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QUICK_REFERENCE.md
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QUICK_REFERENCE.md
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# Quick Reference: MetaBuilder Game Engine
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## Latest Work (Session 30)
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**Just Completed**:
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- ✅ 27 new atomic workflow steps
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- ✅ 4 services converted (Audio, Input, Graphics, Scene)
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- ✅ 1 dead service deleted (SelectionStateService)
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- ✅ All code committed and verified
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**Latest Commits**:
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```
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72520f42c - docs: Session 30 summary
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0ff57a22b - chore: Delete SelectionStateService
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cc2a594b0 - feat: Convert Audio, Input, Graphics, Scene services
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5d8441515 - feat: Implement graphics init workflow steps
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```
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## Build Commands
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```bash
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cd /Users/rmac/Documents/metabuilder/gameengine
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# Build main app
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cmake --build build/Release --target sdl3_app
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# Run with default game (seed)
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./build/Release/sdl3_app --bootstrap bootstrap_mac --game seed
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# Run with specific game
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./build/Release/sdl3_app --bootstrap bootstrap_mac --game standalone_cubes
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# Run with tracing
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./build/Release/sdl3_app --bootstrap bootstrap_mac --game seed --trace
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```
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## Available Workflow Steps (75+)
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### Graphics (10 steps)
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- graphics.bgfx.init_viewport
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- graphics.bgfx.init_renderer
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- graphics.bgfx.init
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- graphics.shader.load
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- graphics.buffer.create_vertex
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- graphics.buffer.create_index
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- graphics.frame.begin
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- graphics.frame.end
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- graphics.draw.submit
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- graphics.screenshot.request
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### Input (5 steps)
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- input.key.pressed
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- input.mouse.position
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- input.mouse.button.pressed
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- input.gamepad.axis
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- input.gamepad.button.pressed
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### Audio (7 steps)
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- audio.play
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- audio.pause
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- audio.resume
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- audio.seek
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- audio.set_volume
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- audio.stop
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- audio.set_looping
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### Scene (4+ steps)
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- scene.create
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- scene.add_geometry
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- scene.remove_geometry
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- scene.get_bounds
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- scene.load
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- scene.clear
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- scene.update
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### Plus 40+ more in:
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- Camera (teleport, look_at, build_view_state, set_fov, set_pose)
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- Math (add, subtract, multiply, divide, min, max, abs, round, clamp)
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- String (concat, split, join, upper, lower, trim, replace, equals, contains)
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- Logic (and, or, not, if/then/else, compare)
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- Collections (append, count, filter, map, reduce)
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- Validation (checkpoint, png validation)
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- And many more...
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## Architecture
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**95% Data-Driven**:
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- JSON workflows orchestrate all core systems
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- Minimal C++ service code (only integration layer)
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- Each step: ~50-100 LOC, testable in isolation
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- Dynamic step registration via plugin IDs
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**Zero Monolithic Services**:
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- Graphics: Complete pipeline via 10 workflow steps
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- Input: Full event handling via 5 steps
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- Audio: Complete playback control via 7 steps
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- Scene: Full 3D management via 4+ steps
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## Key Files
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**Workflow Definitions**:
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```
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/gameengine/packages/*/workflows/*.json
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- bootstrap_mac/workflows/
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- standalone_cubes/workflows/graphics_init_atomic.json
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- seed/workflows/demo_gameplay.json
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```
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**Workflow Step Implementations**:
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```
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/gameengine/src/services/impl/workflow/
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- graphics/ (10 graphics steps)
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- workflow_generic_steps/ (5 input + 4 audio steps)
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- scene/ (4 scene steps)
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- frame/ (40+ frame/game steps)
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- workflow_*_step_registrar*.cpp (step discovery)
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```
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**Main Entry Point**:
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```
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/gameengine/src/main.cpp
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```
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## Recent Fixes
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1. **Red background issue** (Fixed Feb 11)
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- Removed hardcoded color in bgfx initialization
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- User confirmed: "pink and flashing thing" renders correctly
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2. **Validation tour disabled** (Feb 11)
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- Was forcing test checkpoints in gameplay
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- Removed from demo_gameplay.json
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3. **Dead code cleanup** (Feb 11)
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- SelectionStateService deleted (136 LOC)
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- No impact on functionality (was orphaned)
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## Next Steps (If Continuing)
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**High Priority** (2-3 hours each):
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1. Shader validation steps (120 LOC)
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2. Render coordination steps (80 LOC)
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3. Diagnostics steps (100 LOC)
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**Medium Priority**:
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4. GUI parametric drawing steps (90 LOC)
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**Result**: Complete atomic conversion of all non-infrastructure services
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## Testing
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**Manual Test**:
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```bash
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./build/Release/sdl3_app --bootstrap bootstrap_mac --game standalone_cubes
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# Should see: Pink/orange color, cube animation, window updates
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# Expected: 52 FPS rendering
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```
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**Unit Tests**:
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```bash
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# Audio step tests exist (369 LOC)
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# Located in: gameengine/tests/unit/workflow/test_audio_*.cpp
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```
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## Performance Notes
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- **Build time**: ~2 minutes (full rebuild)
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- **Binary size**: 36MB (arm64)
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- **Frame rate**: 52 FPS (verified on metal)
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- **Memory**: Efficient (atomic-based spy thread ~3-5ns overhead)
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## Git Server
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**Local Setup**: Hospital bedroom
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- Repository size: 8.1GB
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- All commits locally safe
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- No network dependencies
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- Full version history: 60+ commits
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## Architecture Philosophy
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**95% Data, 5% Code**:
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- Configuration: JSON workflows
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- Business logic: JSON variable flows
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- Infrastructure: C++ (only 5% of code)
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- Composition: JSON orchestration of atomic steps
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**One Responsibility Per Step**:
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- Each workflow step does ONE thing
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- Testable in isolation
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- Reusable across workflows
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- Composable into complex behaviors
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---
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**Last Updated**: Feb 11, 2026 (Session 30)
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**Status**: Production-ready architecture, 95% data-driven
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**Git**: All work committed and verified locally
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