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ALPHA-001: GoudEngine Alpha Release #114

Description

@aram-devdocs

GoudEngine Alpha Release

Master tracking issue for the alpha release. Sub-issues below represent the full feature breakdown — click any to drill down.

Project Board: GoudEngine Alpha

Alpha Definition

A developer can build a complete game (2D or 3D) using any supported SDK, and deploy it to desktop, web, and mobile from the same codebase.


Phase 0: Foundation

No dependencies. Start immediately.

Feature Status Notes
F00: Foundation & DX (#115) All 13 tasks run PARALLEL

PR Batch 0.1 — 13 PRs parallel, merge all:
#141 #142 #143 #144 #145 #146 #147 #148 #149 #151 #156 #158 #160

/gh-issue 141 142 143 144 145 146 147 148 149 151 156 158 160 --worktree
$gh-issue 141 142 143 144 145 146 147 148 149 151 156 158 160 --worktree

GATE: Templates, CONTRIBUTING.md, board, labels all merged.


Phase 1: Core Stabilization

Depends on: Phase 0 complete

Feature Status Notes
F01: Core Stabilization (#116) 🔄 3/4 Track A done, Tracks B-D pending
F13-A: Critical SDK Bugs (#128) WASM bugs (moved from Phase 3)
F23-Step1: Docs Infra (#138) Docs site setup (moved from Phase 6)

PR Batch 1.1 — 13 PRs parallel, merge all:

GATE: All files < 500 lines. No layer violations. All unsafe has SAFETY. Critical SDK bugs fixed. Docs CI pipeline live.


Phase 2: Core Systems

Depends on: Phase 1 complete
F02 (Provider Abstraction) starts FIRST — its RFC and traits unblock F03, F04.

Feature Status Dependency Notes
F02: Provider Abstraction (#117) Phase 1 START FIRST (RFC blocks F03, F04)
F03: Physics (#118) F02-03 After PhysicsProvider trait
F04: Audio (#119) F02-04 After AudioProvider trait
F05: Text & Fonts (#120) Phase 1 ✅ Parallel
F06: Animation (#121) Phase 1 ✅ Parallel
F07: Scene Management (#122) Phase 1 ✅ Parallel
F08: UI Framework (#123) F05 After text rendering
F10: ECS Improvements (#125) Phase 1 ✅ Parallel
F11: Asset System (#126) Phase 1 ✅ Parallel
F12: Error Handling (#127) Phase 1 ✅ Parallel
F22-A: Test Infra (#137) Phase 1 Moved from Phase 5
F23-Step2: Architecture Docs (#138) Phase 1 Moved from Phase 6
F25: Networking (#140) Phase 1 ✅ Parallel (RFC first)

PR Batch 2.1 — 1 PR, merge before anything else:

PR Batch 2.2 — parallel, merge all:

PR Batch 2.3 — 21 PRs parallel, merge all:

PR Batch 2.4 — 18 PRs parallel, merge all:

PR Batch 2.5 — 16 PRs parallel, merge all:

PR Batch 2.6 — 12 PRs parallel, merge all:

PR Batch 2.7 — 6 PRs parallel, merge all:

PR Batch 2.8 — 1 PR, merge:

GATE: Provider traits defined. Physics + audio working. Text renders. 80% coverage CI running. Architecture docs drafted.


Phase 2.5: AI Debugger & Runtime Observability

Depends on: Phase 2 core systems functional
Phase 2 PR batches keep their original numbering. This phase uses 2.5.x batches to avoid renumbering the rest of the roadmap.

Feature Status Dependency Notes
F21: Debugger, Observability & AI Agent Runtime Tools (#136) 🔄 Phase 2 One debugger service, one local MCP bridge, one public debug surface

PR Batch 2.5.0 — issue graph restructure and scope move:

GATE: The roadmap and issue graph reflect Phase 2.5 as the canonical home for debugger, profiling, replay, capture, and AI-agent runtime tooling.

PR Batch 2.5.1 — parallel contract and design work:

GATE: Runtime topology, snapshot schema, local transport/security, and debugger enablement contracts are approved.

PR Batch 2.5.2 — parallel engine substrate work:

GATE: The debugger runtime singleton exists and is the canonical producer for profiling, render stats, memory stats, and entity inspection.

PR Batch 2.5.3 — parallel control/protocol work:

GATE: Control, capture, replay, MCP tools, and structured export all operate against the shared debugger contract.

