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docs/12-working-with-claude.md records which model and effort each role runs at and why, what a brief must contain, the report format, and how a new session resumes. docs/briefs/ holds the live status table and the phase 1 brief with concrete interfaces. .claude/agents/ defines implementer, scripter, reviewer and explorer; .claude/skills/orchestrate starts or resumes the orchestrator in one invocation. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> |
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destruction-learning
Design docs and prototype for a six-player co-op demolition-and-extraction game: tear down one giant mansion, get the valuables out, and clean up every piece of rubble you made. Godot 4 + C++ GDExtension embedding Jolt.
The hard rule: rubble never disappears.
Start with docs/00-start-here.md. The glossary at docs/11-glossary.md is canonical.
| Doc | What it covers |
|---|---|
docs/00-start-here.md |
Overview, the hard rule, the governing principle, reading order, status |
docs/01-fundamentals.md |
How physics engines and renderers spend their time (learning material) |
docs/02-decisions.md |
Decision log: firm, soft, open, deferred, negotiable |
docs/03-game-design.md |
Loop, tools, cleanup, props, carrying, map; mechanics ↔ physics coupling |
docs/04-rubble-system.md |
Records, tiers, frozen tier, occupancy, exposure, support graph, wake rules, walk surface |
docs/05-structure-and-bake.md |
Structural graph, size hierarchy, element classes, import bake, Blender conventions |
docs/06-tools.md |
Sledgehammer, jackhammer, dynamite, wrecking ball and crane, excavator, blower, carrying |
docs/07-networking.md |
Authority, channels, messages, prediction, join, resync |
docs/08-save-format.md |
Save as join sync on disk; versioning against bake changes |
docs/09-rendering-and-performance.md |
Godot rendering approach, Jolt notes, quality tiers, tickrate, threading |
docs/10-prototype-plan.md |
Phases, scope, pass/fail numbers, environment, first-session checklist |
docs/11-glossary.md |
Canonical terms |
Status: design complete enough to prototype; nothing implemented. Next: prototype phase 1.