doc output lang vs com lang

This commit is contained in:
Brian Madison
2025-10-17 19:46:25 -05:00
parent ffd354b605
commit e92f138f3d
81 changed files with 2661 additions and 5122 deletions

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@@ -19,6 +19,26 @@ project_name:
default: "{directory_name}"
result: "{value}"
user_skill_level:
prompt:
- "What is your technical experience level?"
- "This affects how agents explain concepts to you (NOT document content)."
- "Documents are always concise for LLM efficiency."
default: "intermediate"
result: "{value}"
single-select:
- value: "beginner"
label: "Beginner - New to development, explain concepts clearly"
- value: "intermediate"
label: "Intermediate - Familiar with development, balance explanation with efficiency"
- value: "expert"
label: "Expert - Deep technical knowledge, be direct and technical"
document_output_language:
prompt: "In which language should project documents be generated?"
default: "{communication_language}"
result: "{value}"
tech_docs:
prompt: "Where is Technical Documentation located within the project?"
default: "docs"

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@@ -8,6 +8,8 @@ config_source: "{project-root}/bmad/bmm/config.yaml"
output_folder: "{config_source}:output_folder"
user_name: "{config_source}:user_name"
communication_language: "{config_source}:communication_language"
document_output_language: "{config_source}:document_output_language"
user_skill_level: "{config_source}:user_skill_level"
date: system-generated
# Module path and component files

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@@ -8,6 +8,8 @@ config_source: "{project-root}/bmad/bmm/config.yaml"
output_folder: "{config_source}:output_folder"
user_name: "{config_source}:user_name"
communication_language: "{config_source}:communication_language"
document_output_language: "{config_source}:document_output_language"
user_skill_level: "{config_source}:user_skill_level"
date: system-generated
# Module path and component files

View File

@@ -9,6 +9,8 @@ config_source: "{project-root}/bmad/bmm/config.yaml"
output_folder: "{config_source}:output_folder"
user_name: "{config_source}:user_name"
communication_language: "{config_source}:communication_language"
document_output_language: "{config_source}:document_output_language"
user_skill_level: "{config_source}:user_skill_level"
date: system-generated
# Module path and component files

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@@ -2,7 +2,10 @@
<critical>The workflow execution engine is governed by: {project-root}/bmad/core/tasks/workflow.xml</critical>
<critical>You MUST have already loaded and processed: {installed_path}/workflow.yaml</critical>
<critical>Communicate all responses in {communication_language}</critical>
<critical>Communicate all responses in {communication_language} and language MUST be tailored to {user_skill_level}</critical>
<critical>Generate all documents in {document_output_language}</critical>
<critical>DOCUMENT OUTPUT: Concise, professional, game-design focused. Use tables/lists over prose. User skill level ({user_skill_level}) affects conversation style ONLY, not document content.</critical>
<workflow>

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@@ -8,6 +8,8 @@ config_source: "{project-root}/bmad/bmm/config.yaml"
output_folder: "{config_source}:output_folder"
user_name: "{config_source}:user_name"
communication_language: "{config_source}:communication_language"
document_output_language: "{config_source}:document_output_language"
user_skill_level: "{config_source}:user_skill_level"
date: system-generated
# Optional input documents

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@@ -2,7 +2,10 @@
<critical>The workflow execution engine is governed by: {project-root}/bmad/core/tasks/workflow.xml</critical>
<critical>You MUST have already loaded and processed: {installed_path}/workflow.yaml</critical>
<critical>Communicate all responses in {communication_language}</critical>
<critical>Communicate all responses in {communication_language} and language MUST be tailored to {user_skill_level}</critical>
<critical>Generate all documents in {document_output_language}</critical>
<critical>DOCUMENT OUTPUT: Concise, professional, strategically focused. Use tables/lists over prose. User skill level ({user_skill_level}) affects conversation style ONLY, not document content.</critical>
<workflow>

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@@ -8,6 +8,8 @@ config_source: "{project-root}/bmad/bmm/config.yaml"
output_folder: "{config_source}:output_folder"
user_name: "{config_source}:user_name"
communication_language: "{config_source}:communication_language"
document_output_language: "{config_source}:document_output_language"
user_skill_level: "{config_source}:user_skill_level"
date: system-generated
# Optional input documents

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@@ -8,6 +8,8 @@ config_source: "{project-root}/bmad/bmm/config.yaml"
output_folder: "{config_source}:output_folder"
user_name: "{config_source}:user_name"
communication_language: "{config_source}:communication_language"
document_output_language: "{config_source}:document_output_language"
user_skill_level: "{config_source}:user_skill_level"
date: system-generated
# Workflow components - ROUTER PATTERN

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@@ -9,6 +9,8 @@ output_folder: "{config_source}:output_folder"
user_name: "{config_source}:user_name"
project_name: "{config_source}:project_name"
communication_language: "{config_source}:communication_language"
document_output_language: "{config_source}:document_output_language"
user_skill_level: "{config_source}:user_skill_level"
date: system-generated
# Workflow components

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@@ -8,6 +8,8 @@ config_source: "{project-root}/bmad/bmm/config.yaml"
output_folder: "{config_source}:output_folder"
user_name: "{config_source}:user_name"
communication_language: "{config_source}:communication_language"
document_output_language: "{config_source}:document_output_language"
user_skill_level: "{config_source}:user_skill_level"
date: system-generated
# Workflow components

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@@ -4,13 +4,16 @@
<critical>The workflow execution engine is governed by: {project_root}/bmad/core/tasks/workflow.xml</critical>
<critical>You MUST have already loaded and processed: {installed_path}/workflow.yaml</critical>
<critical>Communicate all responses in {communication_language}</critical>
<critical>Communicate all responses in {communication_language} and language MUST be tailored to {user_skill_level}</critical>
<critical>Generate all documents in {document_output_language}</critical>
<critical>This is the GDD instruction set for GAME projects - replaces PRD with Game Design Document</critical>
<critical>Project analysis already completed - proceeding with game-specific design</critical>
<critical>Uses gdd_template for GDD output, game_types.csv for type-specific sections</critical>
<critical>Routes to 3-solutioning for architecture (platform-specific decisions handled there)</critical>
<critical>If users mention technical details, append to technical_preferences with timestamp</critical>
<critical>DOCUMENT OUTPUT: Concise, clear, actionable game design specs. Use tables/lists over prose. User skill level ({user_skill_level}) affects conversation style ONLY, not document content.</critical>
<step n="0" goal="Validate workflow and extract project configuration">
<invoke-workflow path="{project-root}/bmad/bmm/workflows/1-analysis/workflow-status">

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@@ -8,6 +8,8 @@ config_source: "{project-root}/bmad/bmm/config.yaml"
output_folder: "{config_source}:output_folder"
user_name: "{config_source}:user_name"
communication_language: "{config_source}:communication_language"
document_output_language: "{config_source}:document_output_language"
user_skill_level: "{config_source}:user_skill_level"
date: system-generated
# Workflow components

View File

@@ -8,6 +8,8 @@ config_source: "{project-root}/bmad/bmm/config.yaml"
output_folder: "{config_source}:output_folder"
user_name: "{config_source}:user_name"
communication_language: "{config_source}:communication_language"
document_output_language: "{config_source}:document_output_language"
user_skill_level: "{config_source}:user_skill_level"
date: system-generated
# Workflow components

View File

@@ -2,11 +2,14 @@
<critical>The workflow execution engine is governed by: {project-root}/bmad/core/tasks/workflow.xml</critical>
<critical>You MUST have already loaded and processed: {installed_path}/workflow.yaml</critical>
<critical>Communicate all responses in {communication_language}</critical>
<critical>Communicate all responses in {communication_language} and language MUST be tailored to {user_skill_level}</critical>
<critical>Generate all documents in {document_output_language}</critical>
<critical>This workflow is for Level 2-4 projects. Level 0-1 use tech-spec workflow.</critical>
<critical>Produces TWO outputs: PRD.md (strategic) and epics.md (tactical implementation)</critical>
<critical>TECHNICAL NOTES: If ANY technical details, preferences, or constraints are mentioned during PRD discussions, append them to {technical_decisions_file}. If file doesn't exist, create it from {technical_decisions_template}</critical>
<critical>DOCUMENT OUTPUT: Concise, clear, actionable requirements. Use tables/lists over prose. User skill level ({user_skill_level}) affects conversation style ONLY, not document content.</critical>
<workflow>
<step n="0" goal="Validate workflow and extract project configuration">

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@@ -9,6 +9,8 @@ project_name: "{config_source}:project_name"
output_folder: "{config_source}:output_folder"
user_name: "{config_source}:user_name"
communication_language: "{config_source}:communication_language"
document_output_language: "{config_source}:document_output_language"
user_skill_level: "{config_source}:user_skill_level"
date: system-generated
# Workflow components

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@@ -4,12 +4,15 @@
<critical>The workflow execution engine is governed by: {project_root}/bmad/core/tasks/workflow.xml</critical>
<critical>You MUST have already loaded and processed: {installed_path}/workflow.yaml</critical>
<critical>Communicate all responses in {communication_language}</critical>
<critical>Communicate all responses in {communication_language} and language MUST be tailored to {user_skill_level}</critical>
<critical>Generate all documents in {document_output_language}</critical>
<critical>This is the SMALL instruction set for Level 0-1 projects - tech-spec with story generation</critical>
<critical>Level 0: tech-spec + single user story | Level 1: tech-spec + epic/stories</critical>
<critical>Project analysis already completed - proceeding directly to technical specification</critical>
<critical>NO PRD generated - uses tech_spec_template + story templates</critical>
<critical>DOCUMENT OUTPUT: Technical, precise, definitive. Specific versions only. User skill level ({user_skill_level}) affects conversation style ONLY, not document content.</critical>
<step n="0" goal="Validate workflow and extract project configuration">
<invoke-workflow path="{project-root}/bmad/bmm/workflows/1-analysis/workflow-status">

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@@ -9,6 +9,8 @@ project_name: "{config_source}:project_name"
output_folder: "{config_source}:output_folder"
user_name: "{config_source}:user_name"
communication_language: "{config_source}:communication_language"
document_output_language: "{config_source}:document_output_language"
user_skill_level: "{config_source}:user_skill_level"
date: system-generated
# Workflow components

View File

@@ -4,11 +4,14 @@
<critical>The workflow execution engine is governed by: {project_root}/bmad/core/tasks/workflow.xml</critical>
<critical>You MUST have already loaded and processed: {installed_path}/workflow.yaml</critical>
<critical>Communicate all responses in {communication_language}</critical>
<critical>Communicate all responses in {communication_language} and language MUST be tailored to {user_skill_level}</critical>
<critical>Generate all documents in {document_output_language}</critical>
<critical>This workflow creates comprehensive UX/UI specifications - can run standalone or as part of plan-project</critical>
<critical>Uses ux-spec-template.md for structured output generation</critical>
<critical>Can optionally generate AI Frontend Prompts for tools like Vercel v0, Lovable.ai</critical>
<critical>DOCUMENT OUTPUT: Professional, precise, actionable UX specs. Use tables/lists over prose. User skill level ({user_skill_level}) affects conversation style ONLY, not document content.</critical>
<step n="0" goal="Check for workflow status">
<invoke-workflow path="{project-root}/bmad/bmm/workflows/1-analysis/workflow-status">

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@@ -8,6 +8,8 @@ config_source: "{project-root}/bmad/bmm/config.yaml"
output_folder: "{config_source}:output_folder"
user_name: "{config_source}:user_name"
communication_language: "{config_source}:communication_language"
document_output_language: "{config_source}:document_output_language"
user_skill_level: "{config_source}:user_skill_level"
date: system-generated
# Workflow components

