Migration plan: extracting frame-engine into its own repo - #25
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Documents splitting the core engine out of this repo into a new frame-engine library repo, with frame becoming a thin application + demo-games layer depending on it. Inventories every package/doc as move/stay/split, and calls out the one blocking design problem found during the audit: view/scene.MainMenu has accumulated Metal-Slug- specific gameplay logic (hit detection, spawn event names, camera target selection) that can't simply be copied into a generic engine library, and resolving that also resolves the existing scene- registration FIXME in application/engine/engine.go as a side effect.
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Summary
Adds
docs/frame_engine_migration_plan.md: a plan for splitting this repo's core engine outinto diego3/frame-engine as a standalone, importable
Go module, with
framebecoming a thin application layer (main.go, WASM entry point,games/)depending on it.
What's in it
with a one-line rationale each —
event/,object/,physics/,ports/,process/,resource/,script/,vec2/,view/{ui,input,camera}, and all ofapplication/move;games/,main.go,logic/stay;docs/adr/+docs/tdr/mostly move (they document enginedecisions, not this specific game).
view/scene.MainMenu, meant to bethe engine's generic reusable scene type, has accumulated real Metal-Slug-specific gameplay
rules over the course of this demo's build-out (hit-detection damage math, hardcoded spawn
event names, camera-target selection by object name). Copying it into a "generic" engine
library as-is would just move today's layering violation from a package boundary to a repo
boundary. The plan proposes splitting it into a generic toolkit (goes to
frame-engine) and aMetal-Slug-specific scene implementation (stays in
frame, built on that toolkit) — as its ownphase, done before the repo split, inside the current single repo where the existing test
suite can catch regressions.
// FIXMEalready sitting inapplication/engine/engine.go(hardcoded scene registration) as a side effect, not a separatecleanup.
wire frame to depend on it via a
go.modreplaceduring co-development → cleanup), and anopen-questions section flagging real decisions that need a human call (the module path,
whether
object.Enemy/object.Projectileare generic enough to move, move-vs-copy forADRs/TDRs, license parity).
list_pull_requeststhat the only currently-open PRs (Propose game-architecture skill (Game Coding Complete patterns) #23, ADR-011: GameObject attachment hierarchy (parent/child transforms) #24) are docs-only anddon't touch anything this migration would relocate, so there's no rebase-storm risk in
starting now.
No engine or game code changes — this PR only adds the plan document, so it can be reviewed and
adjusted before any file actually moves.
Generated by Claude Code