| name | architecture-assessment |
| description | Assess ZeroLight-Framework architecture for scalable emergent gameplay simulation. Use when the user asks how ready the engine is for emergent gameplay, architecture assessment, extensibility review, or runs /architecture-assessment. |
Architecture Assessment
Multi-phase read-only assessment. Parent spawns all subagents (depth limit 1).
Prefer zig-design-specialist for analysis units; synthesis may be parent or one
final design specialist.
Phase 1 — Docs scan (parallel)
Spawn four zig-design-specialist agents (capability_mode: read-only,
background: true):
| Label | Read | Focus |
|---|
docs:arch+sim | docs/architecture.md, docs/simulation-tiers-and-pipeline.md | Layout, ownership, frame flow, pipeline/tiers, threading, adding systems |
docs:state+standards | docs/state-stack-and-input.md, docs/coding-standards.md | State/input contracts, DOD/SoA/SIMD/alloc rules |
docs:roadmap | docs/framework-implementation-slices.md (+ archive if needed) | Settled vs frontier slices, planned emergent capabilities, gaps |
docs:render+assets | docs/rendering-assets-shaders.md, docs/atlas-asset-workflow.md | Sim/render boundary, stable IDs, scale with entity variety |
Each unit returns: area, summary, strengths, weaknesses, gaps, key_facts.
Phase 2 — Code scan (parallel)
Spawn five zig-design-specialist agents after listing live paths under
src/game/ (files may have moved — resolve via list/grep first):
| Label | Areas | Focus |
|---|
code:data+pipeline | data_system*, simulation_pipeline.zig, simulation scope | SoA, processor order, extensibility, data deps |
code:systems | systems/ movement, ai, collision, steering, … | Access patterns, shared-state safety, SIMD, slotting new systems |
code:engine+threads | src/app/engine.zig, thread_system.zig, time_loop.zig | Fixed-step drive, pool, parallel phases, limits |
code:world+pathfinding | world_system.zig, systems/pathfinding/ | World model, dynamic nav, spatial queries |
code:controllers | render_prep.zig, dig/audio controllers | Controllers, deferred structural changes, sim/render split |
Each unit returns: module, summary, data_layout, concurrency_model,
extensibility_notes, bottlenecks, emergent_readiness, key_facts.
Phase 3 — Synthesis
One synthesis pass (parent or zig-design-specialist) over all findings.
Produce a Markdown report:
- Executive summary — readiness /10, key strengths, critical gaps
- Architecture strengths for emergent gameplay (with evidence)
- Critical gaps and risks — High / Medium / Low
- Scalability — entity scale, system interaction, threading, world dynamism
- Readiness by domain — AI, collision/spatial, dynamic world, multi-agent, events/reactions
- Recommended next steps — ordered by impact
- Risk register — top 5 with mitigations
Done criteria
- Docs and code phases completed
- Single assessment report delivered; no code edits