View File

@@ -11,12 +11,12 @@ This workflow generates comprehensive, scale-adaptive solution architecture docu
**Unique Features:**
-**Scale-adaptive**: Level 0 = skip, Levels 1-4 = progressive depth
-**Pattern-aware**: 171 technology combinations across 12 project types
-**Template-driven**: 11 complete architecture document templates
-**Engine-specific guidance**: Unity, Godot, Phaser, and more
-**Intent-based**: LLM intelligence over prescriptive lists
-**Template-driven**: 11 adaptive architecture document templates
-**Game-aware**: Adapts heavily based on game type (RPG, Puzzle, Shooter, etc.)
-**GDD/PRD aware**: Uses Game Design Doc for games, PRD for everything else
-**ADR tracking**: Separate Architecture Decision Records document
-**Specialist integration**: Pattern-specific specialist recommendations
-**Simplified structure**: ~11 core project types with consistent naming
---
@@ -71,38 +71,37 @@ workflow solution-architecture
## Project Types and Templates
### 12 Project Types Supported
### Simplified Project Type System
| Type | Examples | Template | Guide Examples |
| ------------- | ---------------------------- | --------------------------------- | -------------------- |
| **web** | Next.js, Rails, Django | web-fullstack-architecture.md | (TBD) |
| **mobile** | React Native, Flutter, Swift | mobile-app-architecture.md | (TBD) |
| **game** | Unity, Godot, Phaser | game-engine-architecture.md | Unity, Godot, Phaser |
| **embedded** | ESP32, STM32, Raspberry Pi | embedded-firmware-architecture.md | (TBD) |
| **backend** | Express, FastAPI, gRPC | backend-service-architecture.md | (TBD) |
| **data** | Spark, Airflow, MLflow | data-pipeline-architecture.md | (TBD) |
| **cli** | Commander, Click, Cobra | cli-tool-architecture.md | (TBD) |
| **desktop** | Electron, Tauri, Qt | desktop-app-architecture.md | (TBD) |
| **library** | npm, PyPI, cargo | library-package-architecture.md | (TBD) |
| **infra** | Terraform, K8s Operator | infrastructure-architecture.md | (TBD) |
| **extension** | Chrome, VS Code plugins | desktop-app-architecture.md | (TBD) |
The workflow uses ~11 core project types that cover 99% of software projects:
### 171 Technology Combinations
| Type | Name | Template | Instructions |
| ------------------ | ------------------------ | -------------------------- | ------------------------------ |
| **web** | Web Application | web-template.md | web-instructions.md |
| **mobile** | Mobile Application | mobile-template.md | mobile-instructions.md |
| **game** | Game Development | game-template.md | game-instructions.md |
| **backend** | Backend Service | backend-template.md | backend-instructions.md |
| **data** | Data Pipeline | data-template.md | data-instructions.md |
| **cli** | CLI Tool | cli-template.md | cli-instructions.md |
| **library** | Library/SDK | library-template.md | library-instructions.md |
| **desktop** | Desktop Application | desktop-template.md | desktop-instructions.md |
| **embedded** | Embedded System | embedded-template.md | embedded-instructions.md |
| **extension** | Browser/Editor Extension | extension-template.md | extension-instructions.md |
| **infrastructure** | Infrastructure | infrastructure-template.md | infrastructure-instructions.md |
The workflow maintains a registry (`templates/registry.csv`) with 171 pre-defined technology stack combinations:
### Intent-Based Architecture
**Examples:**
Instead of maintaining 171 prescriptive technology combinations, the workflow now:
- `web-nextjs-ssr-monorepo` → Next.js SSR, TypeScript, monorepo
- `game-unity-3d` → Unity 3D, C#, monorepo
- `mobile-react-native` → React Native, TypeScript, cross-platform
- `backend-fastapi-rest` → FastAPI, Python, REST API
- `data-ml-training` → PyTorch/TensorFlow, Python, ML pipeline
- **Leverages LLM intelligence** to understand project requirements
- **Adapts templates dynamically** based on actual needs
- **Uses intent-based instructions** rather than prescriptive checklists
- **Allows for emerging technologies** without constant updates
Each row maps to:
Each project type has:
- **template_path**: Architecture document structure (11 templates)
- **guide_path**: Engine/framework-specific guidance (optional)
- **Instruction file**: Intent-based guidance for architecture decisions
- **Template file**: Adaptive starting point for the architecture document
---
@@ -155,63 +154,56 @@ Analyze PRD epics:
- Map domain capabilities
- Determine service boundaries (if microservices)
### Step 5: Project-Type Questions
### Step 5: Intent-Based Technical Decisions
Load: `project-types/{project_type}-questions.md`
Load: `project-types/{project_type}-instructions.md`
- Ask project-type-specific questions (not yet engine-specific)
- Use intent-based guidance, not prescriptive lists
- Allow LLM intelligence to identify relevant decisions
- Consider emerging technologies naturally
### Step 6: Load Template + Guide
### Step 6: Adaptive Template Selection
**6.1: Search Registry**
**6.1: Simple Template Selection**
```
Read: templates/registry.csv
Match WHERE:
- project_types = {determined_type}
- languages = {preferred_languages}
- architecture_style = {determined_style}
- tags overlap with {requirements}
Get: template_path, guide_path
Based on project_type from analysis:
web → web-template.md
mobile → mobile-template.md
game → game-template.md (adapts heavily by game type)
backend → backend-template.md
... (consistent naming pattern)
```
**6.2: Load Template**
```
Read: templates/{template_path}
Example: templates/game-engine-architecture.md
Read: project-types/{type}-template.md
Example: project-types/game-template.md
This is a COMPLETE document structure with:
Templates are adaptive starting points:
- Standard sections (exec summary, tech stack, data arch, etc.)
- Pattern-specific sections (Gameplay Systems for games, SSR Strategy for web)
- All {{placeholders}} to fill
- Pattern-specific sections conditionally included
- All {{placeholders}} to fill based on requirements
```
**6.3: Load Guide (if available)**
**6.3: Dynamic Adaptation**
```
IF guide_path not empty:
Read: templates/{guide_path}
Example: templates/game-engine-unity-guide.md
Templates adapt based on:
Guide contains:
- Engine/framework-specific questions
- Architecture patterns for this tech
- Common pitfalls
- Specialist recommendations
- ADR templates
```
- Actual project requirements from PRD/GDD
- User skill level (beginner/intermediate/expert)
- Specific technology choices made
- Game type for game projects (RPG, Puzzle, Shooter, etc.)
**Example Flow for Unity Game:**
**Example Flow for Unity RPG:**
1. GDD says "Unity 2022 LTS"
2. Registry match: `game-unity-3d``game-engine-architecture.md` + `game-engine-unity-guide.md`
3. Load complete game architecture template
4. Load Unity-specific guide
5. Ask Unity-specific questions (MonoBehaviour vs ECS, ScriptableObjects, etc.)
6. Fill template placeholders
7. Generate `solution-architecture.md` + `architecture-decisions.md`
1. GDD says "Unity 2022 LTS" and "RPG"
2. Load game-template.md and game-instructions.md
3. Template adapts to include RPG-specific sections (inventory, quests, dialogue)
4. Instructions guide Unity-specific decisions (MonoBehaviour vs ECS, etc.)
5. LLM intelligence fills gaps not in any list
6. Generate optimized `solution-architecture.md` + `architecture-decisions.md`
### Step 7: Cohesion Check
@@ -234,28 +226,30 @@ Validate architecture quality:
├── instructions.md # Main workflow logic
├── checklist.md # Validation checklist
├── ADR-template.md # ADR document template
── templates/ # Architecture templates and guides
├── registry.csv # 171 tech combinations → templates
├── game-engine-architecture.md # Complete game architecture doc
├── game-engine-unity-guide.md # Unity-specific guidance
├── game-engine-godot-guide.md # Godot-specific guidance
├── game-engine-web-guide.md # Phaser/PixiJS/Three.js guidance
├── web-fullstack-architecture.md
├── web-api-architecture.md
├── mobile-app-architecture.md
├── embedded-firmware-architecture.md
├── backend-service-architecture.md
├── data-pipeline-architecture.md
├── cli-tool-architecture.md
├── desktop-app-architecture.md
├── library-package-architecture.md
── infrastructure-architecture.md
└── project-types/ # Project type detection and questions
├── project-types.csv # 12 project types + detection keywords
├── game-questions.md
├── web-questions.md
├── mobile-questions.md
── ... (12 question files)
── project-types/ # All project type files in one folder
├── project-types.csv # Simple 2-column mapping (type, name)
├── web-instructions.md # Intent-based guidance for web projects
├── web-template.md # Adaptive web architecture template
├── mobile-instructions.md # Intent-based guidance for mobile
├── mobile-template.md # Adaptive mobile architecture template
├── game-instructions.md # Intent-based guidance (adapts by game type)
├── game-template.md # Highly adaptive game architecture template
├── backend-instructions.md # Intent-based guidance for backend services
├── backend-template.md # Adaptive backend architecture template
├── data-instructions.md # Intent-based guidance for data pipelines
├── data-template.md # Adaptive data pipeline template
├── cli-instructions.md # Intent-based guidance for CLI tools
├── cli-template.md # Adaptive CLI architecture template
├── library-instructions.md # Intent-based guidance for libraries/SDKs
── library-template.md # Adaptive library architecture template
├── desktop-instructions.md # Intent-based guidance for desktop apps
├── desktop-template.md # Adaptive desktop architecture template
├── embedded-instructions.md # Intent-based guidance for embedded systems
├── embedded-template.md # Adaptive embedded architecture template
├── extension-instructions.md # Intent-based guidance for extensions
── extension-template.md # Adaptive extension architecture template
├── infrastructure-instructions.md # Intent-based guidance for infra
└── infrastructure-template.md # Adaptive infrastructure template
```
---
@@ -313,60 +307,6 @@ Each template in `templates/` is a **complete** architecture document structure:
---
## Guide System
### Engine/Framework-Specific Guides
Guides are **workflow instruction documents** that:
- Ask engine-specific questions
- Provide architecture pattern recommendations
- Suggest what sections to emphasize
- Define ADRs to create
**Guides are NOT:**
- ❌ Reference documentation (use official docs)
- ❌ Tutorials (how to code)
- ❌ API references
**Guides ARE:**
- ✅ Question flows for architecture decisions
- ✅ Pattern recommendations specific to the tech
- ✅ Common pitfalls to avoid
- ✅ Specialist recommendations
**Example: game-engine-unity-guide.md**
```markdown
## Unity Architecture Questions
- MonoBehaviour or ECS?
- ScriptableObjects for game data?
- Addressables or Resources?
## Unity Patterns
- Singleton GameManager (when to use)
- Event-driven communication
- Object pooling strategy
## Unity-Specific Sections to Include
- Unity Project Configuration
- Scene Architecture
- Component Organization
- Package Dependencies
## Common Pitfalls
- Caching GetComponent calls
- Avoiding empty Update methods
```
---
## ADR Tracking
Architecture Decision Records are maintained separately in `architecture-decisions.md`.
@@ -531,25 +471,20 @@ Specialists are documented with:
## Extending the System
### Adding a New Template
1. Create `templates/new-pattern-architecture.md`
2. Include all standard sections + pattern-specific sections
3. Add rows to `templates/registry.csv` pointing to new template
### Adding a New Guide
1. Create `templates/new-tech-guide.md`
2. Include: questions, patterns, pitfalls, specialist recommendations
3. Update `templates/registry.csv` with `guide_path` column
### Adding a New Project Type
1. Add row to `project-types/project-types.csv`
2. Create `project-types/new-type-questions.md`
3. Ensure templates exist for this type
1. Add row to `project-types/project-types.csv` (just type and name)
2. Create `project-types/{type}-instructions.md` with intent-based guidance
3. Create `project-types/{type}-template.md` with adaptive template
4. Update instructions.md if special handling needed (like GDD for games)
### Key Principles
- **Intent over prescription**: Guide decisions, don't list every option
- **Leverage LLM intelligence**: Trust the model to know technologies
- **Adaptive templates**: Templates should adapt to project needs
- **Consistent naming**: Always use {type}-instructions.md and {type}-template.md
---
## Questions?
@@ -557,8 +492,8 @@ Specialists are documented with:
- **Validation:** See `checklist.md`
- **Workflow Logic:** See `instructions.md`
- **Configuration:** See `workflow.yaml`
- **Registry Format:** See `templates/registry.csv`
- **Example Guide:** See `templates/game-engine-unity-guide.md`
- **Project Types:** See `project-types/project-types.csv`
- **Example Template:** See `project-types/game-template.md`
---

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@@ -8,6 +8,7 @@ config_source: "{project-root}/bmad/bmm/config.yaml"
output_folder: "{config_source}:output_folder"
user_name: "{config_source}:user_name"
communication_language: "{config_source}:communication_language"
document_output_language: "{config_source}:document_output_language"
date: system-generated
# Workflow status integration

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@@ -6,26 +6,10 @@ This workflow generates scale-adaptive solution architecture documentation that
<critical>The workflow execution engine is governed by: {project_root}/bmad/core/tasks/workflow.xml</critical>
<critical>You MUST have already loaded and processed: {installed_path}/workflow.yaml</critical>
<critical>Communicate all responses in {communication_language}</critical>
<critical>Communicate all responses in {communication_language} and language MUSt be tailored to {user_skill_level}</critical>
<critical>Generate all documents in {document_output_language}</critical>
<critical>OUTPUT OPTIMIZATION FOR LLM CONSUMPTION:
The architecture document will be consumed primarily by LLMs in subsequent workflows, not just humans.
Therefore, the output MUST be:
- CONCISE: Every word should add value. Avoid verbose explanations.
- STRUCTURED: Use tables, lists, and clear headers over prose
- SCANNABLE: Key decisions in obvious places, not buried in paragraphs
- DEFINITIVE: Specific versions and choices, no ambiguity
- FOCUSED: Technical decisions over rationale (unless beginner level requested)
Adapt verbosity based on user skill level:
- Beginner: Include explanations, but keep them brief and clear
- Intermediate: Focus on decisions with minimal explanation
- Expert: Purely technical specifications, no hand-holding
Remember: Future LLMs need to quickly extract architectural decisions to implement stories consistently.
</critical>
<critical>DOCUMENT OUTPUT: Concise, technical, LLM-optimized. Use tables/lists over prose. Specific versions only. User skill level ({user_skill_level}) affects conversation style ONLY, not document content.</critical>
<step n="0" goal="Validate workflow and extract project configuration">
@@ -182,19 +166,34 @@ Proceeding with solution architecture workflow...
<action>Engage with the user to understand their technical context and preferences:
- Gauge their experience level with the identified project type
- Note: User skill level is {user_skill_level} (from config)
- Learn about any existing technical decisions or constraints
- Understand team capabilities and preferences
- Identify any existing infrastructure or systems to integrate with
</action>
<action>Based on the conversation, determine the appropriate level of detail for the architecture document:
<action>Based on {user_skill_level}, adapt YOUR CONVERSATIONAL STYLE:
- For beginners: Include brief explanations of architectural choices
- For intermediate: Balance decisions with key rationale
- For experts: Focus purely on technical specifications
<check if="{user_skill_level} == 'beginner'">
- Explain architectural concepts as you discuss them
- Be patient and educational in your responses
- Clarify technical terms when introducing them
</check>
Remember the OUTPUT OPTIMIZATION critical - even beginner explanations should be concise.
<check if="{user_skill_level} == 'intermediate'">
- Balance explanations with efficiency
- Assume familiarity with common concepts
- Explain only complex or unusual patterns
</check>
<check if="{user_skill_level} == 'expert'">
- Be direct and technical in discussions
- Skip basic explanations
- Focus on advanced considerations and edge cases
</check>
NOTE: This affects only how you TALK to the user, NOT the documents you generate.
The architecture document itself should always be concise and technical.
</action>
<template-output>user_context</template-output>
@@ -231,20 +230,27 @@ Remember the OUTPUT OPTIMIZATION critical - even beginner explanations should be
<step n="5" goal="Make project-specific technical decisions">
<critical>This is a crucial step where we ensure comprehensive architectural coverage.</critical>
<critical>Use intent-based decision making, not prescriptive checklists.</critical>
<action>Load the project type registry from: {{installed_path}}/project-types/project-types.csv</action>
<action>Based on requirements analysis, identify the project domain(s).
Note: Projects can be hybrid (e.g., web + mobile, game + backend service).
<action>Identify the closest matching project type(s) based on the requirements analysis. Note that projects may be hybrid (e.g., web + mobile, game + backend service).</action>
Use the simplified project types mapping:
{{installed_path}}/project-types/project-types.csv
<action>For each identified project type, load the corresponding questions from: {{installed_path}}/project-types/{{question_file}}</action>
This contains ~11 core project types that cover 99% of software projects.</action>
<action>IMPORTANT: Use the question files as a STARTING POINT, not a complete checklist. The questions help ensure we don't miss common decisions, but you must also:
<action>For identified domains, reference the intent-based instructions:
{{installed_path}}/project-types/{{type}}-instructions.md
- Think deeply about project-specific needs not covered in the standard questions
- Consider unique architectural requirements from the PRD/GDD
- Address specific integrations or constraints mentioned in requirements
- Add decisions for any specialized functionality or quality attributes
These are guidance files, not prescriptive checklists.</action>
<action>IMPORTANT: Instructions are guidance, not checklists.
- Use your knowledge to identify what matters for THIS project
- Consider emerging technologies not in any list
- Address unique requirements from the PRD/GDD
- Focus on decisions that affect implementation consistency
</action>
<action>Engage with the user to make all necessary technical decisions:
@@ -263,17 +269,27 @@ Remember the OUTPUT OPTIMIZATION critical - even beginner explanations should be
<step n="6" goal="Generate concise solution architecture document">
<action>Load the template registry from: {{installed_path}}/templates/registry.csv</action>
<action>Select the appropriate adaptive template:
{{installed_path}}/project-types/{{type}}-template.md</action>
<action>Select the most appropriate template based on:
<action>Template selection follows the naming convention:
- The identified project type(s)
- The chosen architecture style
- The repository strategy
- The primary technologies selected
</action>
- Web project → web-template.md
- Mobile app → mobile-template.md
- Game project → game-template.md (adapts heavily based on game type)
- Backend service → backend-template.md
- Data pipeline → data-template.md
- CLI tool → cli-template.md
- Library/SDK → library-template.md
- Desktop app → desktop-template.md
- Embedded system → embedded-template.md
- Extension → extension-template.md
- Infrastructure → infrastructure-template.md
<action>Load the selected template and any associated guides to understand the document structure needed for this type of project.</action>
For hybrid projects, choose the primary domain or intelligently merge relevant sections from multiple templates.</action>
<action>Adapt the template heavily based on actual requirements.
Templates are starting points, not rigid structures.</action>
<action>Generate a comprehensive yet concise architecture document that includes:
@@ -293,7 +309,8 @@ The document MUST be optimized for LLM consumption:
- List specific versions, not generic technology names
- Include complete source tree structure
- Define clear interfaces and contracts
- Avoid lengthy explanations unless absolutely necessary
- NO verbose explanations (even for beginners - they get help in conversation, not docs)
- Technical and concise throughout
</action>
<action>Ensure the document provides enough technical specificity that implementation agents can:

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@@ -0,0 +1,170 @@
# Backend/API Service Architecture Instructions
## Intent-Based Technical Decision Guidance
<critical>
This is a STARTING POINT for backend/API architecture decisions.
The LLM should:
- Analyze the PRD to understand data flows, performance needs, and integrations
- Guide decisions based on scale, team size, and operational complexity
- Focus only on relevant architectural areas
- Make intelligent recommendations that align with project requirements
- Keep explanations concise and decision-focused
</critical>
## Service Architecture Pattern
**Determine the Right Architecture**
Based on the requirements, guide toward the appropriate pattern:
- **Monolith**: For most projects starting out, single deployment, simple operations
- **Microservices**: Only when there's clear domain separation, large teams, or specific scaling needs
- **Serverless**: For event-driven workloads, variable traffic, or minimal operations
- **Modular Monolith**: Best of both worlds for growing projects
Don't default to microservices - most projects benefit from starting simple.
## Language and Framework Selection
**Choose Based on Context**
Consider these factors intelligently:
- Team expertise (use what the team knows unless there's a compelling reason)
- Performance requirements (Go/Rust for high performance, Python/Node for rapid development)
- Ecosystem needs (Python for ML/data, Node for full-stack JS, Java for enterprise)
- Hiring pool and long-term maintenance
For beginners: Suggest mainstream options with good documentation.
For experts: Let them specify preferences, discuss specific trade-offs only if asked.
## API Design Philosophy
**Match API Style to Client Needs**
- REST: Default for public APIs, simple CRUD, wide compatibility
- GraphQL: Multiple clients with different data needs, complex relationships
- gRPC: Service-to-service communication, high performance binary protocols
- WebSocket/SSE: Real-time requirements
Don't ask about API paradigm if it's obvious from requirements (e.g., real-time chat needs WebSocket).
## Data Architecture
**Database Decisions Based on Data Characteristics**
Analyze the data requirements to suggest:
- **Relational** (PostgreSQL/MySQL): Structured data, ACID requirements, complex queries
- **Document** (MongoDB): Flexible schemas, hierarchical data, rapid prototyping
