stats, ajouter composants.
---
### 2. UI Layouts (Declarative JSON)
**Structure** :
```
ui/
├── screens/
│ ├── train_builder.json
│ ├── mission_briefing.json
│ └── campaign_map.json
└── widgets/
├── balance_gauge.json
└── resource_panel.json
```
**Exemple : ui/screens/train_builder.json**
```json
{
"screen": "train_builder",
"elements": [
{
"type": "panel",
"id": "wagon_view",
"rect": [0, 0, 800, 600],
"background": "#2a2a2a",
"children": [
{
"type": "sprite",
"id": "wagon_display",
"anchor": "center"
}
]
},
{
"type": "gauge",
"id": "balance_lateral",
"rect": [820, 20, 160, 40],
"label": "Balance G/D",
"min": -10,
"max": 10,
"value_binding": "wagon.balance.lateral",
"color_good": "#00ff00",
"color_warning": "#ffaa00",
"color_bad": "#ff0000"
},
{
"type": "text",
"id": "wagon_name",
"rect": [820, 80, 160, 30],
"text_binding": "wagon.name",
"font": "main_ui",
"size": 18,
"color": "#ffffff"
}
]
}
```
**LLM peut** : Créer UI screens, repositionner éléments, modifier styles, créer layouts.
---
### 3. Game Logic (Config-Driven Events)
**Structure** :
```
content/
├── missions/
│ ├── 2022_early/
│ │ ├── scavenge_kyiv.yaml
│ │ └── rescue_civilians.yaml
│ └── 2025_late/
│ └── drone_intercept.yaml
├── events/
│ ├── random_events.yaml
│ └── story_events.yaml
└── dialogues/
└── commandants/
├── sergei.yaml
└── oksana.yaml
```
**Exemple : missions/2022_early/scavenge_kyiv.yaml**
```yaml
mission:
id: scavenge_kyiv_outskirts
name: "Colonne russe détruite - Périphérie Kyiv"
year: 2022
period: early
difficulty: easy
briefing:
text: |
Colonne blindée russe détruite à 2km au nord.
Reconnaissance indique 8-10 véhicules abandonnés.
Opposition minimale attendue.
intel:
- "Matériel récent, peu endommagé"
- "Zone relativement sécurisée"
- "Temps limité avant arrivée autres scavengers"
rewards:
metal: [50, 100]
electronics: [20, 40]
components_military: [5, 15]
fame: 10
risks:
- type: ambush
probability: 0.1
- type: mines
probability: 0.15
events:
- trigger: mission_start
text: "Votre équipe approche la colonne détruite..."
choices:
- id: approach_cautious
text: "Approche prudente (sweep mines)"
time_cost: 2h
risk_modifier: -0.5
- id: rush
text: "Rush rapide (grab & go)"
time_cost: 30min
risk_modifier: +0.8
reward_modifier: 1.2
- trigger: loot_phase
condition: "approach_cautious"
text: "Temps de fouiller méthodiquement..."
outcomes:
- probability: 0.7
result: success
rewards_modifier: 1.0
- probability: 0.3
result: partial
rewards_modifier: 0.6
```
**LLM peut** : Créer missions, events, dialogues, choix, outcomes.
---
### 4. Asset Pipeline (Text Metadata)
**Structure** :
```
assets/
├── sprites/
│ ├── wagons.manifest
│ ├── drones.manifest
│ └── ui.manifest
├── textures/
│ └── (PNG files)
└── fonts/
└── fonts.manifest
```
**Exemple : assets/sprites/wagons.manifest (TOML)**
```toml
[wagon_base]
file = "textures/wagon_base.png"
size = [400, 120]
pivot = [200, 60]
tags = ["wagon", "basic"]
[wagon_armored]
file = "textures/wagon_armored.png"
size = [400, 120]
pivot = [200, 60]
weight_modifier = 1.5
tags = ["wagon", "armored", "heavy"]
[wagon_workshop]
file = "textures/wagon_workshop.png"
size = [400, 140] # Plus haut
pivot = [200, 70]
specialization = "production"
tags = ["wagon", "specialized"]
