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Project-M/Docs/Vault/01_Vision/Pillars.md
T
Luis Gonzalez 99d8d2d2a9 Set up DOTS + Netcode for Entities foundation
One-time stack setup per Docs/dots-setup-task.md (Unity 6.4.7 / 6000.4.7f1).
Packages: entities 6.4.0, entities.graphics 6.4.0, netcode 1.13.2, physics 1.4.6.

- Assets/_Project asmdef split: ProjectM.Simulation/Client/Server/Authoring (root ns ProjectM)
- GameBootstrap : ClientServerBootstrap; verified separate client + server worlds in Play Mode
- Gameplay subscene wired into SampleScene as a baking target
- Heartbeat component + Burst ISystem; EditMode smoke test green (1/1)
- In-repo Obsidian vault (Docs/Vault) incl. DR-001 (plain-Entities test over internal NetCodeTestWorld)
- Portable .mcp.json (basic-memory + serena via ${CLAUDE_PROJECT_DIR}); CLAUDE.md conventions
- .gitignore for DOTS baking cache + machine-local config

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-29 22:06:44 -07:00

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---
tags:
- vision
- pillars
status: draft
updated: 2026-05-29
permalink: gamevault/01-vision/pillars
---
# Design Pillars & Locked Decisions
> The few non-negotiables every system must serve. Keep this short; promote only decisions that are truly locked.
## Pillars
- _TBD — define the 35 experiential pillars of Project M._
## Locked decisions
- **Tech stack:** Unity DOTS (Entities) + Netcode for Entities — server-authoritative, input-only clients, client prediction. Established [[2026-05-29_Project_Setup]].
## Related
- Decision records: `07_Sessions/_Decisions/`