- **Key-Value** (Redis/DynamoDB): Caching, sessions, simple lookups
- **Time-series**: IoT, metrics, event data
- **Graph**: Social networks, recommendation engines
Consider polyglot persistence only for clear, distinct use cases.
**Data Access Layer**
- ORMs for developer productivity and type safety
- Query builders for flexibility with some safety
- Raw SQL only when performance is critical
Match to team expertise and project complexity.
## Security and Authentication
**Security Appropriate to Risk**
- Internal tools: Simple API keys might suffice
- B2C applications: Managed auth services (Auth0, Firebase Auth)
- B2B/Enterprise: SAML, SSO, advanced RBAC
- Financial/Healthcare: Compliance-driven requirements
Don't over-engineer security for prototypes, don't under-engineer for production.
## Messaging and Events
**Only If Required by the Architecture**
Determine if async processing is actually needed:
- Message queues for decoupling, reliability, buffering
- Event streaming for event sourcing, real-time analytics
- Pub/sub for fan-out scenarios
Skip this entirely for simple request-response APIs.
## Operational Considerations
**Observability Based on Criticality**
- Development: Basic logging might suffice
- Production: Structured logging, metrics, tracing
- Mission-critical: Full observability stack
**Scaling Strategy**
- Start with vertical scaling (simpler)
- Plan for horizontal scaling if needed
- Consider auto-scaling for variable loads
## Performance Requirements
**Right-Size Performance Decisions**
- Don't optimize prematurely
- Identify actual bottlenecks from requirements
- Consider caching strategically, not everywhere
- Database optimization before adding complexity
## Integration Patterns
**External Service Integration**
Based on the PRD's integration requirements:
- Circuit breakers for resilience
- Rate limiting for API consumption
- Webhook patterns for event reception
- SDK vs. API direct calls
## Deployment Strategy
**Match Deployment to Team Capability**
- Small teams: Managed platforms (Heroku, Railway, Fly.io)
- DevOps teams: Kubernetes, cloud-native
- Enterprise: Consider existing infrastructure
**CI/CD Complexity**
- Start simple: Platform auto-deploy
- Add complexity as needed: testing stages, approvals, rollback
## Adaptive Guidance Examples
**For a REST API serving a mobile app:**
Focus on response times, offline support, versioning, and push notifications.
**For a data processing pipeline:**
Emphasize batch vs. stream processing, data validation, error handling, and monitoring.
**For a microservices migration:**
Discuss service boundaries, data consistency, service discovery, and distributed tracing.
**For an enterprise integration:**
Focus on security, compliance, audit logging, and existing system compatibility.
## Key Principles
1. **Start simple, evolve as needed** - Don't build for imaginary scale
2. **Use boring technology** - Proven solutions over cutting edge
3. **Optimize for your constraint** - Development speed, performance, or operations
4. **Make reversible decisions** - Avoid early lock-in
5. **Document the "why"** - But keep it brief
## Output Format
Structure decisions as:
- **Choice**: [Specific technology with version]
- **Rationale**: [One sentence why this fits the requirements]
- **Trade-off**: [What we're optimizing for vs. what we're accepting]
Keep technical decisions definitive and version-specific for LLM consumption.

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@@ -1,490 +0,0 @@
# Backend/API Service Architecture Questions
## Service Type and Architecture
1. **Service architecture:**
- Monolithic API (single service)
- Microservices (multiple independent services)
- Modular monolith (single deployment, modular code)
- Serverless (AWS Lambda, Cloud Functions, etc.)
- Hybrid
2. **API paradigm:**
- REST
- GraphQL
- gRPC
- WebSocket (real-time)
- Server-Sent Events (SSE)
- Message-based (event-driven)
- Multiple paradigms
3. **Communication patterns:**
- Synchronous (request-response)
- Asynchronous (message queues)
- Event-driven (pub/sub)
- Webhooks
- Multiple patterns
## Framework and Language
4. **Backend language/framework:**
- Node.js (Express, Fastify, NestJS, Hono)
- Python (FastAPI, Django, Flask)
- Go (Gin, Echo, Chi, standard lib)
- Java/Kotlin (Spring Boot, Micronaut, Quarkus)
- C# (.NET Core, ASP.NET)
- Ruby (Rails, Sinatra)
- Rust (Axum, Actix, Rocket)
- PHP (Laravel, Symfony)
- Elixir (Phoenix)
- Other: **\_\_\_**
5. **GraphQL implementation (if applicable):**
- Apollo Server
- GraphQL Yoga
- Hasura (auto-generated)
- Postgraphile
- Custom
- Not using GraphQL
6. **gRPC implementation (if applicable):**
- Protocol Buffers
- Language-specific gRPC libraries
- Not using gRPC
## Database and Data Layer
7. **Primary database:**
- PostgreSQL
- MySQL/MariaDB
- MongoDB
- DynamoDB (AWS)
- Firestore (Google)
- CockroachDB
- Cassandra
- Redis (as primary)
- Multiple databases (polyglot persistence)
- Other: **\_\_\_**
8. **Database access pattern:**
- ORM (Prisma, TypeORM, SQLAlchemy, Hibernate, etc.)
- Query builder (Knex, Kysely, jOOQ)
- Raw SQL
- Database SDK (Supabase, Firebase)
- Mix
9. **Caching layer:**
- Redis
- Memcached
- In-memory (application cache)
- CDN caching (for static responses)
- Database query cache
- None needed
10. **Read replicas:**
- Yes (separate read/write databases)
- No (single database)
- Planned for future
11. **Database sharding:**
- Yes (horizontal partitioning)
- No (single database)
- Planned for scale
## Authentication and Authorization
12. **Authentication method:**
- JWT (stateless)
- Session-based (stateful)
- OAuth2 provider (Auth0, Okta, Keycloak)
- API keys
- Mutual TLS (mTLS)
- Multiple methods
13. **Authorization pattern:**
- Role-Based Access Control (RBAC)
- Attribute-Based Access Control (ABAC)
- Access Control Lists (ACL)
- Custom logic
- None (open API)
14. **Identity provider:**
- Self-managed (own user database)
- Auth0
- AWS Cognito
- Firebase Auth
- Keycloak
- Azure AD / Entra ID
- Okta
- Other: **\_\_\_**
## Message Queue and Event Streaming
15. **Message queue (if needed):**
- RabbitMQ
- Apache Kafka
- AWS SQS
- Google Pub/Sub
- Redis (pub/sub)
- NATS
- None needed
- Other: **\_\_\_**
16. **Event streaming (if needed):**
- Apache Kafka
- AWS Kinesis
- Azure Event Hubs
- Redis Streams
- None needed
17. **Background jobs:**
- Queue-based (Bull, Celery, Sidekiq)
- Cron-based (node-cron, APScheduler)
- Serverless functions (scheduled Lambda)
- None needed
## Service Communication (Microservices)
18. **Service mesh (if microservices):**
- Istio
- Linkerd
- Consul
- None (direct communication)
- Not applicable
19. **Service discovery:**
- Kubernetes DNS
- Consul
- etcd
- AWS Cloud Map
- Hardcoded (for now)
- Not applicable
20. **Inter-service communication:**
- HTTP/REST
- gRPC
- Message queue
- Event bus
- Not applicable
## API Design and Documentation
21. **API versioning:**
- URL versioning (/v1/, /v2/)
- Header versioning (Accept-Version)
- No versioning (single version)
- Semantic versioning
22. **API documentation:**
- OpenAPI/Swagger
- GraphQL introspection/playground
- Postman collections
- Custom docs
- README only
23. **API testing tools:**
- Postman
- Insomnia
- REST Client (VS Code)
- cURL examples
- Multiple tools
## Rate Limiting and Throttling
24. **Rate limiting:**
- Per-user/API key
- Per-IP
- Global rate limit
- Tiered (different limits per plan)
- None (internal API)
25. **Rate limit implementation:**
- Application-level (middleware)
- API Gateway
- Redis-based
- None
## Data Validation and Processing
26. **Request validation:**
- Schema validation (Zod, Joi, Yup, Pydantic)
- Manual validation
- Framework built-in
- None
27. **Data serialization:**
- JSON
- Protocol Buffers
- MessagePack
- XML
- Multiple formats
28. **File uploads (if applicable):**
- Direct to server (local storage)
- S3/Cloud storage
- Presigned URLs (client direct upload)
- None needed
## Error Handling and Resilience
29. **Error handling strategy:**
- Standard HTTP status codes
- Custom error codes
- RFC 7807 (Problem Details)
- GraphQL errors
- Mix
30. **Circuit breaker (for external services):**
- Yes (Hystrix, Resilience4j, Polly)
- No (direct calls)
- Not needed
31. **Retry logic:**
- Exponential backoff
- Fixed retries
- No retries
- Library-based (axios-retry, etc.)
32. **Graceful shutdown:**
- Yes (drain connections, finish requests)
- No (immediate shutdown)
## Observability
33. **Logging:**
- Structured logging (JSON)
- Plain text logs
- Library: (Winston, Pino, Logrus, Zap, etc.)
34. **Log aggregation:**
- ELK Stack (Elasticsearch, Logstash, Kibana)
- Datadog
- Splunk
- CloudWatch Logs
- Loki + Grafana
- None (local logs)
35. **Metrics and Monitoring:**
- Prometheus
- Datadog
- New Relic
- Application Insights
- CloudWatch
- Grafana
- None
36. **Distributed tracing:**
- OpenTelemetry
- Jaeger
- Zipkin
- Datadog APM
- AWS X-Ray
- None
37. **Health checks:**
- Liveness probe (is service up?)
- Readiness probe (can accept traffic?)
- Startup probe
- Dependency checks (database, cache, etc.)
- None
38. **Alerting:**
- PagerDuty
- Opsgenie
- Slack/Discord webhooks
- Email
- Custom
- None
## Security
39. **HTTPS/TLS:**
- Required (HTTPS only)
- Optional (support both)
- Terminated at load balancer
40. **CORS configuration:**
- Specific origins (whitelist)
- All origins (open)
- None needed (same-origin clients)
41. **Security headers:**
- Helmet.js or equivalent
- Custom headers
- None (basic)
42. **Input sanitization:**
- SQL injection prevention (parameterized queries)
- XSS prevention
- CSRF protection
- All of the above
43. **Secrets management:**
- Environment variables
- AWS Secrets Manager
- HashiCorp Vault
- Azure Key Vault
- Kubernetes Secrets
- Doppler
- Other: **\_\_\_**
44. **Compliance requirements:**
- GDPR
- HIPAA
- SOC 2
- PCI DSS
- None
## Deployment and Infrastructure
45. **Deployment platform:**
- AWS (ECS, EKS, Lambda, Elastic Beanstalk)
- Google Cloud (GKE, Cloud Run, App Engine)
- Azure (AKS, App Service, Container Instances)
- Kubernetes (self-hosted)
- Docker Swarm
- Heroku
- Railway
- Fly.io
- Vercel/Netlify (serverless)
- VPS (DigitalOcean, Linode)
- On-premise
- Other: **\_\_\_**
46. **Containerization:**
- Docker
- Podman
- Not containerized (direct deployment)
47. **Orchestration:**
- Kubernetes
- Docker Compose (dev/small scale)
- AWS ECS
- Nomad
- None (single server)
48. **Infrastructure as Code:**
- Terraform
- CloudFormation
- Pulumi
- Bicep (Azure)
- CDK (AWS)
- Ansible
- Manual setup
49. **Load balancing:**
- Application Load Balancer (AWS ALB, Azure App Gateway)
- Nginx
- HAProxy
- Kubernetes Ingress
- Traefik
- Platform-managed
- None (single instance)
50. **Auto-scaling:**
- Horizontal (add more instances)
- Vertical (increase instance size)
- Serverless (automatic)
- None (fixed capacity)
## CI/CD
51. **CI/CD platform:**
- GitHub Actions
- GitLab CI
- CircleCI
- Jenkins
- AWS CodePipeline
- Azure DevOps
- Google Cloud Build
- Other: **\_\_\_**
52. **Deployment strategy:**
- Rolling deployment
- Blue-green deployment
- Canary deployment
- Recreate (downtime)
- Serverless (automatic)
53. **Testing in CI/CD:**
- Unit tests
- Integration tests
- E2E tests
- Load tests
- Security scans
- All of the above
## Performance
54. **Performance requirements:**
- High throughput (1000+ req/s)
- Moderate (100-1000 req/s)
- Low (< 100 req/s)
55. **Latency requirements:**
- Ultra-low (< 10ms)
- Low (< 100ms)
- Moderate (< 500ms)
- No specific requirement
56. **Connection pooling:**
- Database connection pool
- HTTP connection pool (for external APIs)
- None needed
57. **CDN (for static assets):**
- CloudFront
- Cloudflare
- Fastly
- None (dynamic only)
## Data and Storage
58. **File storage (if needed):**
- AWS S3
- Google Cloud Storage
- Azure Blob Storage
- MinIO (self-hosted)
- Local filesystem
- None needed
59. **Search functionality:**
- Elasticsearch
- Algolia
- Meilisearch
- Typesense
- Database full-text search
- None needed
60. **Data backup:**
- Automated database backups
- Point-in-time recovery
- Manual backups
- Cloud-provider managed
- None (dev/test only)
## Additional Features
61. **Webhooks (outgoing):**
- Yes (notify external systems)
- No
62. **Scheduled tasks/Cron jobs:**
- Yes (cleanup, reports, etc.)
- No
63. **Multi-tenancy:**
- Single tenant
- Multi-tenant (shared database)
- Multi-tenant (separate databases)
- Not applicable
64. **Internationalization (i18n):**
- Multiple languages/locales
- English only
- Not applicable
65. **Audit logging:**
- Track all changes (who, what, when)
- Critical operations only
- None

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@@ -0,0 +1,149 @@
# CLI Tool Architecture Instructions
## Intent-Based Technical Decision Guidance
<critical>
This is a STARTING POINT for CLI tool architecture decisions.
The LLM should:
- Understand the tool's purpose and target users from requirements
- Guide framework choice based on distribution needs and complexity
- Focus on CLI-specific UX patterns
- Consider packaging and distribution strategy
- Keep it simple unless complexity is justified
</critical>
## Language and Framework Selection
**Choose Based on Distribution and Users**
- **Node.js**: NPM distribution, JavaScript ecosystem, cross-platform
- **Go**: Single binary distribution, excellent performance
- **Python**: Data/science tools, rich ecosystem, pip distribution
- **Rust**: Performance-critical, memory-safe, growing ecosystem
- **Bash**: Simple scripts, Unix-only, no dependencies
Consider your users: Developers might have Node/Python, but end users need standalone binaries.
## CLI Framework Choice
**Match Complexity to Needs**
Based on the tool's requirements:
- **Simple scripts**: Use built-in argument parsing
- **Command-based**: Commander.js, Click, Cobra, Clap
- **Interactive**: Inquirer, Prompt, Dialoguer
- **Full TUI**: Blessed, Bubble Tea, Ratatui
Don't use a heavy framework for a simple script, but don't parse args manually for complex CLIs.
## Command Architecture
**Command Structure Design**
- Single command vs. sub-commands
- Flag and argument patterns
- Configuration file support
- Environment variable integration
Follow platform conventions (POSIX-style flags, standard exit codes).
## User Experience Patterns
**CLI UX Best Practices**
- Help text and usage examples
- Progress indicators for long operations
- Colored output for clarity
- Machine-readable output options (JSON, quiet mode)
- Sensible defaults with override options
## Configuration Management
**Settings Strategy**
Based on tool complexity:
- Command-line flags for one-off changes
- Config files for persistent settings
- Environment variables for deployment config
- Cascading configuration (defaults → config → env → flags)
## Error Handling
**User-Friendly Errors**
- Clear error messages with actionable fixes
- Exit codes following conventions
- Verbose/debug modes for troubleshooting
- Graceful handling of common issues
## Installation and Distribution
**Packaging Strategy**
- **NPM/PyPI**: For developer tools
- **Homebrew/Snap/Chocolatey**: For end-user tools
- **Binary releases**: GitHub releases with multiple platforms
- **Docker**: For complex dependencies
- **Shell script**: For simple Unix tools
## Testing Strategy
**CLI Testing Approach**
- Unit tests for core logic
- Integration tests for commands
- Snapshot testing for output
- Cross-platform testing if targeting multiple OS
## Performance Considerations
**Optimization Where Needed**
- Startup time for frequently-used commands
- Streaming for large data processing
- Parallel execution where applicable
- Efficient file system operations
## Plugin Architecture
**Extensibility** (if needed)
- Plugin system design
- Hook mechanisms
- API for extensions
- Plugin discovery and loading
Only if the PRD indicates extensibility requirements.
## Adaptive Guidance Examples
**For a Build Tool:**
Focus on performance, watch mode, configuration management, and plugin system.
**For a Dev Utility:**
Emphasize developer experience, integration with existing tools, and clear output.
**For a Data Processing Tool:**
Focus on streaming, progress reporting, error recovery, and format conversion.
**For a System Admin Tool:**
Emphasize permission handling, logging, dry-run mode, and safety checks.
## Key Principles
1. **Follow platform conventions** - Users expect familiar patterns
2. **Fail fast with clear errors** - Don't leave users guessing
3. **Provide escape hatches** - Debug mode, verbose output, dry runs
4. **Document through examples** - Show, don't just tell
5. **Respect user time** - Fast startup, helpful defaults
## Output Format
Document as:
- **Language**: [Choice with version]
- **Framework**: [CLI framework if applicable]
- **Distribution**: [How users will install]
- **Key commands**: [Primary user interactions]
Keep focus on user-facing behavior and implementation simplicity.

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@@ -1,337 +0,0 @@
# Command-Line Tool Architecture Questions
## Language and Runtime
1. **Primary language:**
- Go (compiled, single binary, great for CLIs)
- Rust (compiled, safe, performant)
- Python (interpreted, easy distribution via pip)
- Node.js/TypeScript (npm distribution)
- Bash/Shell script (lightweight, ubiquitous)
- Ruby (gem distribution)
- Java/Kotlin (JVM, jar)
- C/C++ (compiled, fastest)
- Other: **\_\_\_**
2. **Target platforms:**
- Linux only
- macOS only
- Windows only
- Linux + macOS
- All three (Linux + macOS + Windows)
- Specific Unix variants: **\_\_\_**
3. **Distribution method:**
- Single binary (compiled)
- Script (interpreted, needs runtime)
- Package manager (npm, pip, gem, cargo, etc.)
- Installer (brew, apt, yum, scoop, chocolatey)
- Container (Docker)
- Multiple methods
## CLI Architecture
4. **Command structure:**
- Single command (e.g., `grep pattern file`)
- Subcommands (e.g., `git commit`, `docker run`)
- Hybrid (main command + subcommands)
- Interactive shell (REPL)
5. **Argument parsing library:**
- Go: cobra, cli, flag
- Rust: clap, structopt
- Python: argparse, click, typer
- Node: commander, yargs, oclif
- Bash: getopts, manual parsing
- Other: **\_\_\_**
6. **Interactive mode:**
- Non-interactive only (runs and exits)
- Interactive prompts (inquirer, survey, etc.)
- REPL/shell mode
- Both modes supported
7. **Long-running process:**
- Quick execution (completes immediately)
- Long-running (daemon/service)
- Can run in background
- Watch mode (monitors and reacts)
## Input/Output
8. **Input sources:**
- Command-line arguments
- Flags/options
- Environment variables
- Config file (JSON, YAML, TOML, INI)
- Interactive prompts
- Stdin (pipe input)
- Multiple sources
9. **Output format:**
- Plain text (human-readable)
- JSON
- YAML
- XML
- CSV/TSV
- Table format
- User-selectable format
- Multiple formats
10. **Output destination:**
- Stdout (standard output)
- Stderr (errors only)
- File output
- Multiple destinations
- Quiet mode (no output)
11. **Colored output:**
- ANSI color codes
- Auto-detect TTY (color when terminal, plain when piped)
- User-configurable (--color flag)
- No colors (plain text only)
12. **Progress indication:**
- Progress bars (for long operations)
- Spinners (for waiting)
- Step-by-step output
- Verbose/debug logging
- Silent mode option
- None needed (fast operations)
## Configuration
13. **Configuration file:**
- Required (must exist)
- Optional (defaults if missing)
- Not needed
- Generated on first run
14. **Config file format:**
- JSON
- YAML
- TOML
- INI
- Custom format
- Multiple formats supported
15. **Config file location:**
- Current directory (project-specific)
- User home directory (~/.config, ~/.myapp)
- System-wide (/etc/)
- User-specified path
- Multiple locations (cascade/merge)
16. **Environment variables:**
- Used for configuration
- Used for secrets/credentials
- Used for runtime behavior
- Not used
## Data and Storage
17. **Persistent data:**
- Cache (temporary, can be deleted)
- State (must persist)
- User data (important)
- No persistent data needed
18. **Data storage location:**
- Standard OS locations (XDG Base Directory, AppData, etc.)
- Current directory
- User-specified
- Temporary directory
19. **Database/Data format:**
- SQLite
- JSON files
- Key-value store (BoltDB, etc.)
- CSV/plain files
- Remote database
- None needed
## Execution Model
20. **Execution pattern:**
- Run once and exit
- Watch mode (monitor changes)
- Server/daemon mode
- Cron-style (scheduled)
- Pipeline component (part of Unix pipeline)
21. **Concurrency:**
- Single-threaded (sequential)
- Multi-threaded (parallel operations)
- Async I/O
- Not applicable
22. **Signal handling:**
- Graceful shutdown (SIGTERM, SIGINT)
- Cleanup on exit
- Not needed (quick exit)
## Networking (if applicable)
23. **Network operations:**
- HTTP client (REST API calls)
- WebSocket client
- SSH client
- Database connections
- Other protocols: **\_\_\_**
- No networking
24. **Authentication (if API calls):**
- API keys (env vars, config)
- OAuth2 flow
- Username/password
- Certificate-based
- None needed
## Error Handling
25. **Error reporting:**
- Stderr with error messages
- Exit codes (0 = success, non-zero = error)
- Detailed error messages
- Stack traces (debug mode)
- Simple messages (user-friendly)
26. **Exit codes:**
- Standard (0 = success, 1 = error)
- Multiple exit codes (different error types)
- Documented exit codes
27. **Logging:**
- Log levels (debug, info, warn, error)
- Log file output
- Stderr output
- Configurable verbosity (--verbose, --quiet)
- No logging (simple tool)
## Piping and Integration
28. **Stdin support:**
- Reads from stdin (pipe input)
- Optional stdin (file or stdin)
- No stdin support
29. **Pipeline behavior:**
- Filter (reads stdin, writes stdout)
- Generator (no input, outputs data)
- Consumer (reads input, no stdout)
- Transformer (both input and output)
30. **Shell completion:**
- Bash completion
- Zsh completion
- Fish completion
- PowerShell completion
- All shells
- None
## Distribution and Installation
31. **Package managers:**
- Homebrew (macOS/Linux)
- apt (Debian/Ubuntu)
- yum/dnf (RHEL/Fedora)
- Chocolatey/Scoop (Windows)
- npm/yarn (Node.js)
- pip (Python)
- cargo (Rust)
- Multiple managers
- Manual install only
32. **Installation method:**
- Download binary (GitHub Releases)
- Install script (curl | bash)
- Package manager
- Build from source
- Container image
- Multiple methods
33. **Binary distribution:**
- Single binary (statically linked)
- Multiple binaries (per platform)
- With dependencies (bundled)
34. **Cross-compilation:**
- Yes (build for all platforms from one machine)
- No (need platform-specific builds)
## Updates
35. **Update mechanism:**
- Self-update command
- Package manager update
- Manual download
- No updates (stable tool)
36. **Version checking:**
- Check for new versions on run
- --version flag
- No version tracking
## Documentation
37. **Help documentation:**
- --help flag (inline help)
- Man page
- Online docs
- README only
- All of the above
38. **Examples/Tutorials:**
- Built-in examples (--examples)
- Online documentation
- README with examples
- None (self-explanatory)
## Testing
39. **Testing approach:**
- Unit tests
- Integration tests (full CLI execution)
- Snapshot testing (output comparison)
- Manual testing
- All of the above
40. **CI/CD:**
- GitHub Actions
- GitLab CI
- Travis CI
- Cross-platform testing