```
**LLM peut** : Définir assets, metadata, tags, modifiers.
---
## ARCHITECTURE ENGINE
### Core Systems
**1. Entity Component System (ECS)**
```cpp
class Entity {
EntityID id;
std::vector<Component*> components;
};
class Component {
virtual void Update(float dt) = 0;
virtual void Serialize(YAML::Node& node) = 0;
virtual void Deserialize(const YAML::Node& node) = 0;
};
// Exemples components
class VisualComponent : public Component { ... }
class BalanceComponent : public Component { ... }
class SlotsComponent : public Component { ... }
```
**2. Asset Manager**
```cpp
class AssetManager {
// Textures
std::map<std::string, bgfx::TextureHandle> textures;
// Manifests (metadata)
std::map<std::string, AssetMetadata> metadata;
// Fonts
std::map<std::string, FontHandle> fonts;
void LoadManifest(const std::string& path);
bgfx::TextureHandle GetTexture(const std::string& id);
};
```
**3. Config System**
```cpp
class ConfigManager {
YAML::Node LoadYAML(const std::string& path);
nlohmann::json LoadJSON(const std::string& path);
Entity* CreateEntityFromYAML(const std::string& entity_id);
UIScreen* CreateUIFromJSON(const std::string& screen_id);
};
```
**4. Rendering 2D (bgfx-based)**
```cpp
class Renderer2D {
bgfx::ProgramHandle sprite_shader;
// Sprite batching pour performance
struct SpriteBatch {
std::vector<SpriteVertex> vertices;
bgfx::TextureHandle texture;
};
void DrawSprite(const Sprite& sprite);
void DrawRect(const Rect& rect, Color color);
void DrawText(const std::string& text, Font font, Vec2 pos);
void Flush(); // Submit batched draws
};
```
**5. UI System (JSON-driven)**
```cpp
class UIManager {
std::map<std::string, UIScreen*> screens;
UIScreen* LoadScreen(const std::string& screen_json);
void Update(float dt);
void Render(Renderer2D& renderer);
// Data binding
void BindValue(const std::string& path, float* value);
void BindText(const std::string& path, std::string* text);
};
class UIElement {
std::string id;
Rect rect;
virtual void Render(Renderer2D& renderer) = 0;
virtual void Update(float dt) = 0;
};
// Concrete elements
class UIPanel : public UIElement { ... }
class UIGauge : public UIElement { ... }
class UIText : public UIElement { ... }
class UISprite : public UIElement { ... }
```
---
## RENDERING 2D AVEC BGFX
### Concept de base
**bgfx ne fait PAS de 2D directement** → Tu construis la couche 2D par-dessus.
### Primitive : Quad (pour sprites)
```cpp
struct SpriteVertex {
float x, y, z; // Position
float u, v; // UV coords (texture)
uint32_t color; // Tint color (ABGR)
};
// Vertex layout bgfx
bgfx::VertexLayout sprite_layout;
sprite_layout.begin()
.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
.end();
```
### Sprite Rendering
```cpp
void Renderer2D::DrawSprite(const Sprite& sprite) {
// 1. Batch sprite (grouper par texture)
GetOrCreateBatch(sprite.texture).AddQuad(sprite);
}
void Renderer2D::Flush() {
// 2. Pour chaque batch, submit draw call
for (auto& batch : batches) {
bgfx::setTexture(0, sampler, batch.texture);
bgfx::setVertexBuffer(0, batch.vertex_buffer);
bgfx::setIndexBuffer(batch.index_buffer);
bgfx::setState(BGFX_STATE_DEFAULT);
bgfx::submit(view_id, sprite_shader);
}
batches.clear();
}
```
### Camera 2D (Orthographic)
```cpp
class Camera2D {
Vec2 position;
float zoom;
Mat4 GetViewMatrix() const {
return Mat4::Translation(-position.x, -position.y, 0);
}
Mat4 GetProjectionMatrix(int width, int height) const {
float halfW = (width / zoom) * 0.5f;
float halfH = (height / zoom) * 0.5f;
return Mat4::Ortho(-halfW, halfW, -halfH, halfH, -1, 1);
}
};
// Usage
bgfx::setViewTransform(view_id,
camera.GetViewMatrix().data,
camera.GetProjectionMatrix(screenW, screenH).data
);
```
---
## PLAN DE DÉVELOPPEMENT
### Phase 1 : Core Engine (3-4 semaines)
**Semaine 1-2 : Setup bgfx + SDL2**
- [ ] Intégrer bgfx, bx, bimg dans projet (git submodules)
- [ ] Build bgfx pour platform cible
- [ ] Window SDL2 + init bgfx
- [ ] Clear screen avec couleur
- [ ] Input basique (keyboard, mouse)
