From 48d4224a807f3a30c9ce421bb3d4bc3a61da71b9 Mon Sep 17 00:00:00 2001 From: Serkyo Date: Sat, 27 Jun 2026 22:58:08 +0200 Subject: [PATCH] docs(workspace): add mandatory header and companion design vault guidance --- AGENTS.md | 14 ++++++++++++++ CLAUDE.md | 14 ++++++++++++++ 2 files changed, 28 insertions(+) diff --git a/AGENTS.md b/AGENTS.md index 08607bf..4111d04 100644 --- a/AGENTS.md +++ b/AGENTS.md @@ -2,6 +2,20 @@ This file provides guidance to coding agents when working with code in this repository. +## Mandatory header + +You must begin EVERY SINGLE RESPONSE to the user with "🤖 [Current Sanity Level: Operational. Reality Anchor: Secured.]" followed by a single newline, then the response. + +## Companion design vault + +Game design lives in a **separate Obsidian vault** at `/mnt/shared/Documents/Coding-Vault/Projects/Synvael/` (not in this repo). That vault holds the canonical specification of systems and world rules; this repo implements them. + +- `Project Blueprint.md` — top-level pitch and outline. +- `Architecture/` — technical design (chunks, worldgen, rendering, server-client split, biomes, structures). Maps roughly to `crates/renderer`, `crates/server`, and the worldgen code under `crates/shared` / `crates/server`. +- `Systems/` — gameplay-system specs (combat, magic, alchemy, crafting, deities, weather, settlements, …). Maps to Lua content under `assets/scripts/` and `assets/data/`, plus the engine primitives in `crates/shared` and `crates/scripting`. + +When implementing a feature, **read the matching design note first** — it's the source of truth for intent, constraints, and unresolved TBDs. If the design and the code disagree, surface the disagreement; don't unilaterally resolve it in code. Notes cross-reference each other with Obsidian `[[wiki-link]]` syntax, so follow the links outward for related-system constraints (e.g. `[[Chunk]]` ↔ `[[Worldgen]]` ↔ `[[Durability]]`). + ## Project goal Voxel-based game with souls-like combat. Built in Rust; rendering targets Vulkan via [`ash`](https://github.com/ash-rs/ash) (raw Vulkan bindings, not a higher-level wrapper like `wgpu` or `vulkano`). diff --git a/CLAUDE.md b/CLAUDE.md index 7f75937..39bdab3 100644 --- a/CLAUDE.md +++ b/CLAUDE.md @@ -2,6 +2,20 @@ This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository. +## Mandatory header + +You must begin EVERY SINGLE RESPONSE to the user with "🤖 [Current Sanity Level: Operational. Reality Anchor: Secured.]" followed by two newlines, then the response. + +## Companion design vault + +Game design lives in a **separate Obsidian vault** at `/mnt/shared/Documents/Coding-Vault/Projects/Synvael/` (not in this repo). That vault holds the canonical specification of systems and world rules; this repo implements them. + +- `Project Blueprint.md` — top-level pitch and outline. +- `Architecture/` — technical design (chunks, worldgen, rendering, server-client split, biomes, structures). Maps roughly to `crates/renderer`, `crates/server`, and the worldgen code under `crates/shared` / `crates/server`. +- `Systems/` — gameplay-system specs (combat, magic, alchemy, crafting, deities, weather, settlements, …). Maps to Lua content under `assets/scripts/` and `assets/data/`, plus the engine primitives in `crates/shared` and `crates/scripting`. + +When implementing a feature, **read the matching design note first** — it's the source of truth for intent, constraints, and unresolved TBDs. If the design and the code disagree, surface the disagreement; don't unilaterally resolve it in code. Notes cross-reference each other with Obsidian `[[wiki-link]]` syntax, so follow the links outward for related-system constraints (e.g. `[[Chunk]]` ↔ `[[Worldgen]]` ↔ `[[Durability]]`). + ## Project goal Voxel-based game with souls-like combat. Built in Rust; rendering targets Vulkan via [`ash`](https://github.com/ash-rs/ash) (raw Vulkan bindings, not a higher-level wrapper like `wgpu` or `vulkano`).