- Manual builds
## Performance
41. **Performance requirements:**
- Must be fast (< 100ms)
- Moderate (< 1s)
- Can be slow (long-running tasks)
42. **Memory usage:**
- Minimal (small files/data)
- Streaming (large files, low memory)
- Can use significant memory
## Special Features
43. **Watch mode:**
- Monitor files/directories for changes
- Auto-reload/re-run
- Not needed
44. **Dry-run mode:**
- Preview changes without applying
- Not applicable
45. **Verbose/Debug mode:**
- --verbose flag (detailed output)
- --debug flag (even more detail)
- Not needed
46. **Plugins/Extensions:**
- Plugin system (user can extend)
- Monolithic (no plugins)
- Planned for future

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# Data Pipeline/Analytics Architecture Instructions
## Intent-Based Technical Decision Guidance
<critical>
This is a STARTING POINT for data pipeline and analytics architecture decisions.
The LLM should:
- Understand data volume, velocity, and variety from requirements
- Guide tool selection based on scale and latency needs
- Consider data governance and quality requirements
- Balance batch vs. stream processing needs
- Focus on maintainability and observability
</critical>
## Processing Architecture
**Batch vs. Stream vs. Hybrid**
Based on requirements:
- **Batch**: For periodic processing, large volumes, complex transformations
- **Stream**: For real-time requirements, event-driven, continuous processing
- **Lambda Architecture**: Both batch and stream for different use cases
- **Kappa Architecture**: Stream-only with replay capability
Don't use streaming for daily reports, or batch for real-time alerts.
## Technology Stack
**Choose Based on Scale and Complexity**
- **Small Scale**: Python scripts, Pandas, PostgreSQL
- **Medium Scale**: Airflow, Spark, Redshift/BigQuery
- **Large Scale**: Databricks, Snowflake, custom Kubernetes
- **Real-time**: Kafka, Flink, ClickHouse, Druid
Start simple and evolve - don't build for imaginary scale.
## Orchestration Platform
**Workflow Management**
Based on complexity:
- **Simple**: Cron jobs, Python scripts
- **Medium**: Apache Airflow, Prefect, Dagster
- **Complex**: Kubernetes Jobs, Argo Workflows
- **Managed**: Cloud Composer, AWS Step Functions
Consider team expertise and operational overhead.
## Data Storage Architecture
**Storage Layer Design**
- **Data Lake**: Raw data in object storage (S3, GCS)
- **Data Warehouse**: Structured, optimized for analytics
- **Data Lakehouse**: Hybrid approach (Delta Lake, Iceberg)
- **Operational Store**: For serving layer
**File Formats**
- Parquet for columnar analytics
- Avro for row-based streaming
- JSON for flexibility
- CSV for simplicity
## ETL/ELT Strategy
**Transformation Approach**
- **ETL**: Transform before loading (traditional)
- **ELT**: Transform in warehouse (modern, scalable)
- **Streaming ETL**: Continuous transformation
Consider compute costs and transformation complexity.
## Data Quality Framework
**Quality Assurance**
- Schema validation
- Data profiling and anomaly detection
- Completeness and freshness checks
- Lineage tracking
- Quality metrics and monitoring
Build quality checks appropriate to data criticality.
## Schema Management
**Schema Evolution**
- Schema registry for streaming
- Version control for schemas
- Backward compatibility strategy
- Schema inference vs. strict schemas
## Processing Frameworks
**Computation Engines**
- **Spark**: General-purpose, batch and stream
- **Flink**: Low-latency streaming
- **Beam**: Portable, multi-runtime
- **Pandas/Polars**: Small-scale, in-memory
- **DuckDB**: Local analytical processing
Match framework to processing patterns.
## Data Modeling
**Analytical Modeling**
- Star schema for BI tools
- Data vault for flexibility
- Wide tables for performance
- Time-series modeling for metrics
Consider query patterns and tool requirements.
## Monitoring and Observability
**Pipeline Monitoring**
- Job success/failure tracking
- Data quality metrics
- Processing time and throughput
- Cost monitoring
- Alerting strategy
## Security and Governance
**Data Governance**
- Access control and permissions
- Data encryption at rest and transit
- PII handling and masking
- Audit logging
- Compliance requirements (GDPR, HIPAA)
Scale governance to regulatory requirements.
## Development Practices
**DataOps Approach**
- Version control for code and configs
- Testing strategy (unit, integration, data)
- CI/CD for pipelines
- Environment management
- Documentation standards
## Serving Layer
**Data Consumption**
- BI tool integration
- API for programmatic access
- Export capabilities
- Caching strategy
- Query optimization
## Adaptive Guidance Examples
**For Real-time Analytics:**
Focus on streaming infrastructure, low-latency storage, and real-time dashboards.
**For ML Feature Store:**
Emphasize feature computation, versioning, serving latency, and training/serving skew.
**For Business Intelligence:**
Focus on dimensional modeling, semantic layer, and self-service analytics.
**For Log Analytics:**
Emphasize ingestion scale, retention policies, and search capabilities.
## Key Principles
1. **Start with the end in mind** - Know how data will be consumed
2. **Design for failure** - Pipelines will break, plan recovery
3. **Monitor everything** - You can't fix what you can't see
4. **Version and test** - Data pipelines are code
5. **Keep it simple** - Complexity kills maintainability
## Output Format
Document as:
- **Processing**: [Batch/Stream/Hybrid approach]
- **Stack**: [Core technologies with versions]
- **Storage**: [Lake/Warehouse strategy]
- **Orchestration**: [Workflow platform]
Focus on data flow and transformation logic.

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# Data/Analytics/ML Project Architecture Questions
## Project Type and Scope
1. **Primary project focus:**
- ETL/Data Pipeline (move and transform data)
- Data Analytics (BI, dashboards, reports)
- Machine Learning Training (build models)
- Machine Learning Inference (serve predictions)
- Data Warehouse/Lake (centralized data storage)
- Real-time Stream Processing
- Data Science Research/Exploration
- Multiple focuses
2. **Scale of data:**
- Small (< 1GB, single machine)
- Medium (1GB - 1TB, can fit in memory with careful handling)
- Large (1TB - 100TB, distributed processing needed)
- Very Large (> 100TB, big data infrastructure)
3. **Data velocity:**
- Batch (hourly, daily, weekly)
- Micro-batch (every few minutes)
- Near real-time (seconds)
- Real-time streaming (milliseconds)
- Mix
## Programming Language and Environment
4. **Primary language:**
- Python (pandas, numpy, sklearn, pytorch, tensorflow)
- R (tidyverse, caret)
- Scala (Spark)
- SQL (analytics, transformations)
- Java (enterprise data pipelines)
- Julia
- Multiple languages
5. **Development environment:**
- Jupyter Notebooks (exploration)
- Production code (scripts/applications)
- Both (notebooks for exploration, code for production)
- Cloud notebooks (SageMaker, Vertex AI, Databricks)
6. **Transition from notebooks to production:**
- Convert notebooks to scripts
- Use notebooks in production (Papermill, nbconvert)
- Keep separate (research vs production)
## Data Sources
7. **Data source types:**
- Relational databases (PostgreSQL, MySQL, SQL Server)
- NoSQL databases (MongoDB, Cassandra)
- Data warehouses (Snowflake, BigQuery, Redshift)
- APIs (REST, GraphQL)
- Files (CSV, JSON, Parquet, Avro)
- Streaming sources (Kafka, Kinesis, Pub/Sub)
- Cloud storage (S3, GCS, Azure Blob)
- SaaS platforms (Salesforce, HubSpot, etc.)
- Multiple sources
8. **Data ingestion frequency:**
- One-time load
- Scheduled batch (daily, hourly)
- Real-time/streaming
- On-demand
- Mix
9. **Data ingestion tools:**
- Custom scripts (Python, SQL)
- Airbyte
- Fivetran
- Stitch
- Apache NiFi
- Kafka Connect
- Cloud-native (AWS DMS, Google Datastream)
- Multiple tools
## Data Storage
10. **Primary data storage:**
- Data Warehouse (Snowflake, BigQuery, Redshift, Synapse)
- Data Lake (S3, GCS, ADLS with Parquet/Avro)
- Lakehouse (Databricks, Delta Lake, Iceberg, Hudi)
- Relational database
- NoSQL database
- File system
- Multiple storage layers
11. **Storage format (for files):**
- Parquet (columnar, optimized)
- Avro (row-based, schema evolution)
- ORC (columnar, Hive)
- CSV (simple, human-readable)
- JSON/JSONL
- Delta Lake format
- Iceberg format
12. **Data partitioning strategy:**
- By date (year/month/day)
- By category/dimension
- By hash
- No partitioning (small data)
13. **Data retention policy:**
- Keep all data forever
- Archive old data (move to cold storage)
- Delete after X months/years
- Compliance-driven retention
## Data Processing and Transformation
14. **Data processing framework:**
- pandas (single machine)
- Dask (parallel pandas)
- Apache Spark (distributed)
- Polars (fast, modern dataframes)
- SQL (warehouse-native)
- Apache Flink (streaming)
- dbt (SQL transformations)
- Custom code
- Multiple frameworks
15. **Compute platform:**
- Local machine (development)
- Cloud VMs (EC2, Compute Engine)
- Serverless (AWS Lambda, Cloud Functions)
- Managed Spark (EMR, Dataproc, Synapse)
- Databricks
- Snowflake (warehouse compute)
- Kubernetes (custom containers)
- Multiple platforms
16. **ETL tool (if applicable):**
- dbt (SQL transformations)
- Apache Airflow (orchestration + code)
- Dagster (data orchestration)
- Prefect (workflow orchestration)
- AWS Glue
- Azure Data Factory
- Google Dataflow
- Custom scripts
- None needed
17. **Data quality checks:**
- Great Expectations
- dbt tests
- Custom validation scripts
- Soda
- Monte Carlo
- None (trust source data)
18. **Schema management:**
- Schema registry (Confluent, AWS Glue)
- Version-controlled schema files
- Database schema versioning
- Ad-hoc (no formal schema)
## Machine Learning (if applicable)
19. **ML framework:**
- scikit-learn (classical ML)
- PyTorch (deep learning)
- TensorFlow/Keras (deep learning)
- XGBoost/LightGBM/CatBoost (gradient boosting)
- Hugging Face Transformers (NLP)
- spaCy (NLP)
- Other: **\_\_\_**
- Not applicable
20. **ML use case:**
- Classification
- Regression
- Clustering
- Recommendation
- NLP (text analysis, generation)
- Computer Vision
- Time Series Forecasting
- Anomaly Detection
- Other: **\_\_\_**
21. **Model training infrastructure:**
- Local machine (GPU/CPU)
- Cloud VMs with GPU (EC2 P/G instances, GCE A2)
- SageMaker
- Vertex AI
- Azure ML
- Databricks ML
- Lambda Labs / Paperspace
- On-premise cluster
22. **Experiment tracking:**
- MLflow
- Weights and Biases
- Neptune.ai
- Comet
- TensorBoard
- SageMaker Experiments
- Custom logging
- None
23. **Model registry:**
- MLflow Model Registry
- SageMaker Model Registry
- Vertex AI Model Registry
- Custom (S3/GCS with metadata)
- None
24. **Feature store:**
- Feast
- Tecton
- SageMaker Feature Store
- Databricks Feature Store
- Vertex AI Feature Store
- Custom (database + cache)
- Not needed
25. **Hyperparameter tuning:**
- Manual tuning
- Grid search
- Random search
- Optuna / Hyperopt (Bayesian optimization)
- SageMaker/Vertex AI tuning jobs
- Ray Tune
- Not needed
26. **Model serving (inference):**
- Batch inference (process large datasets)
- Real-time API (REST/gRPC)
- Streaming inference (Kafka, Kinesis)
- Edge deployment (mobile, IoT)
- Not applicable (training only)
27. **Model serving platform (if real-time):**
- FastAPI + container (self-hosted)
- SageMaker Endpoints
- Vertex AI Predictions
- Azure ML Endpoints
- Seldon Core
- KServe
- TensorFlow Serving
- TorchServe
- BentoML
- Other: **\_\_\_**
28. **Model monitoring (in production):**
- Data drift detection
- Model performance monitoring
- Prediction logging
- A/B testing infrastructure
- None (not in production yet)
29. **AutoML tools:**
- H2O AutoML
- Auto-sklearn
- TPOT
- SageMaker Autopilot
- Vertex AI AutoML
- Azure AutoML
- Not using AutoML
## Orchestration and Workflow
30. **Workflow orchestration:**
- Apache Airflow
- Prefect
- Dagster
- Argo Workflows
- Kubeflow Pipelines
- AWS Step Functions
- Azure Data Factory
- Google Cloud Composer
- dbt Cloud
- Cron jobs (simple)
- None (manual runs)
31. **Orchestration platform:**
- Self-hosted (VMs, K8s)
- Managed service (MWAA, Cloud Composer, Prefect Cloud)
- Serverless
- Multiple platforms
32. **Job scheduling:**
- Time-based (daily, hourly)
- Event-driven (S3 upload, database change)
- Manual trigger
- Continuous (always running)
33. **Dependency management:**
- DAG-based (upstream/downstream tasks)
- Data-driven (task runs when data available)
- Simple sequential
- None (independent tasks)
## Data Analytics and Visualization
34. **BI/Visualization tool:**
- Tableau
- Power BI
- Looker / Looker Studio
- Metabase
- Superset
- Redash
- Grafana
- Custom dashboards (Plotly Dash, Streamlit)
- Jupyter notebooks
- None needed
35. **Reporting frequency:**
- Real-time dashboards
- Daily reports
- Weekly/Monthly reports
- Ad-hoc queries
- Multiple frequencies
36. **Query interface:**
- SQL (direct database queries)
- BI tool interface
- API (programmatic access)
- Notebooks
- Multiple interfaces
## Data Governance and Security
37. **Data catalog:**
- Amundsen
- DataHub
- AWS Glue Data Catalog
- Azure Purview
- Alation
- Collibra
- None (small team)
38. **Data lineage tracking:**
- Automated (DataHub, Amundsen)
- Manual documentation
- Not tracked
39. **Access control:**
- Row-level security (RLS)
- Column-level security
- Database/warehouse roles
- IAM policies (cloud)
- None (internal team only)
40. **PII/Sensitive data handling:**
- Encryption at rest
- Encryption in transit
- Data masking
- Tokenization
- Compliance requirements (GDPR, HIPAA)
- None (no sensitive data)
41. **Data versioning:**
- DVC (Data Version Control)
- LakeFS
- Delta Lake time travel
- Git LFS (for small data)
- Manual snapshots
- None
## Testing and Validation
42. **Data testing:**
- Unit tests (transformation logic)
- Integration tests (end-to-end pipeline)
- Data quality tests
- Schema validation
- Manual validation
- None
43. **ML model testing (if applicable):**
- Unit tests (code)
- Model validation (held-out test set)
- Performance benchmarks
- Fairness/bias testing
- A/B testing in production
- None
## Deployment and CI/CD
44. **Deployment strategy:**
- GitOps (version-controlled config)
- Manual deployment
- CI/CD pipeline (GitHub Actions, GitLab CI)
- Platform-specific (SageMaker, Vertex AI)
- Terraform/IaC
45. **Environment separation:**
- Dev / Staging / Production
- Dev / Production only
- Single environment
46. **Containerization:**
- Docker
- Not containerized (native environments)
## Monitoring and Observability
47. **Pipeline monitoring:**
- Orchestrator built-in (Airflow UI, Prefect)
- Custom dashboards
- Alerts on failures
- Data quality monitoring
- None
48. **Performance monitoring:**
- Query performance (slow queries)
- Job duration tracking
- Cost monitoring (cloud spend)
- Resource utilization
- None
49. **Alerting:**
- Email
- Slack/Discord
- PagerDuty
- Built-in orchestrator alerts
- None
## Cost Optimization
50. **Cost considerations:**
- Optimize warehouse queries
- Auto-scaling clusters
- Spot/preemptible instances
- Storage tiering (hot/cold)
- Cost monitoring dashboards
- Not a priority
## Collaboration and Documentation
51. **Team collaboration:**
- Git for code
- Shared notebooks (JupyterHub, Databricks)
- Documentation wiki
- Slack/communication tools
- Pair programming
52. **Documentation approach:**
- README files
- Docstrings in code
- Notebooks with markdown
- Confluence/Notion
- Data catalog (self-documenting)
- Minimal
53. **Code review process:**
- Pull requests (required)
- Peer review (optional)
- No formal review
## Performance and Scale
54. **Performance requirements:**
- Near real-time (< 1 minute latency)
- Batch (hours acceptable)
- Interactive queries (< 10 seconds)
- No specific requirements
55. **Scalability needs:**
- Must scale to 10x data volume
- Current scale sufficient
- Unknown (future growth)
56. **Query optimization:**
- Indexing
- Partitioning
- Materialized views
- Query caching
- Not needed (fast enough)

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# Desktop Application Architecture Instructions
## Intent-Based Technical Decision Guidance
<critical>
This is a STARTING POINT for desktop application architecture decisions.
The LLM should:
- Understand the application's purpose and target OS from requirements
- Balance native performance with development efficiency
- Consider distribution and update mechanisms
- Focus on desktop-specific UX patterns
- Plan for OS-specific integrations
</critical>
## Framework Selection
**Choose Based on Requirements and Team**
- **Electron**: Web technologies, cross-platform, rapid development
- **Tauri**: Rust + Web frontend, smaller binaries, better performance
- **Qt**: C++/Python, native performance, extensive widgets
- **.NET MAUI/WPF**: Windows-focused, C# teams
- **SwiftUI/AppKit**: Mac-only, native experience
- **JavaFX/Swing**: Java teams, enterprise apps
- **Flutter Desktop**: Dart, consistent cross-platform UI
Don't use Electron for performance-critical apps, or Qt for simple utilities.
## Architecture Pattern
**Application Structure**
Based on complexity:
- **MVC/MVVM**: For data-driven applications
- **Component-Based**: For complex UIs
- **Plugin Architecture**: For extensible apps
- **Document-Based**: For editors/creators
Match pattern to application type and team experience.
## Native Integration
**OS-Specific Features**
Based on requirements:
- System tray/menu bar integration
- File associations and protocol handlers
- Native notifications
- OS-specific shortcuts and gestures
- Dark mode and theme detection
- Native menus and dialogs
Plan for platform differences in UX expectations.
## Data Management
**Local Data Strategy**
- **SQLite**: For structured data
- **LevelDB/RocksDB**: For key-value storage
- **JSON/XML files**: For simple configuration
- **OS-specific stores**: Windows Registry, macOS Defaults
**Settings and Preferences**
- User vs. application settings
- Portable vs. installed mode
- Settings sync across devices
## Window Management
**Multi-Window Strategy**
- Single vs. multi-window architecture
- Window state persistence
- Multi-monitor support
- Workspace/session management
## Performance Optimization
**Desktop Performance**
- Startup time optimization
- Memory usage monitoring
- Background task management
- GPU acceleration usage
- Native vs. web rendering trade-offs
## Update Mechanism
**Application Updates**
- **Auto-update**: Electron-updater, Sparkle, Squirrel
- **Store-based**: Mac App Store, Microsoft Store
- **Manual**: Download from website
- **Package manager**: Homebrew, Chocolatey, APT/YUM
Consider code signing and notarization requirements.
## Security Considerations
**Desktop Security**
- Code signing certificates
- Secure storage for credentials
- Process isolation
- Network security
- Input validation
- Automatic security updates
## Distribution Strategy
**Packaging and Installation**
- **Installers**: MSI, DMG, DEB/RPM
- **Portable**: Single executable
- **App stores**: Platform stores
- **Package managers**: OS-specific
Consider installation permissions and user experience.
## IPC and Extensions
**Inter-Process Communication**
- Main/renderer process communication (Electron)
- Plugin/extension system
- CLI integration
- Automation/scripting support
## Accessibility
**Desktop Accessibility**
- Screen reader support
- Keyboard navigation
- High contrast themes
- Zoom/scaling support
- OS accessibility APIs
## Testing Strategy
**Desktop Testing**
- Unit tests for business logic
- Integration tests for OS interactions
- UI automation testing
- Multi-OS testing matrix
- Performance profiling
## Adaptive Guidance Examples
**For a Development IDE:**
Focus on performance, plugin system, workspace management, and syntax highlighting.
**For a Media Player:**
Emphasize codec support, hardware acceleration, media keys, and playlist management.
**For a Business Application:**
Focus on data grids, reporting, printing, and enterprise integration.
**For a Creative Tool:**
Emphasize canvas rendering, tool palettes, undo/redo, and file format support.
## Key Principles
1. **Respect platform conventions** - Mac != Windows != Linux
2. **Optimize startup time** - Desktop users expect instant launch
3. **Handle offline gracefully** - Desktop != always online
4. **Integrate with OS** - Use native features appropriately
5. **Plan distribution early** - Signing/notarization takes time
## Output Format
Document as:
- **Framework**: [Specific framework and version]
- **Target OS**: [Primary and secondary platforms]
- **Distribution**: [How users will install]
- **Update strategy**: [How updates are delivered]
Focus on desktop-specific architectural decisions.

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# Desktop Application Architecture Questions
## Framework and Platform
1. **Primary framework:**
- Electron (JavaScript/TypeScript, web tech, cross-platform)
- Tauri (Rust backend, web frontend, lightweight)
- .NET MAUI (C#, cross-platform, native UI)
- Qt (C++/Python, cross-platform, native)
- Flutter Desktop (Dart, cross-platform)
- JavaFX (Java, cross-platform)
- Swift/SwiftUI (macOS only)
- WPF/WinUI 3 (Windows only, C#)
- GTK (C/Python, Linux-focused)
- Other: **\_\_\_**
2. **Target platforms:**
- Windows only
- macOS only
- Linux only
- Windows + macOS
- Windows + macOS + Linux (full cross-platform)
- Specific Linux distros: **\_\_\_**
3. **UI approach:**
- Native UI (platform-specific controls)
- Web-based UI (HTML/CSS/JS in Electron/Tauri)
- Custom-drawn UI (Canvas/OpenGL)
- Hybrid (native shell + web content)
4. **Frontend framework (if web-based UI):**
- React
- Vue
- Svelte
- Angular
- Vanilla JS
- Other: **\_\_\_**
## Architecture
5. **Application architecture:**
- Single-process (all in one)
- Multi-process (main + renderer processes like Electron)
- Multi-threaded (background workers)
- Plugin-based (extensible architecture)
6. **Backend/Business logic:**
- Embedded in app (monolithic)
- Separate local service
- Connects to remote API
- Hybrid (local + remote)
7. **Database/Data storage:**
- SQLite (local embedded database)
- IndexedDB (if web-based)
- File-based storage (JSON, custom)
- LevelDB/RocksDB
- Remote database only
- No persistence needed
- Other: **\_\_\_**
## System Integration
8. **Operating system integration needs:**
- File system access (read/write user files)
- System tray/menu bar icon
- Native notifications
- Keyboard shortcuts (global hotkeys)
- Clipboard integration
- Drag-and-drop support
- Context menu integration
- File type associations
- URL scheme handling (deep linking)
- System dialogs (file picker, alerts)
- None needed (basic app)
9. **Hardware access:**
- Camera/Microphone
- USB devices
- Bluetooth
- Printers
- Scanners
- Serial ports
- GPU (for rendering/compute)
- None needed
10. **System permissions required:**
- Accessibility API (screen reading, input simulation)
- Location services
- Calendar/Contacts access
- Network monitoring
- Screen recording
- Full disk access
- None (sandboxed app)
## Updates and Distribution
11. **Auto-update mechanism:**
- Electron's autoUpdater
- Squirrel (Windows/Mac)
- Sparkle (macOS)
- Custom update server
- App store updates only
- Manual download/install
- No updates (fixed version)
12. **Distribution method:**
- Microsoft Store (Windows)
