2026-07-30 23:55:43 +02:00
|
|
|
|
# Intent
|
|
|
|
|
|
|
|
|
|
|
|
Clay-Borg is a rebuild-from-scratch simulation and games engine framework: it
|
|
|
|
|
|
assimilates and optimizes techniques and implementations useful for games,
|
|
|
|
|
|
simulations, and robotics.
|
|
|
|
|
|
|
|
|
|
|
|
It is not another monolithic game engine. It is a capability-assimilating
|
|
|
|
|
|
development engine with three distinct properties:
|
|
|
|
|
|
|
|
|
|
|
|
1. **Clay** — its canonical models, contracts, rules, and tools remain malleable.
|
|
|
|
|
|
2. **Borg** — mature, optimized libraries are assimilated behind controlled
|
|
|
|
|
|
interfaces rather than copied or exposed directly.
|
|
|
|
|
|
3. **Product-driven evolution** — abstractions are extracted from working
|
|
|
|
|
|
games, beginning with **GROUND — A Game of Bonds and Rivalry: DARVO
|
|
|
|
|
|
Edition**, rather than invented in isolation.
|
|
|
|
|
|
|
|
|
|
|
|
The central rule:
|
|
|
|
|
|
|
|
|
|
|
|
> **Own the semantics; assimilate the implementation.**
|
|
|
|
|
|
|
|
|
|
|
|
Clay-Borg owns what an entity, object, command, event, card, zone,
|
|
|
|
|
|
relationship, game, simulation, asset, plugin, and capability *mean*.
|
|
|
|
|
|
External libraries (wgpu, Rapier, Bevy ECS, Wasmtime, Quinn, egui, Serde,
|
|
|
|
|
|
tracing, …) provide optimized implementations of rendering, physics,
|
|
|
|
|
|
networking, serialization, and similar functions behind canonical ports. No
|
|
|
|
|
|
external library type should leak across a canonical interface.
|
|
|
|
|
|
|
|
|
|
|
|
## Why GROUND first
|
|
|
|
|
|
|
|
|
|
|
|
GROUND requires modest physics but sophisticated social state, simultaneous
|
|
|
|
|
|
decisions, and constrained sequences (a binding DARVO deny/attack/reverse
|
|
|
|
|
|
state machine, a typed relationship graph, commit/reveal simultaneous
|
|
|
|
|
|
resolution). It must stay playable headless — no rendering, no rigid-body
|
|
|
|
|
|
simulation required to run or test the rules. The 3D tabletop is a
|
|
|
|
|
|
projection and interaction surface for the game, not the definition of the
|
|
|
|
|
|
game.
|
|
|
|
|
|
|
|
|
|
|
|
## The most important design decisions
|
|
|
|
|
|
|
|
|
|
|
|
1. Build GROUND first, not a general engine first.
|
|
|
|
|
|
2. Keep rules independent from rendering and physics.
|
|
|
|
|
|
3. Use commands and events as the authoritative mutation mechanism.
|
|
|
|
|
|
4. Provide null, reference, and optimized implementations of important
|
|
|
|
|
|
capabilities.
|
|
|
|
|
|
5. Never leak assimilated-library types into canonical interfaces.
|
|
|
|
|
|
6. Use server-authoritative physics and deterministic semantic rules.
|
|
|
|
|
|
7. Treat player visibility as a projection, not a UI afterthought.
|
|
|
|
|
|
8. Make every defect reproducible as a scenario and replay.
|
|
|
|
|
|
9. Give coding agents bounded work packets and stable commands.
|
|
|
|
|
|
10. Attach TargetRevenue phases to versioned improvements and evidence
|
|
|
|
|
|
bundles.
|
|
|
|
|
|
|
|
|
|
|
|
## First product
|
|
|
|
|
|
|
|
|
|
|
|
> A headless, replayable, and agent-readable GROUND rules engine that can be
|
|
|
|
|
|
> projected onto an increasingly physical virtual tabletop, while every new
|
|
|
|
|
|
> capability remains replaceable, measurable, and financeable through
|
|
|
|
|
|
> TargetRevenue.
|
|
|
|
|
|
|
|
|
|
|
|
## Implementation order
|
|
|
|
|
|
|
|
|
|
|
|
0. **Headless GROUND** — full authoritative state, 2–6 players,
|
|
|
|
|
|
commit/reveal, relationships, DARVO, GROUND practice, CLI player, replay
|
|
|
|
|
|
and scenario tests, simple bots. No rendering, no physics.
|
|
|
|
|
|
1. **Inspectable 2D table** — card/token/hand/relationship-graph
|
|
|
|
|
|
visualization, drag-to-propose, debug inspector, hot-seat play.
|
|
|
|
|
|
2. **Physical 3D tabletop** — wgpu renderer, Rapier-backed physics, camera
|
|
|
|
|
|
and pointer controls, snap zones, asset importer.
|
|
|
|
|
|
3. **Networked sessions** — authoritative host, private projections,
|
|
|
|
|
|
commit/reveal protocol, reconnection, replay verification, spectator mode.
|
|
|
|
|
|
4. **Game creation framework** — object prototypes, scene/zone editors,
|
|
|
|
|
|
card/deck importer, package validation, Wasm game components.
|
|
|
|
|
|
5. **Prove generality** — implement one deliberately different fixture game;
|
|
|
|
|
|
only then promote duplicated GROUND abstractions into the stable Clay
|
|
|
|
|
|
Canon.
|
|
|
|
|
|
|
|
|
|
|
|
> No concept becomes canonical merely because it looks general. It becomes
|
|
|
|
|
|
> canonical after surviving a second concrete use.
|
|
|
|
|
|
|
2026-07-31 00:25:30 +02:00
|
|
|
|
## Sister repositories
|
|
|
|
|
|
|
|
|
|
|
|
- **`ground-game`** — the authoritative home of the GROUND boardgame itself
|
|
|
|
|
|
(rules, editions, content). Clay-Borg implements the engine that simulates
|
|
|
|
|
|
it; game-semantics questions defer to that repo.
|
|
|
|
|
|
- **`target-revenue`** — the canonical home of the Target Revenue Framework
|
|
|
|
|
|
and the TRSL license text this repo is released under.
|
|
|
|
|
|
|
2026-07-30 23:55:43 +02:00
|
|
|
|
## Provenance
|
|
|
|
|
|
|
|
|
|
|
|
This intent is distilled from the fuller architectural exploration in
|
|
|
|
|
|
[`history/260730-InitialExploration.md`](history/260730-InitialExploration.md),
|
|
|
|
|
|
which also covers the runtime substrate, simulation kernel, physics
|
|
|
|
|
|
subsystem, world-building layer, tabletop domain framework, networking
|
|
|
|
|
|
architecture, the agentic inner loop (work packets, CLI surface, quality
|
|
|
|
|
|
gates), and the TargetRevenue business-control model in full detail.
|