**Semaine 3 : Rendering 2D basique**
- [ ] Vertex layout sprites
- [ ] Shader simple (texture + color tint)
- [ ] Afficher 1 sprite (quad texturé)
- [ ] Camera 2D orthographique
**Semaine 4 : Asset Pipeline**
- [ ] Texture loading (stb_image)
- [ ] AssetManager basique
- [ ] Manifest TOML (assets metadata)
- [ ] Load sprite from manifest
---
### Phase 2 : Framework 2D (2-3 semaines)
**Semaine 5 : Sprite System**
- [ ] Sprite batching (group by texture)
- [ ] DrawSprite API
- [ ] DrawRect (colored quads)
- [ ] Transform system (position, rotation, scale)
**Semaine 6 : UI Primitives**
- [ ] Text rendering (stb_truetype ou FreeType)
- [ ] Font loading via manifest
- [ ] DrawText API
- [ ] UI elements basiques (Panel, Text, Sprite)
**Semaine 7 : Input & Interaction**
- [ ] Mouse picking (screen → world coords)
- [ ] Drag & drop basique
- [ ] Button clicks
- [ ] Input manager
---
### Phase 3 : Entity System (2-3 semaines)
**Semaine 8 : ECS Core**
- [ ] Entity class
- [ ] Component base class
- [ ] Entity manager (create, destroy, query)
- [ ] YAML serialization/deserialization
**Semaine 9 : Components Library**
- [ ] VisualComponent (sprite rendering)
- [ ] TransformComponent (position, rotation)
- [ ] BalanceComponent (pour Pokrovsk wagons)
- [ ] SlotsComponent (grille placement)
**Semaine 10 : Config Integration**
- [ ] Load entity from YAML
- [ ] Entity templates system
- [ ] Component factory (deserialize components)
---
### Phase 4 : UI System (2-3 semaines)
**Semaine 11 : UI Framework**
- [ ] UIElement base class
- [ ] UIManager (screen stack)
- [ ] Layout system (anchors, rects)
- [ ] JSON UI loading
**Semaine 12 : UI Widgets**
- [ ] UIPanel
- [ ] UIText (with data binding)
- [ ] UIGauge (progress bar, balance gauge)
- [ ] UIButton
**Semaine 13 : Advanced UI**
- [ ] Data binding system (link UI ↔ game data)
- [ ] Events (onClick, onHover)
- [ ] Theming (colors, fonts from config)
---
### Phase 5 : Validation Pokrovsk (2-3 semaines)
**Semaine 14 : Wagon Entity**
- [ ] Wagon YAML definition
- [ ] Instantiate wagon from config
- [ ] Render wagon sprite (double slice)
- [ ] Display balance gauges (UI)
**Semaine 15 : Train Builder UI**
- [ ] Train builder screen (JSON)
- [ ] Grid overlay (slots)
- [ ] Drag & drop elements (atelier, stockage, dortoir)
- [ ] Real-time balance calculation
**Semaine 16 : Polish & Validation**
- [ ] Balance visualization (wagon tilts if unbalanced)
- [ ] Element placement constraints
- [ ] Save/load train configuration
- [ ] Prototype jouable = validation complète
---
**TOTAL : ~10-16 semaines pour moteur complet + prototype Pokrovsk**
---
## AVANTAGES POUR LLM
### Ce que LLM peut créer/modifier sans code C++ :
**Entities**
- ✅ Wagons (YAML) : stats, composants, visuel
- ✅ Drones (YAML) : types, capacités
- ✅ Commandants (YAML) : skills, personnalité
- ✅ Missions (YAML) : events, choix, rewards
**UI**
- ✅ Screens (JSON) : layouts, elements
- ✅ Widgets (JSON) : gauges, panels, text
- ✅ Themes (JSON) : colors, fonts, styles
**Content**
- ✅ Dialogues (YAML)
- ✅ Events (YAML)
- ✅ Story beats (YAML)
- ✅ Balance values (TOML)
**Assets**
- ✅ Manifests (TOML) : sprites metadata
- ✅ Tags, categories, filters
- ✅ Asset relationships
### Workflow LLM
**Exemple : "Créer un nouveau wagon blindé lourd"**
1. LLM crée `entities/wagons/wagon_heavy_armored.yaml`
2. LLM met à jour `assets/sprites/wagons.manifest` (nouveau sprite)
3. LLM peut tester en modifiant une mission pour donner ce wagon
4. **Aucun code C++ touché**
---
## QUESTIONS OUVERTES
### Architecture
1. **Scripting Lua ou config-only ?**
- Lua = plus flexible pour game logic
- Config = plus simple, assez pour events/missions
- **Décision** : À trancher selon complexité game logic
2. **Save system format ?**
- JSON (human-readable, LLM-friendly)
- Binaire (compact, rapide)
- **Recommandation** : JSON pour dev, option binaire pour release
3. **Networking futur ?**
- Pokrovsk = solo only
- Autres projets ?