- Mac App Store
- Snap Store (Linux)
- Flatpak (Linux)
- Homebrew (macOS/Linux)
- Direct download from website
- Enterprise deployment (MSI, PKG)
- Multiple channels
13. **Code signing:**
- Yes - Windows (Authenticode)
- Yes - macOS (Apple Developer)
- Yes - both
- No (development/internal only)
14. **Notarization (macOS):**
- Required (public distribution)
- Not needed (internal only)
## Packaging and Installation
15. **Windows installer:**
- NSIS
- Inno Setup
- WiX Toolset (MSI)
- Squirrel.Windows
- MSIX (Windows 10+)
- Portable (no installer)
- Other: **\_\_\_**
16. **macOS installer:**
- DMG (drag-to-install)
- PKG installer
- Mac App Store
- Homebrew Cask
- Other: **\_\_\_**
17. **Linux packaging:**
- AppImage (portable)
- Snap
- Flatpak
- .deb (Debian/Ubuntu)
- .rpm (Fedora/RHEL)
- Tarball
- AUR (Arch)
- Multiple formats
## Configuration and Settings
18. **Settings storage:**
- OS-specific (Registry on Windows, plist on macOS, config files on Linux)
- JSON/YAML config file
- SQLite database
- Remote/cloud sync
- Electron Store
- Other: **\_\_\_**
19. **User data location:**
- Application Support folder (standard OS location)
- User documents folder
- Custom location (user selectable)
- Cloud storage integration
## Networking
20. **Network connectivity:**
- Online-only (requires internet)
- Offline-first (works without internet)
- Hybrid (enhanced with internet)
- No network needed
21. **Backend communication (if applicable):**
- REST API
- GraphQL
- WebSocket
- gRPC
- Custom protocol
- None
## Authentication and Security
22. **Authentication (if applicable):**
- OAuth2 (Google, Microsoft, etc.)
- Username/password with backend
- SSO (enterprise)
- OS-level authentication (biometric, Windows Hello)
- No authentication needed
23. **Data security:**
- Encrypt sensitive data at rest
- OS keychain/credential manager
- Custom encryption
- No sensitive data
24. **Sandboxing:**
- Fully sandboxed (Mac App Store requirement)
- Partially sandboxed
- Not sandboxed (legacy/compatibility)
## Performance and Resources
25. **Performance requirements:**
- Lightweight (minimal resource usage)
- Moderate (typical desktop app)
- Resource-intensive (video editing, 3D, etc.)
26. **Background operation:**
- Runs in background/system tray
- Active window only
- Can minimize to tray
27. **Multi-instance handling:**
- Allow multiple instances
- Single instance only
- Single instance with IPC (communicate between instances)
## Development and Build
28. **Build tooling:**
- electron-builder
- electron-forge
- Tauri CLI
- .NET CLI
- CMake (for C++/Qt)
- Gradle (for Java)
- Xcode (for macOS)
- Visual Studio (for Windows)
- Other: **\_\_\_**
29. **Development environment:**
- Cross-platform dev (can build on any OS)
- Platform-specific (need macOS for Mac builds, etc.)
30. **CI/CD for builds:**
- GitHub Actions
- GitLab CI
- CircleCI
- Azure Pipelines
- Custom
- Manual builds
## Testing
31. **UI testing approach:**
- Spectron (Electron)
- Playwright
- Selenium
- Native UI testing (XCTest, UI Automation)
- Manual testing only
32. **End-to-end testing:**
- Yes (automated E2E tests)
- Limited (smoke tests only)
- Manual only
## Additional Features
33. **Internationalization (i18n):**
- Multiple languages supported
- English only
- User-selectable language
- OS language detection
34. **Accessibility:**
- Full accessibility support (screen readers, keyboard nav)
- Basic accessibility
- Not a priority
35. **Crash reporting:**
- Sentry
- BugSnag
- Crashpad (for native crashes)
- Custom reporting
- None
36. **Analytics/Telemetry:**
- Google Analytics
- Mixpanel
- PostHog
- Custom telemetry
- No telemetry (privacy-focused)
37. **Licensing/DRM (if commercial):**
- License key validation
- Hardware-locked licenses
- Subscription validation
- None (free/open-source)
38. **Plugin/Extension system:**
- Yes (user can install plugins)
- No (monolithic app)
- Planned for future

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# Embedded/IoT System Architecture Instructions
## Intent-Based Technical Decision Guidance
<critical>
This is a STARTING POINT for embedded/IoT architecture decisions.
The LLM should:
- Understand hardware constraints and real-time requirements
- Guide platform and RTOS selection based on use case
- Consider power consumption and resource limitations
- Balance features with memory/processing constraints
- Focus on reliability and update mechanisms
</critical>
## Hardware Platform Selection
**Choose Based on Requirements**
- **Microcontroller**: For simple, low-power, real-time tasks
- **SoC/SBC**: For complex processing, Linux-capable
- **FPGA**: For parallel processing, custom logic
- **Hybrid**: MCU + application processor
Consider power budget, processing needs, and peripheral requirements.
## Operating System/RTOS
**OS Selection**
Based on complexity:
- **Bare Metal**: Simple control loops, minimal overhead
- **RTOS**: FreeRTOS, Zephyr for real-time requirements
- **Embedded Linux**: Complex applications, networking
- **Android Things/Windows IoT**: For specific ecosystems
Don't use Linux for battery-powered sensors, or bare metal for complex networking.
## Development Framework
**Language and Tools**
- **C/C++**: Maximum control, minimal overhead
- **Rust**: Memory safety, modern tooling
- **MicroPython/CircuitPython**: Rapid prototyping
- **Arduino**: Beginner-friendly, large community
- **Platform-specific SDKs**: ESP-IDF, STM32Cube
Match to team expertise and performance requirements.
## Communication Protocols
**Connectivity Strategy**
Based on use case:
- **Local**: I2C, SPI, UART for sensor communication
- **Wireless**: WiFi, Bluetooth, LoRa, Zigbee, cellular
- **Industrial**: Modbus, CAN bus, MQTT
- **Cloud**: HTTPS, MQTT, CoAP
Consider range, power consumption, and data rates.
## Power Management
**Power Optimization**
- Sleep modes and wake triggers
- Dynamic frequency scaling
- Peripheral power management
- Battery monitoring and management
- Energy harvesting considerations
Critical for battery-powered devices.
## Memory Architecture
**Memory Management**
- Static vs. dynamic allocation
- Flash wear leveling
- RAM optimization techniques
- External storage options
- Bootloader and OTA partitioning
Plan memory layout early - hard to change later.
## Firmware Architecture
**Code Organization**
- HAL (Hardware Abstraction Layer)
- Modular driver architecture
- Task/thread design
- Interrupt handling strategy
- State machine implementation
## Update Mechanism
**OTA Updates**
- Update delivery method
- Rollback capability
- Differential updates
- Security and signing
- Factory reset capability
Plan for field updates from day one.
## Security Architecture
**Embedded Security**
- Secure boot
- Encrypted storage
- Secure communication (TLS)
- Hardware security modules
- Attack surface minimization
Security is harder to add later.
## Data Management
**Local and Cloud Data**
- Edge processing vs. cloud processing
- Local storage and buffering
- Data compression
- Time synchronization
- Offline operation handling
## Testing Strategy
**Embedded Testing**
- Unit testing on host
- Hardware-in-the-loop testing
- Integration testing
- Environmental testing
- Certification requirements
## Debugging and Monitoring
**Development Tools**
- Debug interfaces (JTAG, SWD)
- Serial console
- Logic analyzers
- Remote debugging
- Field diagnostics
## Production Considerations
**Manufacturing and Deployment**
- Provisioning process
- Calibration requirements
- Production testing
- Device identification
- Configuration management
## Adaptive Guidance Examples
**For a Smart Sensor:**
Focus on ultra-low power, wireless communication, and edge processing.
**For an Industrial Controller:**
Emphasize real-time performance, reliability, safety systems, and industrial protocols.
**For a Consumer IoT Device:**
Focus on user experience, cloud integration, OTA updates, and cost optimization.
**For a Wearable:**
Emphasize power efficiency, small form factor, BLE, and sensor fusion.
## Key Principles
1. **Design for constraints** - Memory, power, and processing are limited
2. **Plan for failure** - Hardware fails, design for recovery
3. **Security from the start** - Retrofitting is difficult
4. **Test on real hardware** - Simulation has limits
5. **Design for production** - Prototype != product
## Output Format
Document as:
- **Platform**: [MCU/SoC selection with part numbers]
- **OS/RTOS**: [Operating system choice]
- **Connectivity**: [Communication protocols and interfaces]
- **Power**: [Power budget and management strategy]
Focus on hardware/software co-design decisions.

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# Embedded System Architecture Questions
## Hardware Platform
1. **Microcontroller/SoC:**
- ESP32 (WiFi/BLE, popular)
- ESP8266 (WiFi, budget)
- STM32 (ARM Cortex-M, powerful)
- Arduino (AVR, beginner-friendly)
- Raspberry Pi Pico (RP2040)
- Other: **\_\_\_**
2. **RTOS or Bare Metal:**
- FreeRTOS (popular, tasks/queues)
- Zephyr RTOS
- Bare metal (no OS, full control)
- Arduino framework
- ESP-IDF
- Other: **\_\_\_**
3. **Programming language:**
- C
- C++
- MicroPython
- Arduino (C++)
- Rust
## Communication
4. **Primary communication protocol:**
- MQTT (IoT messaging)
- HTTP/HTTPS (REST APIs)
- WebSockets
- CoAP
- Custom binary protocol
5. **Local communication (peripherals):**
- UART (serial)
- I2C (sensors)
- SPI (high-speed devices)
- GPIO (simple digital)
- Analog (ADC)
6. **Wireless connectivity:**
- WiFi
- Bluetooth Classic
- BLE (Bluetooth Low Energy)
- LoRa/LoRaWAN
- Zigbee
- None (wired only)
## Cloud/Backend
7. **Cloud platform:** (if IoT project)
- AWS IoT Core
- Azure IoT Hub
- Google Cloud IoT
- Custom MQTT broker
- ThingsBoard
- None (local only)
## Power
8. **Power source:**
- USB powered (5V constant)
- Battery (need power management)
- AC adapter
- Solar
- Other: **\_\_\_**
9. **Low power mode needed:**
- Yes (battery-powered, deep sleep)
- No (always powered)
## Storage
10. **Data persistence:**
- EEPROM (small config)
- Flash (larger data)
- SD card
- None needed
- Cloud only
## Updates
11. **Firmware update strategy:**
- OTA (Over-The-Air via WiFi)
- USB/Serial upload
- SD card
- No updates (fixed firmware)
## Sensors/Actuators
12. **Sensors used:** (list)
- Temperature (DHT22, DS18B20, etc.)
- Humidity
- Motion (PIR, accelerometer)
- Light (LDR, photodiode)
- Other: **\_\_\_**
13. **Actuators used:** (list)
- LEDs
- Motors (DC, servo, stepper)
- Relays
- Display (LCD, OLED)
- Other: **\_\_\_**
## Real-Time Constraints
14. **Hard real-time requirements:**
- Yes (must respond within X ms, critical)
- Soft real-time (best effort)
- No timing constraints
15. **Interrupt-driven or polling:**
- Interrupts (responsive)
- Polling (simpler)
- Mix

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# Browser/Editor Extension Architecture Instructions
## Intent-Based Technical Decision Guidance
<critical>
This is a STARTING POINT for extension architecture decisions.
The LLM should:
- Understand the host platform (browser, VS Code, IDE, etc.)
- Focus on extension-specific constraints and APIs
- Consider distribution through official stores
- Balance functionality with performance impact
- Plan for permission models and security
</critical>
## Extension Type and Platform
**Identify Target Platform**
- **Browser**: Chrome, Firefox, Safari, Edge
- **VS Code**: Most popular code editor
- **JetBrains IDEs**: IntelliJ, WebStorm, etc.
- **Other Editors**: Sublime, Atom, Vim, Emacs
- **Application-specific**: Figma, Sketch, Adobe
Each platform has unique APIs and constraints.
## Architecture Pattern
**Extension Architecture**
Based on platform:
- **Browser**: Content scripts, background workers, popup UI
- **VS Code**: Extension host, language server, webview
- **IDE**: Plugin architecture, service providers
- **Application**: Native API, JavaScript bridge
Follow platform-specific patterns and guidelines.
## Manifest and Configuration
**Extension Declaration**
- Manifest version and compatibility
- Permission requirements
- Activation events
- Command registration
- Context menu integration
Request minimum necessary permissions for user trust.
## Communication Architecture
**Inter-Component Communication**
- Message passing between components
- Storage sync across instances
- Native messaging (if needed)
- WebSocket for external services
Design for async communication patterns.
## UI Integration
**User Interface Approach**
- **Popup/Panel**: For quick interactions
- **Sidebar**: For persistent tools
- **Content Injection**: Modify existing UI
- **Custom Pages**: Full page experiences
- **Statusbar**: For ambient information
Match UI to user workflow and platform conventions.
## State Management
**Data Persistence**
- Local storage for user preferences
- Sync storage for cross-device
- IndexedDB for large data
- File system access (if permitted)
Consider storage limits and sync conflicts.
## Performance Optimization
**Extension Performance**
- Lazy loading of features
- Minimal impact on host performance
- Efficient DOM manipulation
- Memory leak prevention
- Background task optimization
Extensions must not degrade host application performance.
## Security Considerations
**Extension Security**
- Content Security Policy
- Input sanitization
- Secure communication
- API key management
- User data protection
Follow platform security best practices.
## Development Workflow
**Development Tools**
- Hot reload during development
- Debugging setup
- Testing framework
- Build pipeline
- Version management
## Distribution Strategy
**Publishing and Updates**
- Official store submission
- Review process requirements
- Update mechanism
- Beta testing channel
- Self-hosting options
Plan for store review times and policies.
## API Integration
**External Service Communication**
- Authentication methods
- CORS handling
- Rate limiting
- Offline functionality
- Error handling
## Monetization
**Revenue Model** (if applicable)
- Free with premium features
- Subscription model
- One-time purchase
- Enterprise licensing
Consider platform policies on monetization.
## Testing Strategy
**Extension Testing**
- Unit tests for logic
- Integration tests with host API
- Cross-browser/platform testing
- Performance testing
- User acceptance testing
## Adaptive Guidance Examples
**For a Password Manager Extension:**
Focus on security, autofill integration, secure storage, and cross-browser sync.
**For a Developer Tool Extension:**
Emphasize debugging capabilities, performance profiling, and workspace integration.
**For a Content Blocker:**
Focus on performance, rule management, whitelist handling, and minimal overhead.
**For a Productivity Extension:**
Emphasize keyboard shortcuts, quick access, sync, and workflow integration.
## Key Principles
1. **Respect the host** - Don't break or slow down the host application
2. **Request minimal permissions** - Users are permission-aware
3. **Fast activation** - Extensions should load instantly
4. **Fail gracefully** - Handle API changes and errors
5. **Follow guidelines** - Store policies are strictly enforced
## Output Format
Document as:
- **Platform**: [Specific platform and version support]
- **Architecture**: [Component structure]
- **Permissions**: [Required permissions and justification]
- **Distribution**: [Store and update strategy]
Focus on platform-specific requirements and constraints.

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# Browser Extension Architecture Questions
## Target Browsers
1. **Target browser(s):**
- Chrome (most common)
- Firefox
- Edge (Chromium-based)
- Safari
- Opera
- Brave
- Multiple browsers (cross-browser)
2. **Manifest version:**
- Manifest V3 (current standard, required for Chrome Web Store)
- Manifest V2 (legacy, being phased out)
- Both (transition period)
3. **Cross-browser compatibility:**
- Chrome/Edge only (same codebase)
- Chrome + Firefox (minor differences)
- All major browsers (requires polyfills/adapters)
## Extension Type and Architecture
4. **Primary extension type:**
- Browser Action (icon in toolbar)
- Page Action (icon in address bar, page-specific)
- Content Script (runs on web pages)
- DevTools Extension (adds features to browser DevTools)
- New Tab Override
- Bookmarks/History extension
- Multiple components
5. **Extension components needed:**
- Background script/Service Worker (always running logic)
- Content scripts (inject into web pages)
- Popup UI (click toolbar icon)
- Options page (settings/configuration)
- Side panel (persistent panel, MV3)
- DevTools page
- New Tab page
6. **Content script injection:**
- All pages (matches: <all_urls>)
- Specific domains (matches: \*.example.com)
- User-activated (inject on demand)
- Not needed
## UI and Framework
7. **UI framework:**
- Vanilla JS (no framework)
- React
- Vue
- Svelte
- Preact (lightweight React)
- Web Components
- Other: **\_\_\_**
8. **Build tooling:**
- Webpack
- Vite
- Rollup
- Parcel
- esbuild
- WXT (extension-specific)
- Plasmo (extension framework)
- None (plain JS)
9. **CSS framework:**
- Tailwind CSS
- CSS Modules
- Styled Components
- Plain CSS
- Sass/SCSS
- None (minimal styling)
10. **Popup UI:**
- Simple (HTML + CSS)
- Interactive (full app)
- None (no popup)
11. **Options page:**
- Simple form (HTML)
- Full settings UI (framework-based)
- Embedded in popup
- None (no settings)
## Permissions
12. **Storage permissions:**
- chrome.storage.local (local storage)
- chrome.storage.sync (sync across devices)
- IndexedDB
- None (no data persistence)
13. **Host permissions (access to websites):**
- Specific domains only
- All URLs (<all_urls>)
- ActiveTab only (current tab when clicked)
- Optional permissions (user grants on demand)
14. **API permissions needed:**
- tabs (query/manipulate tabs)
- webRequest (intercept network requests)
- cookies
- history
- bookmarks
- downloads
- notifications
- contextMenus (right-click menu)
- clipboardWrite/Read
- identity (OAuth)
- Other: **\_\_\_**
15. **Sensitive permissions:**
- webRequestBlocking (modify requests, requires justification)
- declarativeNetRequest (MV3 alternative)
- None
## Data and Storage
16. **Data storage:**
- chrome.storage.local
- chrome.storage.sync (synced across devices)
- IndexedDB
- localStorage (limited, not recommended)
- Remote storage (own backend)
- Multiple storage types
17. **Storage size:**
- Small (< 100KB)
- Medium (100KB - 5MB, storage.sync limit)
- Large (> 5MB, need storage.local or IndexedDB)
18. **Data sync:**
- Sync across user's devices (chrome.storage.sync)
- Local only (storage.local)
- Custom backend sync
## Communication
19. **Message passing (internal):**
- Content script <-> Background script
- Popup <-> Background script
- Content script <-> Content script
- Not needed
20. **Messaging library:**
- Native chrome.runtime.sendMessage
- Wrapper library (webext-bridge, etc.)
- Custom messaging layer
21. **Backend communication:**
- REST API
- WebSocket
- GraphQL
- Firebase/Supabase
- None (client-only extension)
## Web Integration
22. **DOM manipulation:**
- Read DOM (observe, analyze)
- Modify DOM (inject, hide, change elements)
- Both
- None (no content scripts)
23. **Page interaction method:**
- Content scripts (extension context)
- Injected scripts (page context, access page variables)
- Both (communicate via postMessage)
24. **CSS injection:**
- Inject custom styles
- Override site styles
- None
25. **Network request interception:**
- Read requests (webRequest)
- Block/modify requests (declarativeNetRequest in MV3)
- Not needed
## Background Processing
26. **Background script type (MV3):**
- Service Worker (MV3, event-driven, terminates when idle)
- Background page (MV2, persistent)
27. **Background tasks:**
- Event listeners (tabs, webRequest, etc.)
- Periodic tasks (alarms)
- Message routing (popup <-> content scripts)
- API calls
- None
28. **Persistent state (MV3 challenge):**
- Store in chrome.storage (service worker can terminate)
- Use alarms for periodic tasks
- Not applicable (MV2 or stateless)
## Authentication
29. **User authentication:**
- OAuth (chrome.identity API)
- Custom login (username/password with backend)
- API key
- No authentication needed
30. **OAuth provider:**
- Google
- GitHub
- Custom OAuth server
- Not using OAuth
## Distribution
31. **Distribution method:**
- Chrome Web Store (public)
- Chrome Web Store (unlisted)
- Firefox Add-ons (AMO)
- Edge Add-ons Store
- Self-hosted (enterprise, sideload)
- Multiple stores
32. **Pricing model:**
- Free
- Freemium (basic free, premium paid)
- Paid (one-time purchase)
- Subscription
- Enterprise licensing
33. **In-extension purchases:**
- Via web (redirect to website)
- Stripe integration
- No purchases
## Privacy and Security
34. **User privacy:**
- No data collection
- Anonymous analytics
- User data collected (with consent)
- Data sent to server
35. **Content Security Policy (CSP):**
- Default CSP (secure)
- Custom CSP (if needed for external scripts)
36. **External scripts:**
- None (all code bundled)
- CDN scripts (requires CSP relaxation)
- Inline scripts (avoid in MV3)
37. **Sensitive data handling:**
- Encrypt stored data
- Use native credential storage
- No sensitive data
## Testing
38. **Testing approach:**
- Manual testing (load unpacked)
- Unit tests (Jest, Vitest)
- E2E tests (Puppeteer, Playwright)
- Cross-browser testing
- Minimal testing
39. **Test automation:**
- Automated tests in CI
- Manual testing only
## Updates and Deployment
40. **Update strategy:**
- Auto-update (store handles)
- Manual updates (enterprise)
41. **Versioning:**
- Semantic versioning (1.2.3)
- Chrome Web Store version requirements
42. **CI/CD:**
- GitHub Actions
- GitLab CI
- Manual builds/uploads
- Web Store API (automated publishing)
## Features
43. **Context menu integration:**
- Right-click menu items
- Not needed
44. **Omnibox integration:**
- Custom omnibox keyword
- Not needed
45. **Browser notifications:**
- Chrome notifications API
- Not needed
46. **Keyboard shortcuts:**
- chrome.commands API
- Not needed
47. **Clipboard access:**
- Read clipboard
- Write to clipboard
- Not needed
48. **Side panel (MV3):**
- Persistent side panel UI
- Not needed
49. **DevTools integration:**
- Add DevTools panel
- Not needed
50. **Internationalization (i18n):**
- Multiple languages
- English only
## Analytics and Monitoring
51. **Analytics:**
- Google Analytics (with privacy considerations)
- PostHog
- Mixpanel
- Custom analytics
- None
52. **Error tracking:**
- Sentry
- Bugsnag
- Custom error logging
- None
53. **User feedback:**
- In-extension feedback form
- External form (website)
- Email/support
- None
## Performance
54. **Performance considerations:**
- Minimal memory footprint
- Lazy loading
- Efficient DOM queries
- Not a priority
55. **Bundle size:**
- Keep small (< 1MB)
- Moderate (1-5MB)
- Large (> 5MB, media/assets)
## Compliance and Review
56. **Chrome Web Store review:**
- Standard review (automated + manual)
- Sensitive permissions (extra scrutiny)
- Not yet submitted
57. **Privacy policy:**
- Required (collecting data)
- Not required (no data collection)
- Already prepared
58. **Code obfuscation:**
- Minified only
- Not allowed (stores require readable code)
- Using source maps

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# Extension Architecture Document