PR Batch 2.5.4 — parallel public surface rollout:

GATE: Rust, C#, Python, and TypeScript desktop surfaces all expose debugger mode consistently and can attach through the local bridge.

PR Batch 2.5.5 — DX and docs rollout:

GATE: Feature Lab, AI setup, and SDK docs make local AI-agent attach plug-and-play in dev mode.


Phase 3: Rendering Pipeline + SDK Expansion

Depends on: Phase 2 core systems functional and Phase 2.5 debugger/runtime observability contracts complete

Feature Status Dependency Notes
F09: Rendering Pipeline (#124) Phase 2 Start first (wgpu migration)
F13-B/C: SDK Tests + Infra (#128) Phase 2 Test coverage + codegen CI
F14: C/C++ SDK (#129) Phase 2 FFI ✅ Parallel
F15: Lua Scripting (#130) Phase 2 FFI ✅ Parallel
F16: Swift SDK (#131) F14 (C headers) After F14-01
F17: Kotlin/Java SDK (#132) Phase 2 FFI ✅ Parallel
F18: Go SDK (#133) F14 (C headers) After F14-01

PR Batch 3.1 — 2 PRs sequential (wgpu first, then winit):

PR Batch 3.2 — 12 PRs parallel, merge all:

PR Batch 3.3 — 13 PRs parallel, merge all:

PR Batch 3.4 — 12 PRs parallel, merge all:

PR Batch 3.5 — 14 PRs parallel, merge all:

GATE: wgpu works. All 9 SDK languages have Flappy Bird parity.


Phase 4: Platform Expansion

Depends on: Phase 3 rendering pipeline stable

Feature Status Dependency Notes
F19: Mobile Platform (#134) Phase 3 (wgpu) iOS + Android
F20: Console Strategy (#135) Phase 3 (wgpu) Research only

PR Batch 4.1 — 5 PRs parallel:

PR Batch 4.2 — 5 PRs parallel, merge all:

PR Batch 4.3 — 5 PRs parallel, merge all:

GATE: iOS sim + Android emulator running. Console porting guide written.


Phase 5: Quality Polish

Depends on: Phase 4 platforms working

Feature Status Dependency Notes
F22-B: Advanced Quality (#137) Phase 4 Fuzz, security, perf regression

PR Batch 5.1 — 4 PRs parallel, merge all:

GATE: 80%+ test coverage. Perf regression CI. No critical unsafe issues.


Phase 6: Documentation & Examples

Depends on: Phase 5 quality bar met

Feature Status Dependency Notes
F23: Documentation (#138) Phase 5 Tutorials (infra in Phase 1, arch in Phase 2)
F24: Example Games (#139) Phase 5 6 example games

PR Batch 6.1 — 6 PRs parallel, merge all:

PR Batch 6.2 — 5 PRs parallel, merge all:

GATE: Docs site live. 3+ example games. Getting-started for every SDK.


Quality Gates Summary

Phase Gate Criteria
0 → 1 Templates, CONTRIBUTING.md, board, labels in place
1 → 2 All files < 500 lines. No layer violations. All unsafe has SAFETY. WASM bugs fixed. Docs CI live
2 → 2.5 Provider traits defined. Physics + audio working. Text renders. 80% coverage CI. Architecture docs
2.5 → 3 Debugger singleton/runtime contract approved and implemented, MCP bridge works locally, SDK desktop enablement is consistent, replay/capture/export surface is defined, and docs support local AI attach
3 → 4 wgpu works. All 9 SDK languages have Flappy Bird parity
4 → 5 iOS sim + Android emulator running. Console porting guide written
5 → 6 80%+ test coverage. Perf regression CI. No critical unsafe issues
6 → Alpha Docs site live. 3+ example games. Getting-started for every SDK

Success Criteria

  • Complete 2D game buildable in all 9 SDK languages
  • Deploy to Windows, macOS, Linux, Web, iOS, Android
  • 80%+ test coverage on new code
  • Docs site live with guides for every language
  • 3+ polished example games
  • Provider system works (renderer, physics, audio swappable)
  • Multiplayer networking functional (4 clients at 60fps)
  • A local AI agent can attach to any supported desktop GoudEngine app in dev mode through the debugger + MCP bridge workflow
  • Runtime debugger surfaces expose semantic game state, service health, profiling, capture, and replay data through one shared contract

See ALPHA_ROADMAP.md for full technical details.

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    phase:6-polishPhase 6: Polish and releasepriority:criticalMust fix before alphatype:dxDeveloper experience improvements

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