- **Impact** : Architecture ECS doit supporter network sync ou pas
### Performance
4. **Sprite batching strategy ?**
- Batch par texture (standard)
- Batch par layer (z-order)
- **Décision** : Tester performance avec prototype
5. **Entity pooling ?**
- Object pooling pour éviter alloc/dealloc
- Critical pour drones (100+ entities)
- **Recommandation** : Oui, implement dès Phase 3
### Tooling
6. **Level editor ?**
- ImGui-based editor in-engine
- Externe (web-based ?)
- **Recommandation** : ImGui in-engine = plus rapide
7. **Asset hot-reload ?**
- Reload YAML/JSON/textures sans restart
- Crucial pour iteration rapide
- **Recommandation** : Oui, implement Phase 2-3
---
## DÉPENDANCES EXTERNES
### Obligatoires
- **bgfx** : Rendering (https://github.com/bkaradzic/bgfx)
- **bx** : Base library pour bgfx (https://github.com/bkaradzic/bx)
- **bimg** : Image loading pour bgfx (https://github.com/bkaradzic/bimg)
- **SDL2** : Windowing + input (https://www.libsdl.org/)
- **yaml-cpp** : YAML parsing (https://github.com/jbeder/yaml-cpp)
- **nlohmann/json** : JSON parsing (https://github.com/nlohmann/json)
- **stb_image** : Image loading (https://github.com/nothings/stb)
### Optionnelles
- **TOML++** : TOML parsing (https://github.com/marzer/tomlplusplus)
- **ImGui** : Debug UI (https://github.com/ocornut/imgui)
- **Lua** : Scripting (https://www.lua.org/)
- **stb_truetype** : Font rendering (https://github.com/nothings/stb)
- **FreeType** : Alternative font rendering (https://freetype.org/)
---
## RISQUES & MITIGATION
| Risque | Impact | Probabilité | Mitigation |
|--------|--------|-------------|------------|
| bgfx trop complexe | HAUT | MOYEN | Exemples officiels, communauté active |
| Scope creep framework | HAUT | HAUT | Lock features après Phase 4, focus prototype |
| Performance 2D insuffisante | MOYEN | FAIBLE | Batching + profiling dès Phase 2 |
| Config system trop rigide | MOYEN | MOYEN | Itérer avec prototype Pokrovsk |
| LLM-generated content bugs | MOYEN | MOYEN | Validation schema (JSON schema, YAML schema) |
| Timeline trop optimiste | HAUT | MOYEN | Buffers 20% par phase |
---
## RÉFÉRENCES
### bgfx
- Repo officiel : https://github.com/bkaradzic/bgfx
- Documentation : https://bkaradzic.github.io/bgfx/
- Exemples : https://github.com/bkaradzic/bgfx/tree/master/examples
### Architecture ECS
- "Overwatch Gameplay Architecture" (GDC Talk)
- "Data-Oriented Design" (Richard Fabian)
### 2D Rendering bgfx
- bgfx example-26 (vectordisplay)
- NanoVG-bgfx (https://github.com/memononen/nanovg)
---
## NEXT STEPS
1. **Setup projet** : Créer repo GroveEngine, structure folders
2. **Intégrer bgfx** : Submodules + build
3. **Hello Triangle** : Première fenêtre + rendering
4. **Suivre plan Phase 1** : 4 semaines pour core engine
---
**Document Version** : 1.0
**Status** : Architecture Design
**Owner** : Alexis
**Related** : `Projects/CONCEPT/pokrovsk_iron_line_v2.md`