**Project:** {{project_name}}
**Platform:** {{target_platform}}
**Date:** {{date}}
**Author:** {{user_name}}
## Executive Summary
{{executive_summary}}
## Technology Stack
| Category | Technology | Version | Justification |
| ---------- | -------------- | -------------------- | -------------------------- |
| Platform | {{platform}} | {{platform_version}} | {{platform_justification}} |
| Language | {{language}} | {{language_version}} | {{language_justification}} |
| Build Tool | {{build_tool}} | {{build_version}} | {{build_justification}} |
## Extension Architecture
### Manifest Configuration
{{manifest_config}}
### Permission Model
{{permissions_required}}
### Component Architecture
{{component_structure}}
## Communication Architecture
{{communication_patterns}}
## State Management
{{state_management}}
## User Interface
{{ui_architecture}}
## API Integration
{{api_integration}}
## Development Guidelines
{{development_guidelines}}
## Distribution Strategy
{{distribution_strategy}}
## Source Tree
```
{{source_tree}}
```
---
_Architecture optimized for {{target_platform}} extension_
_Generated using BMad Method Solution Architecture workflow_

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# Game Development Architecture Instructions
## Intent-Based Technical Decision Guidance
<critical>
This is a STARTING POINT for game project architecture decisions.
The LLM should:
- FIRST understand the game type from the GDD (RPG, puzzle, shooter, etc.)
- Check if engine preference is already mentioned in GDD or by user
- Adapt architecture heavily based on game type and complexity
- Consider that each game type has VASTLY different needs
- Keep beginner-friendly suggestions for those without preferences
</critical>
## Engine Selection Strategy
**Intelligent Engine Guidance**
First, check if the user has already indicated an engine preference in the GDD or conversation.
If no engine specified, ask directly:
"Do you have a game engine preference? If you're unsure, I can suggest options based on your [game type] and team experience."
**For Beginners Without Preference:**
Based on game type, suggest the most approachable option:
- **2D Games**: Godot (free, beginner-friendly) or GameMaker (visual scripting)
- **3D Games**: Unity (huge community, learning resources)
- **Web Games**: Phaser (JavaScript) or Godot (exports to web)
- **Visual Novels**: Ren'Py (purpose-built) or Twine (for text-based)
- **Mobile Focus**: Unity or Godot (both export well to mobile)
Always explain: "I'm suggesting [Engine] because it's beginner-friendly for [game type] and has [specific advantages]. Other viable options include [alternatives]."
**For Experienced Teams:**
Let them state their preference, then ensure architecture aligns with engine capabilities.
## Game Type Adaptive Architecture
<critical>
The architecture MUST adapt to the game type identified in the GDD.
Load the specific game type considerations and merge with general guidance.
</critical>
### Architecture by Game Type Examples
**Visual Novel / Text-Based:**
- Focus on narrative data structures, save systems, branching logic
- Minimal physics/rendering considerations
- Emphasis on dialogue systems and choice tracking
- Simple scene management
**RPG:**
- Complex data architecture for stats, items, quests
- Save system with extensive state
- Character progression systems
- Inventory and equipment management
- World state persistence
**Multiplayer Shooter:**
- Network architecture is PRIMARY concern
- Client prediction and server reconciliation
- Anti-cheat considerations
- Matchmaking and lobby systems
- Weapon ballistics and hit registration
**Puzzle Game:**
- Level data structures and progression
- Hint/solution validation systems
- Minimal networking (unless multiplayer)
- Focus on content pipeline for level creation
**Roguelike:**
- Procedural generation architecture
- Run persistence vs. meta progression
- Seed-based reproducibility
- Death and restart systems
**MMO/MOBA:**
- Massive multiplayer architecture
- Database design for persistence
- Server cluster architecture
- Real-time synchronization
- Economy and balance systems
## Core Architecture Decisions
**Determine Based on Game Requirements:**
### Data Architecture
Adapt to game type:
- **Simple Puzzle**: Level data in JSON/XML files
- **RPG**: Complex relational data, possibly SQLite
- **Multiplayer**: Server authoritative state
- **Procedural**: Seed and generation systems
### Multiplayer Architecture (if applicable)
Only discuss if game has multiplayer:
- **Casual Party Game**: P2P might suffice
- **Competitive**: Dedicated servers required
- **Turn-Based**: Simple request/response
- **Real-Time Action**: Complex netcode, interpolation
Skip entirely for single-player games.
### Content Pipeline
Based on team structure and game scope:
- **Solo Dev**: Simple, file-based
- **Small Team**: Version controlled assets, clear naming
- **Large Team**: Asset database, automated builds
### Performance Strategy
Varies WILDLY by game type:
- **Mobile Puzzle**: Battery life > raw performance
- **VR Game**: Consistent 90+ FPS critical
- **Strategy Game**: CPU optimization for AI/simulation
- **MMO**: Server scalability primary concern
## Platform-Specific Considerations
**Adapt to Target Platform from GDD:**
- **Mobile**: Touch input, performance constraints, monetization
- **Console**: Certification requirements, controller input, achievements
- **PC**: Wide hardware range, modding support potential
- **Web**: Download size, browser limitations, instant play
## System-Specific Architecture
### For Games with Heavy Systems
**Only include systems relevant to the game type:**
**Physics System** (for physics-based games)
- 2D vs 3D physics engine
- Deterministic requirements
- Custom vs. built-in
**AI System** (for games with NPCs/enemies)
- Behavior trees vs. state machines
- Pathfinding requirements
- Group behaviors
**Procedural Generation** (for roguelikes, infinite runners)
- Generation algorithms
- Seed management
- Content validation
**Inventory System** (for RPGs, survival)
- Item database design
- Stack management
- Equipment slots
**Dialogue System** (for narrative games)
- Dialogue tree structure
- Localization support
- Voice acting integration
**Combat System** (for action games)
- Damage calculation
- Hitbox/hurtbox system
- Combo system
## Development Workflow Optimization
**Based on Team and Scope:**
- **Rapid Prototyping**: Focus on quick iteration
- **Long Development**: Emphasize maintainability
- **Live Service**: Built-in analytics and update systems
- **Jam Game**: Absolute minimum viable architecture
## Adaptive Guidance Framework
When processing game requirements:
1. **Identify Game Type** from GDD
2. **Determine Complexity Level**:
- Simple (jam game, prototype)
- Medium (indie release)
- Complex (commercial, multiplayer)
3. **Check Engine Preference** or guide selection
4. **Load Game-Type Specific Needs**
5. **Merge with Platform Requirements**
6. **Output Focused Architecture**
## Key Principles
1. **Game type drives architecture** - RPG != Puzzle != Shooter
2. **Don't over-engineer** - Match complexity to scope
3. **Prototype the core loop first** - Architecture serves gameplay
4. **Engine choice affects everything** - Align architecture with engine
5. **Performance requirements vary** - Mobile puzzle != PC MMO
## Output Format
Structure decisions as:
- **Engine**: [Specific engine and version, with rationale for beginners]
- **Core Systems**: [Only systems needed for this game type]
- **Architecture Pattern**: [Appropriate for game complexity]
- **Platform Optimizations**: [Specific to target platforms]
- **Development Pipeline**: [Scaled to team size]
IMPORTANT: Focus on architecture that enables the specific game type's core mechanics and requirements. Don't include systems the game doesn't need.

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# Game Architecture Questions
## Engine and Platform
1. **Game engine:**
- Unity (C#, versatile, large ecosystem)
- Unreal Engine (C++, AAA graphics)
- Godot (GDScript/C#, open-source)
- Custom engine
- Other: **\_\_\_**
2. **Target platforms:**
- PC (Windows, Mac, Linux)
- Mobile (iOS, Android)
- Console (Xbox, PlayStation, Switch)
- Web (WebGL)
- Mix: **\_\_\_**
3. **2D or 3D:**
- 2D
- 3D
- 2.5D (3D with 2D gameplay)
## Architecture Pattern
4. **Core architecture:**
- ECS (Entity Component System) - Unity DOTS, Bevy
- OOP (Object-Oriented) - Unity MonoBehaviours, Unreal Actors
- Data-Oriented Design
- Mix
5. **Scene structure:**
- Single scene (load/unload prefabs)
- Multi-scene (additive loading)
- Scene per level
## Multiplayer (if applicable)
6. **Multiplayer type:**
- Single-player only
- Local multiplayer (same device/splitscreen)
- Online multiplayer
- Both local + online
7. **If online multiplayer - networking:**
- Photon (popular, managed)
- Mirror (Unity, open-source)
- Netcode for GameObjects (Unity, official)
- Unreal Replication
- Custom netcode
- Other: **\_\_\_**
8. **Multiplayer architecture:**
- Client-Server (authoritative server)
- Peer-to-Peer
- Dedicated servers
- Listen server (player hosts)
9. **Backend for multiplayer:**
- PlayFab (Microsoft, game backend)
- Nakama (open-source game server)
- GameSparks (AWS)
- Firebase
- Custom backend
## Save System
10. **Save/persistence:**
- Local only (PlayerPrefs, file)
- Cloud save (Steam Cloud, PlayFab)
- Both local + cloud sync
- No saves needed
## Monetization (if applicable)
11. **Monetization model:**
- Paid (one-time purchase)
- Free-to-play + IAP
- Free-to-play + Ads
- Subscription
- None (hobby/portfolio)
12. **If IAP - platform:**
- Unity IAP (cross-platform)
- Steam microtransactions
- Mobile stores (App Store, Google Play)
- Custom (virtual currency)
13. **If Ads:**
- Unity Ads
- AdMob (Google)
- IronSource
- Other: **\_\_\_**
## Assets
14. **Asset pipeline:**
- Unity Asset Bundles
- Unreal Pak files
- Addressables (Unity)
- Streaming from CDN
- All assets in build
15. **Art creation tools:**
- Blender (3D modeling)
- Maya/3DS Max
- Photoshop (textures)
- Substance (materials)
- Aseprite (pixel art)
- Other: **\_\_\_**
## Analytics and LiveOps
16. **Analytics:**
- Unity Analytics
- GameAnalytics
- Firebase Analytics
- PlayFab Analytics
- None
17. **LiveOps/Events:**
- Remote config (Unity, Firebase)
- In-game events
- Season passes
- None (fixed content)
## Audio
18. **Audio middleware:**
- Unity Audio (built-in)
- FMOD
- Wwise
- Simple (no middleware)

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# Game Architecture Document
**Project:** {{project_name}}
**Game Type:** {{game_type}}
**Platform(s):** {{target_platforms}}
**Date:** {{date}}
**Author:** {{user_name}}
## Executive Summary
{{executive_summary}}
<critical>
This architecture adapts to {{game_type}} requirements.
Sections are included/excluded based on game needs.
</critical>
## 1. Core Technology Decisions
### 1.1 Essential Technology Stack
| Category | Technology | Version | Justification |
| ----------- | --------------- | -------------------- | -------------------------- |
| Game Engine | {{game_engine}} | {{engine_version}} | {{engine_justification}} |
| Language | {{language}} | {{language_version}} | {{language_justification}} |
| Platform(s) | {{platforms}} | - | {{platform_justification}} |
### 1.2 Game-Specific Technologies
<intent>
Only include rows relevant to this game type:
- Physics: Only for physics-based games
- Networking: Only for multiplayer games
- AI: Only for games with NPCs/enemies
- Procedural: Only for roguelikes/procedural games
</intent>
{{game_specific_tech_table}}
## 2. Architecture Pattern
### 2.1 High-Level Architecture
{{architecture_pattern}}
**Pattern Justification for {{game_type}}:**
{{pattern_justification}}
### 2.2 Code Organization Strategy
{{code_organization}}
## 3. Core Game Systems
<intent>
This section should be COMPLETELY different based on game type:
- Visual Novel: Dialogue system, save states, branching
- RPG: Stats, inventory, quests, progression
- Puzzle: Level data, hint system, solution validation
- Shooter: Weapons, damage, physics
- Racing: Vehicle physics, track system, lap timing
- Strategy: Unit management, resource system, AI
</intent>
### 3.1 Core Game Loop
{{core_game_loop}}
### 3.2 Primary Game Systems
{{#for_game_type}}
Include ONLY systems this game needs
{{/for_game_type}}
{{primary_game_systems}}
## 4. Data Architecture
### 4.1 Data Management Strategy
<intent>
Adapt to game data needs:
- Simple puzzle: JSON level files
- RPG: Complex relational data
- Multiplayer: Server-authoritative state
- Roguelike: Seed-based generation
</intent>
{{data_management}}
### 4.2 Save System
{{save_system}}
### 4.3 Content Pipeline
{{content_pipeline}}
## 5. Scene/Level Architecture
<intent>
Structure varies by game type:
- Linear: Sequential level loading
- Open World: Streaming and chunks
- Stage-based: Level selection and unlocking
- Procedural: Generation pipeline
</intent>
{{scene_architecture}}
## 6. Gameplay Implementation
<intent>
ONLY include subsections relevant to the game.
A racing game doesn't need an inventory system.
A puzzle game doesn't need combat mechanics.
</intent>
{{gameplay_systems}}
## 7. Presentation Layer
<intent>
Adapt to visual style:
- 3D: Rendering pipeline, lighting, LOD
- 2D: Sprite management, layers
- Text: Minimal visual architecture
- Hybrid: Both 2D and 3D considerations
</intent>
### 7.1 Visual Architecture
{{visual_architecture}}
### 7.2 Audio Architecture
{{audio_architecture}}
### 7.3 UI/UX Architecture
{{ui_architecture}}
## 8. Input and Controls
{{input_controls}}
{{#if_multiplayer}}
## 9. Multiplayer Architecture
<critical>
Only for games with multiplayer features
</critical>
### 9.1 Network Architecture
{{network_architecture}}
### 9.2 State Synchronization
{{state_synchronization}}
### 9.3 Matchmaking and Lobbies
{{matchmaking}}
### 9.4 Anti-Cheat Strategy
{{anticheat}}
{{/if_multiplayer}}
## 10. Platform Optimizations
<intent>
Platform-specific considerations:
- Mobile: Touch controls, battery, performance
- Console: Achievements, controllers, certification
- PC: Wide hardware range, settings
- Web: Download size, browser compatibility
</intent>
{{platform_optimizations}}
## 11. Performance Strategy
### 11.1 Performance Targets
{{performance_targets}}
### 11.2 Optimization Approach
{{optimization_approach}}
## 12. Asset Pipeline
### 12.1 Asset Workflow
{{asset_workflow}}
### 12.2 Asset Budget
<intent>
Adapt to platform and game type:
- Mobile: Strict size limits
- Web: Download optimization
- Console: Memory constraints
- PC: Balance quality vs. performance
</intent>
{{asset_budget}}
## 13. Source Tree
```
{{source_tree}}
```
**Key Directories:**
{{key_directories}}
## 14. Development Guidelines
### 14.1 Coding Standards
{{coding_standards}}
### 14.2 Engine-Specific Best Practices
{{engine_best_practices}}
## 15. Build and Deployment
### 15.1 Build Configuration
{{build_configuration}}
### 15.2 Distribution Strategy
{{distribution_strategy}}
## 16. Testing Strategy
<intent>
Testing needs vary by game:
- Multiplayer: Network testing, load testing
- Procedural: Seed testing, generation validation
- Physics: Determinism testing
- Narrative: Story branch testing
</intent>
{{testing_strategy}}
## 17. Key Architecture Decisions
### Decision Records
{{architecture_decisions}}
### Risk Mitigation
{{risk_mitigation}}
{{#if_complex_project}}
## 18. Specialist Considerations
<intent>
Only for complex projects needing specialist input
</intent>
{{specialist_notes}}
{{/if_complex_project}}
---
## Implementation Roadmap
{{implementation_roadmap}}
---
_Architecture optimized for {{game_type}} game on {{platforms}}_
_Generated using BMad Method Solution Architecture workflow_

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@@ -1,484 +0,0 @@
# Infrastructure/DevOps Tool Architecture Questions
## Tool Type
1. **Primary tool category:**
- Infrastructure as Code (IaC) module/provider
- Kubernetes Operator
- CI/CD plugin/action
- Monitoring/Observability tool
- Configuration management tool
- Deployment automation tool
- GitOps tool
- Security/Compliance scanner
- Cost optimization tool
- Multi-tool platform
## Infrastructure as Code (IaC)
2. **IaC platform (if applicable):**
- Terraform
- Pulumi
- CloudFormation (AWS)
- Bicep (Azure)
- CDK (AWS, TypeScript/Python)
- CDKTF (Terraform with CDK)
- Ansible
- Chef
- Puppet
- Not applicable
3. **IaC language:**
- HCL (Terraform)
- TypeScript (Pulumi, CDK)
- Python (Pulumi, CDK)
- Go (Pulumi)
- YAML (CloudFormation, Ansible)
- JSON
- Domain-specific language
- Other: **\_\_\_**
4. **Terraform specifics (if applicable):**
- Terraform module (reusable component)
- Terraform provider (new resource types)
- Terraform backend (state storage)
- Not using Terraform
5. **Target cloud platforms:**
- AWS
- Azure
- Google Cloud
- Multi-cloud
- On-premise (VMware, OpenStack)
- Hybrid cloud
- Kubernetes (cloud-agnostic)
## Kubernetes Operator (if applicable)
6. **Operator framework:**
- Operator SDK (Go)
- Kubebuilder (Go)
- KUDO
- Kopf (Python)
- Java Operator SDK
- Metacontroller
- Custom (raw client-go)
- Not applicable
7. **Operator type:**
- Application operator (manage app lifecycle)
- Infrastructure operator (manage resources)
- Data operator (databases, queues)
- Security operator
- Other: **\_\_\_**
8. **Custom Resource Definitions (CRDs):**
- Define new CRDs
- Use existing CRDs
- Multiple CRDs
9. **Operator scope:**
- Namespace-scoped
- Cluster-scoped
- Both
10. **Reconciliation pattern:**
- Level-based (check desired vs actual state)
- Edge-triggered (react to changes)
- Hybrid
## CI/CD Integration
11. **CI/CD platform (if plugin/action):**
- GitHub Actions
- GitLab CI
- Jenkins
- CircleCI
- Azure DevOps
- Bitbucket Pipelines
- Drone CI
- Tekton
- Argo Workflows
- Not applicable
12. **Plugin type (if CI/CD plugin):**
- Build step
- Test step
- Deployment step
- Security scan
- Notification
- Custom action
- Not applicable
13. **GitHub Action specifics (if applicable):**
- JavaScript action
- Docker container action
- Composite action (reusable workflow)
- Not using GitHub Actions
## Configuration and State Management
14. **Configuration approach:**
- Configuration files (YAML, JSON, HCL)
- Environment variables
- Command-line flags
- API-based configuration
- Multiple methods
15. **State management:**
- Stateless (idempotent operations)
- Local state file
- Remote state (S3, Consul, Terraform Cloud)
- Database state
- Kubernetes ConfigMaps/Secrets
- Not applicable
16. **Secrets management:**
- Vault (HashiCorp)
- AWS Secrets Manager
- Azure Key Vault
- Google Secret Manager
- Kubernetes Secrets
- SOPS (encrypted files)
- Sealed Secrets
- External Secrets Operator
- Environment variables
- Not applicable
## Execution Model
17. **Execution pattern:**
- CLI tool (run locally or in CI)
- Kubernetes controller (runs in cluster)
- Daemon/agent (runs on nodes/VMs)
- Web service (API-driven)
- Scheduled job (cron, K8s CronJob)
- Event-driven (webhook, queue)
18. **Deployment model:**
- Single binary (Go, Rust)
- Container image
- Script (Python, Bash)
- Helm chart
- Kustomize
- Installed via package manager
- Multiple deployment methods
19. **Concurrency:**
- Single-threaded (sequential)
- Multi-threaded (parallel operations)
- Async I/O
- Not applicable
## Resource Management
20. **Resources managed:**
- Compute (VMs, containers, functions)
- Networking (VPC, load balancers, DNS)
- Storage (disks, buckets, databases)
- Identity (IAM, service accounts)
- Security (firewall, policies)
- Kubernetes resources (pods, services, etc.)
- Multiple resource types
21. **Resource lifecycle:**
- Create/provision
- Update/modify
- Delete/destroy
- Import existing resources
- All of the above
22. **Dependency management:**
- Explicit dependencies (depends_on)
- Implicit dependencies (reference outputs)
- DAG-based (topological sort)
- None (independent resources)
## Language and Framework
23. **Implementation language:**
- Go (common for K8s, CLI tools)
- Python (scripting, automation)
- TypeScript/JavaScript (Pulumi, CDK)
- Rust (performance-critical tools)
- Bash/Shell (simple scripts)
- Java (enterprise tools)
- Ruby (Chef, legacy tools)
- Other: **\_\_\_**
24. **Key libraries/SDKs:**
- AWS SDK
- Azure SDK
- Google Cloud SDK
- Kubernetes client-go
- Terraform Plugin SDK
- Ansible modules
- Custom libraries
- Other: **\_\_\_**
## API and Integration
25. **API exposure:**
- REST API
- gRPC API
- CLI only (no API)
- Kubernetes API (CRDs)
- Webhook receiver
- Multiple interfaces
26. **External integrations:**
- Cloud provider APIs (AWS, Azure, GCP)
- Kubernetes API
- Monitoring systems (Prometheus, Datadog)
- Notification services (Slack, PagerDuty)
- Version control (Git)
- Other: **\_\_\_**
## Idempotency and Safety
27. **Idempotency:**
- Fully idempotent (safe to run multiple times)
- Conditionally idempotent (with flags)
- Not idempotent (manual cleanup needed)
28. **Dry-run/Plan mode:**
- Yes (preview changes before applying)
- No (immediate execution)
29. **Rollback capability:**
- Automatic rollback on failure
- Manual rollback (previous state)
- No rollback (manual cleanup)
30. **Destructive operations:**
- Confirmation required (--force flag)
- Automatic (with safeguards)
- Not applicable (read-only tool)
## Observability
31. **Logging:**
- Structured logging (JSON)
- Plain text logs
- Library: (logrus, zap, winston, etc.)
- Multiple log levels (debug, info, warn, error)
32. **Metrics:**
- Prometheus metrics
- CloudWatch metrics
- Datadog metrics
- Custom metrics
- None
33. **Tracing:**
- OpenTelemetry
- Jaeger
- Not applicable
34. **Health checks:**
- Kubernetes liveness/readiness probes
- HTTP health endpoint
- Not applicable (CLI tool)
## Testing
35. **Testing approach:**
- Unit tests (mock external APIs)
- Integration tests (real cloud resources)
- E2E tests (full workflow)
- Contract tests (API compatibility)
- Manual testing
- All of the above
36. **Test environment:**
- Local (mocked)
- Dev/staging cloud account
- Kind/minikube (for K8s)
- Multiple environments
37. **Terraform testing (if applicable):**
- Terratest (Go-based testing)
- terraform validate
- terraform plan (in CI)
- Not applicable
38. **Kubernetes testing (if operator):**
- Unit tests (Go testing)
- envtest (fake API server)
- Kind cluster (real cluster)
- Not applicable
## Documentation
39. **Documentation format:**
- README (basic)
- Detailed docs (Markdown files)
- Generated docs (godoc, Sphinx, etc.)
- Doc website (MkDocs, Docusaurus)
- Interactive examples
- All of the above
40. **Usage examples:**
- Code examples
- Tutorial walkthroughs
- Video demos
- Sample configurations
- Minimal (README only)
## Distribution
41. **Distribution method:**
- GitHub Releases (binaries)
- Package manager (homebrew, apt, yum)
- Container registry (Docker Hub, ghcr.io)
- Terraform Registry
- Helm chart repository
- Language package manager (npm, pip, gem)
- Multiple methods
42. **Installation:**
- Download binary
- Package manager install
- Helm install (for K8s)
- Container image pull
- Build from source
- Multiple methods
43. **Versioning:**
- Semantic versioning (semver)
- Calendar versioning
- API version compatibility
## Updates and Lifecycle
44. **Update mechanism:**
- Manual download/install
- Package manager update
- Auto-update (self-update command)
- Helm upgrade
- Not applicable
45. **Backward compatibility:**
- Fully backward compatible
- Breaking changes documented
- Migration guides provided
46. **Deprecation policy:**
- Formal deprecation warnings
- Support for N-1 versions
- No formal policy
## Security
47. **Credentials handling:**
- Environment variables
- Config file (encrypted)
- Cloud provider IAM (instance roles, IRSA)
- Kubernetes ServiceAccount
- Vault integration
- Multiple methods
48. **Least privilege:**
- Minimal permissions documented
- Permission templates provided (IAM policies)
- No specific guidance
49. **Code signing:**
- Signed binaries
- Container image signing (cosign)
- Not signed
50. **Supply chain security:**
- SBOM (Software Bill of Materials)
- Provenance attestation
- Dependency scanning
- None
## Compliance and Governance
51. **Compliance focus:**
- Policy enforcement (OPA, Kyverno)
- Audit logging
- Cost tagging
- Security posture
- Not applicable
52. **Policy as Code:**
- OPA (Open Policy Agent)
- Sentinel (Terraform)
- Kyverno (Kubernetes)
- Custom policies
- Not applicable
53. **Audit trail:**
- Change tracking
- GitOps audit (Git history)
- CloudTrail/Activity logs
- Not applicable
## Performance and Scale
54. **Performance requirements:**
- Fast execution (seconds)
- Moderate (minutes)
- Long-running (hours acceptable)
- Background reconciliation (continuous)
55. **Scale considerations:**
- Small scale (< 10 resources)
- Medium (10-100 resources)
- Large (100-1000 resources)
- Very large (1000+ resources)
56. **Rate limiting:**
- Respect cloud API limits
- Configurable rate limits
- Not applicable
## CI/CD and Automation
57. **CI/CD for the tool itself:**
- GitHub Actions
- GitLab CI
- CircleCI
- Custom
- Manual builds
58. **Release automation:**
- Automated releases (tags trigger build)
- Manual releases
- GoReleaser (for Go projects)
- Semantic release
59. **Pre-commit hooks:**
- Linting
- Formatting
- Security scans
- None
## Community and Ecosystem
60. **Open source:**
- Fully open source
- Proprietary
- Open core (free + paid features)
61. **License:**
- MIT
- Apache 2.0
- GPL
- Proprietary
- Other: **\_\_\_**
62. **Community support:**
- GitHub issues
- Slack/Discord community
- Forum
- Commercial support
- Minimal (internal tool)
63. **Plugin/Extension system:**
- Extensible (plugins supported)
- Monolithic
- Planned for future

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# Infrastructure/DevOps Architecture Instructions
## Intent-Based Technical Decision Guidance
<critical>
This is a STARTING POINT for infrastructure and DevOps architecture decisions.
The LLM should:
- Understand scale, reliability, and compliance requirements
- Guide cloud vs. on-premise vs. hybrid decisions
- Focus on automation and infrastructure as code
- Consider team size and DevOps maturity
- Balance complexity with operational overhead
</critical>
## Cloud Strategy
**Platform Selection**
Based on requirements and constraints:
- **Public Cloud**: AWS, GCP, Azure for scalability
- **Private Cloud**: OpenStack, VMware for control
- **Hybrid**: Mix of public and on-premise
- **Multi-cloud**: Avoid vendor lock-in
- **On-premise**: Regulatory or latency requirements
Consider existing contracts, team expertise, and geographic needs.
## Infrastructure as Code
**IaC Approach**
Based on team and complexity:
- **Terraform**: Cloud-agnostic, declarative
- **CloudFormation/ARM/GCP Deployment Manager**: Cloud-native
- **Pulumi/CDK**: Programmatic infrastructure
- **Ansible/Chef/Puppet**: Configuration management
- **GitOps**: Flux, ArgoCD for Kubernetes
Start with declarative approaches unless programmatic benefits are clear.
## Container Strategy
**Containerization Approach**
- **Docker**: Standard for containerization
- **Kubernetes**: For complex orchestration needs
- **ECS/Cloud Run**: Managed container services
- **Docker Compose/Swarm**: Simple orchestration
- **Serverless**: Skip containers entirely
Don't use Kubernetes for simple applications - complexity has a cost.
## CI/CD Architecture
**Pipeline Design**
- Source control strategy (GitFlow, GitHub Flow, trunk-based)
- Build automation and artifact management
- Testing stages (unit, integration, e2e)
- Deployment strategies (blue-green, canary, rolling)
- Environment promotion process
Match complexity to release frequency and risk tolerance.
## Monitoring and Observability
**Observability Stack**
Based on scale and requirements:
- **Metrics**: Prometheus, CloudWatch, Datadog
- **Logging**: ELK, Loki, CloudWatch Logs
- **Tracing**: Jaeger, X-Ray, Datadog APM
- **Synthetic Monitoring**: Pingdom, New Relic
- **Incident Management**: PagerDuty, Opsgenie
Build observability appropriate to SLA requirements.
## Security Architecture
**Security Layers**
- Network security (VPC, security groups, NACLs)
- Identity and access management
- Secrets management (Vault, AWS Secrets Manager)
- Vulnerability scanning
- Compliance automation
Security must be automated and auditable.
## Backup and Disaster Recovery
**Resilience Strategy**
- Backup frequency and retention
- RTO/RPO requirements
- Multi-region/multi-AZ design
- Disaster recovery testing
- Data replication strategy
Design for your actual recovery requirements, not theoretical disasters.
## Network Architecture
**Network Design**
- VPC/network topology
- Load balancing strategy
- CDN implementation
- Service mesh (if microservices)
- Zero trust networking
Keep networking as simple as possible while meeting requirements.
## Cost Optimization
**Cost Management**
- Resource right-sizing
- Reserved instances/savings plans
- Spot instances for appropriate workloads
- Auto-scaling policies
- Cost monitoring and alerts
Build cost awareness into the architecture.
## Database Operations
**Data Layer Management**
- Managed vs. self-hosted databases
- Backup and restore procedures
- Read replica configuration
- Connection pooling
- Performance monitoring
## Service Mesh and API Gateway
**API Management** (if applicable)
- API Gateway for external APIs
- Service mesh for internal communication
- Rate limiting and throttling
- Authentication and authorization
- API versioning strategy
## Development Environments
**Environment Strategy**
- Local development setup
- Development/staging/production parity
- Environment provisioning automation
- Data anonymization for non-production
## Compliance and Governance
**Regulatory Requirements**
- Compliance frameworks (SOC 2, HIPAA, PCI DSS)
- Audit logging and retention
- Change management process
- Access control and segregation of duties
Build compliance in, don't bolt it on.
## Adaptive Guidance Examples
**For a Startup MVP:**
Focus on managed services, simple CI/CD, and basic monitoring.
**For Enterprise Migration:**
Emphasize hybrid cloud, phased migration, and compliance requirements.
**For High-Traffic Service:**
Focus on auto-scaling, CDN, caching layers, and performance monitoring.
**For Regulated Industry:**
Emphasize compliance automation, audit trails, and data residency.
## Key Principles
1. **Automate everything** - Manual processes don't scale
2. **Design for failure** - Everything fails eventually
3. **Secure by default** - Security is not optional
4. **Monitor proactively** - Don't wait for users to report issues
5. **Document as code** - Infrastructure documentation gets stale
## Output Format
Document as:
- **Platform**: [Cloud/on-premise choice]
- **IaC Tool**: [Primary infrastructure tool]
- **Container/Orchestration**: [If applicable]
- **CI/CD**: [Pipeline tools and strategy]
- **Monitoring**: [Observability stack]
Focus on automation and operational excellence.

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# Library/SDK Architecture Instructions
## Intent-Based Technical Decision Guidance
<critical>
This is a STARTING POINT for library/SDK architecture decisions.
The LLM should:
- Understand the library's purpose and target developers
- Consider API design and developer experience heavily
- Focus on versioning, compatibility, and distribution
- Balance flexibility with ease of use
- Document decisions that affect consumers
</critical>
## Language and Ecosystem
**Choose Based on Target Users**
- Consider what language your users are already using
- Factor in cross-language needs (FFI, bindings, REST wrapper)
- Think about ecosystem conventions and expectations
- Performance vs. ease of integration trade-offs
Don't create a Rust library for JavaScript developers unless performance is critical.
## API Design Philosophy
**Developer Experience First**
Based on library complexity:
- **Simple**: Minimal API surface, sensible defaults
- **Flexible**: Builder pattern, configuration objects
- **Powerful**: Layered API (simple + advanced)
- **Framework**: Inversion of control, plugin architecture
Follow language idioms - Pythonic for Python, functional for FP languages.
## Architecture Patterns
**Internal Structure**
- **Facade Pattern**: Hide complexity behind simple interface
- **Strategy Pattern**: For pluggable implementations
- **Factory Pattern**: For object creation flexibility
- **Dependency Injection**: For testability and flexibility
Don't over-engineer simple utility libraries.
## Versioning Strategy
**Semantic Versioning and Compatibility**
- Breaking change policy
- Deprecation strategy
- Migration path planning
- Backward compatibility approach
Consider the maintenance burden of supporting multiple versions.
## Distribution and Packaging
**Package Management**
- **NPM**: For JavaScript/TypeScript
- **PyPI**: For Python
- **Maven/Gradle**: For Java/Kotlin
- **NuGet**: For .NET
- **Cargo**: For Rust
- Multiple registries for cross-language
Include CDN distribution for web libraries.
## Testing Strategy
**Library Testing Approach**
- Unit tests for all public APIs
- Integration tests with common use cases
- Property-based testing for complex logic
- Example projects as tests
- Cross-version compatibility tests
## Documentation Strategy
**Developer Documentation**
- API reference (generated from code)
- Getting started guide
- Common use cases and examples
- Migration guides for major versions
- Troubleshooting section
Good documentation is critical for library adoption.
## Error Handling
**Developer-Friendly Errors**
- Clear error messages with context
- Error codes for programmatic handling
- Stack traces that point to user code
- Validation with helpful messages
## Performance Considerations
**Library Performance**
- Lazy loading where appropriate
- Tree-shaking support for web
- Minimal dependencies
- Memory efficiency
- Benchmark suite for performance regression
## Type Safety
**Type Definitions**
- TypeScript definitions for JavaScript libraries
- Generic types where appropriate
- Type inference optimization
- Runtime type checking options
## Dependency Management
**External Dependencies**
- Minimize external dependencies
- Pin vs. range versioning
- Security audit process
- License compatibility
Zero dependencies is ideal for utility libraries.
## Extension Points
**Extensibility Design** (if needed)
- Plugin architecture
- Middleware pattern
- Hook system
- Custom implementations
Balance flexibility with complexity.
## Platform Support
**Cross-Platform Considerations**
- Browser vs. Node.js for JavaScript
- OS-specific functionality
- Mobile platform support
- WebAssembly compilation
## Adaptive Guidance Examples
**For a UI Component Library:**
Focus on theming, accessibility, tree-shaking, and framework integration.
**For a Data Processing Library:**
Emphasize streaming APIs, memory efficiency, and format support.
**For an API Client SDK:**
Focus on authentication, retry logic, rate limiting, and code generation.
**For a Testing Framework:**
Emphasize assertion APIs, runner architecture, and reporting.
## Key Principles
1. **Make simple things simple** - Common cases should be easy
2. **Make complex things possible** - Don't limit advanced users
3. **Fail fast and clearly** - Help developers debug quickly
4. **Version thoughtfully** - Breaking changes hurt adoption
5. **Document by example** - Show real-world usage
## Output Format
Structure as:
- **Language**: [Primary language and version]
- **API Style**: [Design pattern and approach]
- **Distribution**: [Package registries and methods]
- **Versioning**: [Strategy and compatibility policy]
Focus on decisions that affect library consumers.

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@@ -1,146 +0,0 @@
# Library/SDK Architecture Questions
## Language and Platform
1. **Primary language:**
- TypeScript/JavaScript
- Python
- Rust
- Go
- Java/Kotlin
- C#
- Other: **\_\_\_**
2. **Target runtime:**
- Node.js
- Browser (frontend)
- Both Node.js + Browser (isomorphic)
- Deno
- Bun
- Python runtime
- Other: **\_\_\_**
3. **Package registry:**
- npm (JavaScript)
- PyPI (Python)
- crates.io (Rust)
- Maven Central (Java)
- NuGet (.NET)
- Go modules
- Other: **\_\_\_**
## API Design
4. **Public API style:**
- Functional (pure functions)
- OOP (classes/instances)
- Fluent/Builder pattern
- Mix
5. **API surface size:**
- Minimal (focused, single purpose)
- Comprehensive (many features)
6. **Async handling:**
- Promises (async/await)
- Callbacks
- Observables (RxJS)
- Synchronous only
- Mix
## Type Safety
7. **Type system:**
- TypeScript (JavaScript)
- Type hints (Python)
- Strongly typed (Rust, Go, Java)
- Runtime validation (Zod, Yup)
- None (JavaScript)
8. **Type definitions:**
- Bundled with package
- @types package (DefinitelyTyped)
- Not applicable
## Build and Distribution
9. **Build tool:**
- tsup (TypeScript, simple)
- esbuild (fast)
- Rollup
- Webpack
- Vite
- tsc (TypeScript compiler only)
- Not needed (pure JS)
10. **Output format:**
- ESM (modern)
- CommonJS (Node.js)
- UMD (universal)
- Multiple formats
11. **Minification:**
- Yes (production bundle)
- No (source code)
- Source + minified both
## Dependencies
12. **Dependency strategy:**
- Zero dependencies (standalone)
- Minimal dependencies
- Standard dependencies OK
13. **Peer dependencies:**
- Yes (e.g., React library requires React)
- No
## Documentation
14. **Documentation approach:**
- README only
- API docs (JSDoc, TypeDoc)
- Full docs site (VitePress, Docusaurus)
- Examples repo
- All of the above
## Testing
15. **Test framework:**
- Jest (JavaScript)
- Vitest (Vite-compatible)
- Pytest (Python)
- Cargo test (Rust)
- Go test
- Other: **\_\_\_**
16. **Test coverage goal:**
- High (80%+)
- Moderate (50-80%)
- Critical paths only
## Versioning and Releases
17. **Versioning:**
- Semantic versioning (semver)
- Calendar versioning (calver)
- Other
18. **Release automation:**
- Changesets
- Semantic Release
- Manual
- GitHub Releases
- Other: **\_\_\_**
## Additional
19. **CLI included:** (if applicable)
- Yes (command-line tool)
- No (library only)
20. **Configuration:**
- Config file (JSON, YAML)
- Programmatic only
- Both
- None needed

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# Mobile Application Architecture Instructions
## Intent-Based Technical Decision Guidance
<critical>
This is a STARTING POINT for mobile app architecture decisions.
The LLM should:
- Understand platform requirements from the PRD (iOS, Android, or both)
- Guide framework choice based on team expertise and project needs
- Focus on mobile-specific concerns (offline, performance, battery)
- Adapt complexity to project scale and team size
- Keep decisions concrete and implementation-focused
</critical>
## Platform Strategy
**Determine the Right Approach**
Analyze requirements to recommend:
- **Native** (Swift/Kotlin): When platform-specific features and performance are critical
- **Cross-platform** (React Native/Flutter): For faster development across platforms
- **Hybrid** (Ionic/Capacitor): When web expertise exists and native features are minimal
- **PWA**: For simple apps with basic device access needs
Consider team expertise heavily - don't suggest Flutter to an iOS team unless there's strong justification.
## Framework and Technology Selection
**Match Framework to Project Needs**
Based on the requirements and team:
- **React Native**: JavaScript teams, code sharing with web, large ecosystem
- **Flutter**: Consistent UI across platforms, high performance animations
- **Native**: Platform-specific UX, maximum performance, full API access
- **.NET MAUI**: C# teams, enterprise environments
For beginners: Recommend based on existing web experience.
For experts: Focus on specific trade-offs relevant to their use case.
## Application Architecture
**Architectural Pattern**
Guide toward appropriate patterns:
- **MVVM/MVP**: For testability and separation of concerns
- **Redux/MobX**: For complex state management
- **Clean Architecture**: For larger teams and long-term maintenance
Don't over-architect simple apps - a basic MVC might suffice for simple utilities.
## Data Management
**Local Storage Strategy**
Based on data requirements:
- **SQLite**: Structured data, complex queries, offline-first apps
- **Realm**: Object database for simpler data models
- **AsyncStorage/SharedPreferences**: Simple key-value storage
- **Core Data**: iOS-specific with iCloud sync
**Sync and Offline Strategy**
Only if offline capability is required:
- Conflict resolution approach
- Sync triggers and frequency
- Data compression and optimization
## API Communication
**Network Layer Design**
- RESTful APIs for simple CRUD operations
- GraphQL for complex data requirements
- WebSocket for real-time features
- Consider bandwidth optimization for mobile networks
**Security Considerations**
- Certificate pinning for sensitive apps
- Token storage in secure keychain
- Biometric authentication integration
## UI/UX Architecture
**Design System Approach**
- Platform-specific (Material Design, Human Interface Guidelines)
- Custom design system for brand consistency
- Component library selection
**Navigation Pattern**
Based on app complexity:
- Tab-based for simple apps with clear sections
- Drawer navigation for many features
- Stack navigation for linear flows
- Hybrid for complex apps
## Performance Optimization
**Mobile-Specific Performance**
Focus on what matters for mobile:
- App size (consider app thinning, dynamic delivery)
- Startup time optimization
- Memory management
- Battery efficiency
- Network optimization
Only dive deep into performance if the PRD indicates performance-critical requirements.
## Native Features Integration
**Device Capabilities**
Based on PRD requirements, plan for:
- Camera/Gallery access patterns
- Location services and geofencing
- Push notifications architecture
- Biometric authentication
- Payment integration (Apple Pay, Google Pay)
Don't list all possible features - focus on what's actually needed.
## Testing Strategy
**Mobile Testing Approach**
- Unit testing for business logic
- UI testing for critical flows
- Device testing matrix (OS versions, screen sizes)
- Beta testing distribution (TestFlight, Play Console)
Scale testing complexity to project risk and team size.
## Distribution and Updates
**App Store Strategy**
- Release cadence and versioning
- Update mechanisms (CodePush for React Native, OTA updates)
- A/B testing and feature flags
- Crash reporting and analytics
**Compliance and Guidelines**
- App Store/Play Store guidelines
- Privacy requirements (ATT, data collection)
- Content ratings and age restrictions
## Adaptive Guidance Examples
**For a Social Media App:**
Focus on real-time updates, media handling, offline caching, and push notification strategy.
**For an Enterprise App:**
Emphasize security, MDM integration, SSO, and offline data sync.
**For a Gaming App:**
Focus on performance, graphics framework, monetization, and social features.
**For a Utility App:**
Keep it simple - basic UI, minimal backend, focus on core functionality.
## Key Principles
1. **Platform conventions matter** - Don't fight the platform
2. **Performance is felt immediately** - Mobile users are sensitive to lag
3. **Offline-first when appropriate** - But don't over-engineer
4. **Test on real devices** - Simulators hide real issues
5. **Plan for app store review** - Build in buffer time
## Output Format
Document decisions as:
- **Technology**: [Specific framework/library with version]
- **Justification**: [Why this fits the requirements]
- **Platform-specific notes**: [iOS/Android differences if applicable]
Keep mobile-specific considerations prominent in the architecture document.

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@@ -1,110 +0,0 @@
# Mobile Project Architecture Questions
## Platform
1. **Target platforms:**
- iOS only
- Android only
- Both iOS + Android
2. **Framework choice:**
- React Native (JavaScript/TypeScript, large ecosystem)
- Flutter (Dart, high performance, beautiful UI)
- Native (Swift for iOS, Kotlin for Android)
- Expo (React Native with managed workflow)
- Other: **\_\_\_**
3. **If React Native - workflow:**
- Expo (managed, easier, some limitations)
- React Native CLI (bare workflow, full control)
## Backend and Data
4. **Backend approach:**
- Firebase (BaaS, real-time, easy)
- Supabase (BaaS, PostgreSQL, open-source)
- Custom API (REST/GraphQL)
- AWS Amplify
- Other BaaS: **\_\_\_**
5. **Local data persistence:**
- AsyncStorage (simple key-value)
- SQLite (relational, offline-first)
- Realm (NoSQL, sync)
- WatermelonDB (reactive, performance)
- MMKV (fast key-value)
6. **State management:**
- Redux Toolkit
- Zustand
- MobX
- Context API + useReducer
- Jotai/Recoil
- React Query (server state)
## Navigation
7. **Navigation library:**
- React Navigation (standard for RN)
- Expo Router (file-based)
- React Native Navigation (native navigation)
## Authentication
8. **Auth approach:**
- Firebase Auth
- Supabase Auth
- Auth0
- Social auth (Google, Apple, Facebook)
- Custom
- None
## Push Notifications
9. **Push notifications:** (if needed)
- Firebase Cloud Messaging
- Expo Notifications
- OneSignal
- AWS SNS
- None needed
## Payments (if applicable)
10. **In-app purchases:**
- RevenueCat (cross-platform, subscriptions)
- expo-in-app-purchases
- react-native-iap
- Stripe (external payments)
- None needed
## Additional
11. **Maps integration:** (if needed)
- Google Maps
- Apple Maps
- Mapbox
- None needed
12. **Analytics:**
- Firebase Analytics
- Amplitude
- Mixpanel
- PostHog
- None needed
13. **Crash reporting:**
- Sentry
- Firebase Crashlytics
- Bugsnag
- None needed
14. **Offline-first requirement:**
- Yes (sync when online)
- No (online-only)
- Partial (some features offline)
15. **App distribution:**
- App Store + Google Play (public)
- TestFlight + Internal Testing (beta)
- Enterprise distribution
- Expo EAS Build

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@@ -1,12 +1,12 @@
project_type_id,display_name,question_file,description,characteristics,typical_stacks,detection_keywords
web,Web Application,web-questions.md,"Web applications with frontend and/or backend components","has_ui,server_side,browser_based","Next.js+Supabase, React+Django, Vue+Rails","website,web app,frontend,backend,browser,responsive,SPA,SSR,API"
mobile,Mobile Application,mobile-questions.md,"Native or cross-platform mobile applications for iOS/Android","has_ui,native_app,mobile_platform","React Native+Firebase, Flutter+Supabase","mobile,iOS,Android,app store,react native,flutter,smartphone,tablet"
embedded,Embedded System,embedded-questions.md,"Embedded systems, IoT devices, and firmware","hardware,firmware,microcontroller,iot","ESP32+FreeRTOS+MQTT, STM32+Bare Metal","embedded,IoT,microcontroller,firmware,sensor,ESP32,Arduino,hardware,MQTT,real-time"
game,Game,game-questions.md,"Video games for PC, console, mobile, or web","has_ui,real_time,game_engine,interactive","Unity+Photon+PlayFab, Godot+Nakama","game,unity,unreal,godot,multiplayer,gameplay,3D,2D,player,level"
library,Library/SDK,library-questions.md,"Reusable libraries, SDKs, and packages","no_ui,package,reusable,developer_tool","TypeScript+tsup+npm, Python+pip","library,SDK,package,npm,pip,gem,cargo,reusable,API wrapper,utility"
desktop,Desktop Application,desktop-questions.md,"Native desktop applications for Windows/Mac/Linux","has_ui,native_app,cross_platform,installable","Electron+React, Tauri+Svelte, .NET MAUI","desktop,Electron,Tauri,Windows,macOS,Linux,installer,native app,system tray"
cli,Command-Line Tool,cli-questions.md,"Command-line tools and terminal applications","no_ui,terminal,executable,developer_tool","Go+cobra, Rust+clap, Python+click","CLI,command line,terminal,bash,shell,tool,utility,script,console"
backend,Backend/API Service,backend-questions.md,"Backend services and APIs (no frontend)","no_ui,server_side,api,microservices","Node.js+Express+PostgreSQL, FastAPI+Redis","API,backend,microservice,REST,GraphQL,gRPC,server,service,endpoint,database"
data,Data/Analytics/ML,data-questions.md,"Data pipelines, analytics, machine learning projects","data_pipeline,analytics,ml,batch_processing","Airflow+Spark+Snowflake, PyTorch+MLflow","ETL,data pipeline,analytics,machine learning,ML,AI,Spark,Airflow,model,dataset,training"
extension,Browser Extension,extension-questions.md,"Browser extensions for Chrome, Firefox, Safari, etc.","has_ui,browser_specific,client_side","React+Manifest V3, Plasmo+TypeScript","browser extension,Chrome extension,Firefox addon,manifest,content script,popup"
infra,Infrastructure/DevOps,infra-questions.md,"Infrastructure as Code, K8s operators, CI/CD plugins","automation,infrastructure,devops,tooling","Terraform+AWS, Kubernetes Operator (Go), GitHub Actions","Terraform,Kubernetes,operator,IaC,infrastructure,CI/CD,DevOps,automation,deployment"
type,name
web,Web Application
mobile,Mobile Application
game,Game Development
backend,Backend Service
data,Data Pipeline
cli,CLI Tool
library,Library/SDK
desktop,Desktop Application
embedded,Embedded System
extension,Browser/Editor Extension
infrastructure,Infrastructure
1 project_type_id type display_name name question_file description characteristics typical_stacks detection_keywords
2 web web Web Application Web Application web-questions.md Web applications with frontend and/or backend components has_ui,server_side,browser_based Next.js+Supabase, React+Django, Vue+Rails website,web app,frontend,backend,browser,responsive,SPA,SSR,API
3 mobile mobile Mobile Application Mobile Application mobile-questions.md Native or cross-platform mobile applications for iOS/Android has_ui,native_app,mobile_platform React Native+Firebase, Flutter+Supabase mobile,iOS,Android,app store,react native,flutter,smartphone,tablet
4 embedded game Embedded System Game Development embedded-questions.md Embedded systems, IoT devices, and firmware hardware,firmware,microcontroller,iot ESP32+FreeRTOS+MQTT, STM32+Bare Metal embedded,IoT,microcontroller,firmware,sensor,ESP32,Arduino,hardware,MQTT,real-time
5 game backend Game Backend Service game-questions.md Video games for PC, console, mobile, or web has_ui,real_time,game_engine,interactive Unity+Photon+PlayFab, Godot+Nakama game,unity,unreal,godot,multiplayer,gameplay,3D,2D,player,level
6 library data Library/SDK Data Pipeline library-questions.md Reusable libraries, SDKs, and packages no_ui,package,reusable,developer_tool TypeScript+tsup+npm, Python+pip library,SDK,package,npm,pip,gem,cargo,reusable,API wrapper,utility
7 desktop cli Desktop Application CLI Tool desktop-questions.md Native desktop applications for Windows/Mac/Linux has_ui,native_app,cross_platform,installable Electron+React, Tauri+Svelte, .NET MAUI desktop,Electron,Tauri,Windows,macOS,Linux,installer,native app,system tray
8 cli library Command-Line Tool Library/SDK cli-questions.md Command-line tools and terminal applications no_ui,terminal,executable,developer_tool Go+cobra, Rust+clap, Python+click CLI,command line,terminal,bash,shell,tool,utility,script,console
9 backend desktop Backend/API Service Desktop Application backend-questions.md Backend services and APIs (no frontend) no_ui,server_side,api,microservices Node.js+Express+PostgreSQL, FastAPI+Redis API,backend,microservice,REST,GraphQL,gRPC,server,service,endpoint,database
10 data embedded Data/Analytics/ML Embedded System data-questions.md Data pipelines, analytics, machine learning projects data_pipeline,analytics,ml,batch_processing Airflow+Spark+Snowflake, PyTorch+MLflow ETL,data pipeline,analytics,machine learning,ML,AI,Spark,Airflow,model,dataset,training
11 extension extension Browser Extension Browser/Editor Extension extension-questions.md Browser extensions for Chrome, Firefox, Safari, etc. has_ui,browser_specific,client_side React+Manifest V3, Plasmo+TypeScript browser extension,Chrome extension,Firefox addon,manifest,content script,popup
12 infra infrastructure Infrastructure/DevOps Infrastructure infra-questions.md Infrastructure as Code, K8s operators, CI/CD plugins automation,infrastructure,devops,tooling Terraform+AWS, Kubernetes Operator (Go), GitHub Actions Terraform,Kubernetes,operator,IaC,infrastructure,CI/CD,DevOps,automation,deployment

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@@ -0,0 +1,158 @@
# Web Project Architecture Instructions
## Intent-Based Technical Decision Guidance
<critical>
This is a STARTING POINT for web project architecture decisions.
The LLM should:
- Understand the project requirements deeply before making suggestions
- Adapt questions based on user skill level
- Skip irrelevant areas based on project scope
- Add project-specific decisions not covered here
- Make intelligent recommendations users can correct
</critical>
## Frontend Architecture
**Framework Selection**
Guide the user to choose a frontend framework based on their project needs. Consider factors like:
- Server-side rendering requirements (SEO, initial load performance)
- Team expertise and learning curve
- Project complexity and timeline
- Community support and ecosystem maturity
For beginners: Suggest mainstream options like Next.js or plain React based on their needs.
For experts: Discuss trade-offs between frameworks briefly, let them specify preferences.
**Styling Strategy**
Determine the CSS approach that aligns with their team and project:
- Consider maintainability, performance, and developer experience
- Factor in design system requirements and component reusability
- Think about build complexity and tooling
Adapt based on skill level - beginners may benefit from utility-first CSS, while teams with strong CSS expertise might prefer CSS Modules or styled-components.
**State Management**
Only explore if the project has complex client-side state requirements:
- For simple apps, Context API or server state might suffice
- For complex apps, discuss lightweight vs. comprehensive solutions
- Consider data flow patterns and debugging needs
## Backend Strategy
**Backend Architecture**
Intelligently determine backend needs:
- If it's a static site, skip backend entirely
- For full-stack apps, consider integrated vs. separate backend
- Factor in team structure (full-stack vs. specialized teams)
- Consider deployment and operational complexity
Make smart defaults based on frontend choice (e.g., Next.js API routes for Next.js apps).
**API Design**
Based on client needs and team expertise:
- REST for simplicity and wide compatibility
- GraphQL for complex data requirements with multiple clients
- tRPC for type-safe full-stack TypeScript projects
- Consider hybrid approaches when appropriate
## Data Layer
**Database Selection**
Guide based on data characteristics and requirements:
- Relational for structured data with relationships
- Document stores for flexible schemas
- Consider managed services vs. self-hosted based on team capacity
- Factor in existing infrastructure and expertise
For beginners: Suggest managed solutions like Supabase or Firebase.
For experts: Discuss specific database trade-offs if relevant.
**Data Access Patterns**
Determine ORM/query builder needs based on:
- Type safety requirements
- Team SQL expertise
- Performance requirements
- Migration and schema management needs
## Authentication & Authorization
**Auth Strategy**
Assess security requirements and implementation complexity:
- For MVPs: Suggest managed auth services
- For enterprise: Discuss compliance and customization needs
- Consider user experience requirements (SSO, social login, etc.)
Skip detailed auth discussion if it's an internal tool or public site without user accounts.
## Deployment & Operations
**Hosting Platform**
Make intelligent suggestions based on:
- Framework choice (Vercel for Next.js, Netlify for static sites)
- Budget and scale requirements
- DevOps expertise
- Geographic distribution needs
**CI/CD Pipeline**
Adapt to team maturity:
- For small teams: Platform-provided CI/CD
- For larger teams: Discuss comprehensive pipelines
- Consider existing tooling and workflows
## Additional Services
<intent>
Only discuss these if relevant to the project requirements:
- Email service (for transactional emails)
- Payment processing (for e-commerce)
- File storage (for user uploads)
- Search (for content-heavy sites)
- Caching (for performance-critical apps)
- Monitoring (based on uptime requirements)
Don't present these as a checklist - intelligently determine what's needed based on the PRD/requirements.
</intent>
## Adaptive Guidance Examples
**For a marketing website:**
Focus on static site generation, CDN, SEO, and analytics. Skip complex backend discussions.
**For a SaaS application:**
Emphasize authentication, subscription management, multi-tenancy, and monitoring.
**For an internal tool:**
Prioritize rapid development, simple deployment, and integration with existing systems.
**For an e-commerce platform:**
Focus on payment processing, inventory management, performance, and security.
## Key Principles
1. **Start with requirements**, not technology choices
2. **Adapt to user expertise** - don't overwhelm beginners or bore experts
3. **Make intelligent defaults** the user can override
4. **Focus on decisions that matter** for this specific project
5. **Document definitive choices** with specific versions
6. **Keep rationale concise** unless explanation is needed
## Output Format
Generate architecture decisions as:
- **Decision**: [Specific technology with version]
- **Brief Rationale**: [One sentence if needed]
- **Configuration**: [Key settings if non-standard]
Avoid lengthy explanations unless the user is a beginner or asks for clarification.

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@@ -1,136 +0,0 @@
# Web Project Architecture Questions
## Frontend
1. **Framework choice:**
- Next.js (React, App Router, SSR)
- React (SPA, client-only)
- Vue 3 + Nuxt
- Svelte + SvelteKit
- Other: **\_\_\_**
2. **Styling approach:**
- Tailwind CSS (utility-first)
- CSS Modules
- Styled Components (CSS-in-JS)
- Sass/SCSS
- Other: **\_\_\_**
3. **State management:** (if complex client state)
- Zustand (lightweight)
- Redux Toolkit
- Jotai/Recoil (atomic)
- Context API only
- Server state only (React Query/SWR)
## Backend
4. **Backend approach:**
- Next.js API Routes (integrated)
- Express.js (Node.js)
- Nest.js (Node.js, structured)
- FastAPI (Python)
- Django (Python)
- Rails (Ruby)
- Other: **\_\_\_**
5. **API paradigm:**
- REST
- GraphQL (Apollo, Relay)
- tRPC (type-safe)
- gRPC
- Mix: **\_\_\_**
## Database
6. **Primary database:**
- PostgreSQL (relational, ACID)
- MySQL
- MongoDB (document)
- Supabase (PostgreSQL + backend services)
- Firebase Firestore
- Other: **\_\_\_**
7. **ORM/Query builder:**
- Prisma (type-safe, modern)
- Drizzle ORM
- TypeORM
- Sequelize
- Mongoose (for MongoDB)
- Raw SQL
- Database client directly (Supabase SDK)
## Authentication
8. **Auth approach:**
- Supabase Auth (managed, built-in)
- Auth0 (managed, enterprise)
- Clerk (managed, developer-friendly)
- NextAuth.js (self-hosted)
- Firebase Auth
- Custom JWT implementation
- Passport.js
## Deployment
9. **Hosting platform:**
- Vercel (optimal for Next.js)
- Netlify
- AWS (EC2, ECS, Lambda)
- Google Cloud
- Heroku
- Railway
- Self-hosted
10. **CI/CD:**
- GitHub Actions
- GitLab CI
- CircleCI
- Vercel/Netlify auto-deploy
- Other: **\_\_\_**
## Additional Services (if applicable)
11. **Email service:** (if transactional emails needed)
- Resend (developer-friendly, modern)
- SendGrid
- AWS SES
- Postmark
- None needed
12. **Payment processing:** (if e-commerce/subscriptions)
- Stripe (comprehensive)
- Lemon Squeezy (SaaS-focused)
- PayPal
- Square
- None needed
13. **File storage:** (if user uploads)
- Supabase Storage
- AWS S3
- Cloudflare R2
- Vercel Blob
- Uploadthing
- None needed
14. **Search:** (if full-text search beyond database)
- Elasticsearch
- Algolia
- Meilisearch
- Typesense
- Database full-text (PostgreSQL)
- None needed
15. **Caching:** (if performance critical)
- Redis (external cache)
- In-memory (Node.js cache)
- CDN caching (Cloudflare/Vercel)
- None needed
16. **Monitoring/Error Tracking:**
- Sentry (error tracking)
- PostHog (product analytics)
- Datadog
- LogRocket
- Vercel Analytics
- None needed

View File

@@ -7,6 +7,8 @@ config_source: "{project-root}/bmad/bmm/config.yaml"
output_folder: "{config_source}:output_folder"
user_name: "{config_source}:user_name"
communication_language: "{config_source}:communication_language"
document_output_language: "{config_source}:document_output_language"
user_skill_level: "{config_source}:user_skill_level"
date: system-generated
# Inputs expected (ask user if missing)

View File

@@ -1,244 +0,0 @@
# Game Architecture Document
**Project:** {{project_name}}
**Date:** {{date}}
**Author:** {{user_name}}
## Executive Summary
{{executive_summary}}
## 1. Technology Stack and Decisions
### 1.1 Technology and Library Decision Table
| Category | Technology | Version | Justification |
| ------------------ | ---------------------- | ---------------------- | ---------------------------- |
| Game Engine | {{game_engine}} | {{engine_version}} | {{engine_justification}} |
| Language | {{language}} | {{language_version}} | {{language_justification}} |
| Rendering Pipeline | {{rendering_pipeline}} | {{rendering_version}} | {{rendering_justification}} |
| Physics Engine | {{physics}} | {{physics_version}} | {{physics_justification}} |
| Audio Middleware | {{audio}} | {{audio_version}} | {{audio_justification}} |
| Networking | {{networking}} | {{networking_version}} | {{networking_justification}} |
| Backend Services | {{backend}} | {{backend_version}} | {{backend_justification}} |
| Analytics | {{analytics}} | {{analytics_version}} | {{analytics_justification}} |
{{additional_tech_stack_rows}}
## 2. Engine and Platform
### 2.1 Game Engine Choice
{{engine_choice}}
### 2.2 Target Platforms
{{target_platforms}}
### 2.3 Rendering Pipeline
{{rendering_pipeline_details}}
## 3. Game Architecture
### 3.1 Architecture Pattern
{{architecture_pattern}}
### 3.2 Scene Structure
{{scene_structure}}
### 3.3 Game Loop
{{game_loop}}
### 3.4 State Machine
{{state_machine}}
## 4. Scene and Level Architecture
### 4.1 Scene Organization
{{scene_organization}}
### 4.2 Level Streaming
{{level_streaming}}
### 4.3 Additive Loading
{{additive_loading}}
### 4.4 Memory Management
{{memory_management}}
## 5. Gameplay Systems
### 5.1 Player Controller
{{player_controller}}
### 5.2 Game State Management
{{game_state}}
### 5.3 Inventory System
{{inventory}}
### 5.4 Progression System
{{progression}}
### 5.5 Combat/Core Mechanics
{{core_mechanics}}
## 6. Rendering Architecture
### 6.1 Rendering Pipeline
{{rendering_pipeline_architecture}}
### 6.2 Shaders
{{shaders}}
### 6.3 Post-Processing
{{post_processing}}
### 6.4 LOD System
{{lod_system}}
### 6.5 Occlusion Culling
{{occlusion}}
## 7. Asset Pipeline
### 7.1 Model Import
{{model_import}}
### 7.2 Textures and Materials
{{textures_materials}}
### 7.3 Asset Bundles/Addressables
{{asset_bundles}}
### 7.4 Asset Optimization
{{asset_optimization}}
## 8. Animation System
{{animation_system}}
## 9. Physics and Collision
{{physics_collision}}
## 10. Multiplayer Architecture
{{multiplayer_section}}
**Note:** {{multiplayer_note}}
## 11. Backend Services
{{backend_services}}
**Note:** {{backend_note}}
## 12. Save System
{{save_system}}
## 13. UI/UX Architecture
{{ui_architecture}}
## 14. Audio Architecture
{{audio_architecture}}
{{audio_specialist_section}}
## 15. Component and Integration Overview
{{component_overview}}
## 16. Architecture Decision Records
{{architecture_decisions}}
**Key decisions:**
- Why this engine? {{engine_decision}}
- ECS vs OOP? {{ecs_vs_oop_decision}}
- Multiplayer approach? {{multiplayer_decision}}
- Asset streaming? {{asset_streaming_decision}}
## 17. Implementation Guidance
### 17.1 Prefab/Blueprint Conventions
{{prefab_conventions}}
### 17.2 Coding Patterns
{{coding_patterns}}
### 17.3 Performance Guidelines
{{performance_guidelines}}
## 18. Proposed Source Tree
```
{{source_tree}}
```
**Critical folders:**
- {{critical_folder_1}}: {{critical_folder_1_description}}
- {{critical_folder_2}}: {{critical_folder_2_description}}
- {{critical_folder_3}}: {{critical_folder_3_description}}
## 19. Performance and Optimization
{{performance_optimization}}
{{performance_specialist_section}}
## 20. Testing Strategy
{{testing_strategy}}
## 21. Build and Distribution
{{build_distribution}}
---
## Specialist Sections
{{specialist_sections_summary}}
### Recommended Specialists:
- {{audio_specialist_recommendation}}
- {{performance_specialist_recommendation}}
- {{multiplayer_specialist_recommendation}}
- {{monetization_specialist_recommendation}}
---
_Generated using BMad Method Solution Architecture workflow_

View File

@@ -1,428 +0,0 @@
# Godot Game Engine Architecture Guide
This guide provides Godot-specific guidance for solution architecture generation.
---
## Godot-Specific Questions
### 1. Godot Version and Language Strategy
**Ask:**
- Which Godot version? (3.x, 4.x)
- Language preference? (GDScript only, C# only, or Mixed GDScript+C#)
- Target platform(s)? (PC, Mobile, Web, Console)
**Guidance:**
- **Godot 4.x**: Modern, Vulkan renderer, better 3D, C# improving
- **Godot 3.x**: Stable, mature ecosystem, OpenGL
- **GDScript**: Python-like, fast iteration, integrated with editor
- **C#**: Better performance for complex systems, familiar to Unity devs
- **Mixed**: GDScript for game logic, C# for performance-critical (physics, AI)
**Record ADR:** Godot version and language strategy
---
### 2. Node-Based Architecture
**Ask:**
- Scene composition strategy? (Nested scenes, scene inheritance, or flat hierarchy)
- Node organization patterns? (By feature, by type, or hybrid)
**Guidance:**
- **Scenes as Prefabs**: Each reusable entity is a scene (Player.tscn, Enemy.tscn)
- **Scene Inheritance**: Extend base scenes for variations (BaseEnemy → FlyingEnemy)
- **Node Signals**: Use built-in signal system for decoupled communication
- **Autoload Singletons**: For global managers (GameManager, AudioManager)
**Godot Pattern:**
```gdscript
# Player.gd
extends CharacterBody2D
signal health_changed(new_health)
signal died
@export var max_health: int = 100
var health: int = max_health
func take_damage(amount: int) -> void:
health -= amount
health_changed.emit(health)
if health <= 0:
died.emit()
queue_free()
```
**Record ADR:** Scene architecture and node organization
---
### 3. Resource Management
**Ask:**
- Use Godot Resources for data? (Custom Resource types for game data)
- Asset loading strategy? (preload vs load vs ResourceLoader)
**Guidance:**
- **Resources**: Like Unity ScriptableObjects, serializable data containers
- **preload()**: Load at compile time (fast, but increases binary size)
- **load()**: Load at runtime (slower, but smaller binary)
- **ResourceLoader.load_threaded_request()**: Async loading for large assets
**Pattern:**
```gdscript
# EnemyData.gd
class_name EnemyData
extends Resource
@export var enemy_name: String
@export var health: int
@export var speed: float
@export var prefab_scene: PackedScene
```
**Record ADR:** Resource and asset loading strategy
---
## Godot-Specific Architecture Sections
### Signal-Driven Communication
**Godot's built-in Observer pattern:**
```gdscript
# GameManager.gd (Autoload singleton)
extends Node
signal game_started
signal game_paused
signal game_over(final_score: int)
func start_game() -> void:
game_started.emit()
func pause_game() -> void:
get_tree().paused = true
game_paused.emit()
# In Player.gd
func _ready() -> void:
GameManager.game_started.connect(_on_game_started)
GameManager.game_over.connect(_on_game_over)
func _on_game_started() -> void:
position = Vector2.ZERO
health = max_health
```
**Benefits:**
- Decoupled systems
- No FindNode or get_node everywhere
- Type-safe with typed signals (Godot 4)
---
### Godot Scene Architecture
**Scene organization patterns:**
**1. Composition Pattern:**
```
Player (CharacterBody2D)
├── Sprite2D
├── CollisionShape2D
├── AnimationPlayer
├── HealthComponent (Node - custom script)
├── InputComponent (Node - custom script)
└── WeaponMount (Node2D)
└── Weapon (instanced scene)
```
**2. Scene Inheritance:**
```
BaseEnemy.tscn
├── Inherits → FlyingEnemy.tscn (adds wings, aerial movement)
└── Inherits → GroundEnemy.tscn (adds ground collision)
```
**3. Autoload Singletons:**
```
# In Project Settings > Autoload:
GameManager → res://scripts/managers/game_manager.gd
AudioManager → res://scripts/managers/audio_manager.gd
SaveManager → res://scripts/managers/save_manager.gd
```
---
### Performance Optimization
**Godot-specific considerations:**
- **Static Typing**: Use type hints for GDScript performance (`var health: int = 100`)
- **Object Pooling**: Implement manually or use addons
- **CanvasItem batching**: Reduce draw calls with texture atlases
- **Viewport rendering**: Offload effects to separate viewports
- **GDScript vs C#**: C# faster for heavy computation, GDScript faster for simple logic
**Target Performance:**
- **PC**: 60 FPS minimum
- **Mobile**: 60 FPS (high-end), 30 FPS (low-end)
- **Web**: 30-60 FPS depending on complexity
**Profiler:**
- Use Godot's built-in profiler (Debug > Profiler)
- Monitor FPS, draw calls, physics time
---
### Testing Strategy
**GUT (Godot Unit Test):**
```gdscript
# test_player.gd
extends GutTest
func test_player_takes_damage():
var player = Player.new()
add_child(player)
player.health = 100
player.take_damage(20)
assert_eq(player.health, 80, "Player health should decrease")
```
**GoDotTest for C#:**
```csharp
[Test]
public void PlayerTakesDamage_DecreasesHealth()
{
var player = new Player();
player.Health = 100;
player.TakeDamage(20);
Assert.That(player.Health, Is.EqualTo(80));
}
```
**Recommended Coverage:**
- 80% minimum test coverage (from expansion pack)
- Test game systems, not rendering
- Use GUT for GDScript, GoDotTest for C#
---
### Source Tree Structure
**Godot-specific folders:**
```
project/
├── scenes/ # All .tscn scene files
│ ├── main_menu.tscn
│ ├── levels/
│ │ ├── level_1.tscn
│ │ └── level_2.tscn
│ ├── player/
│ │ └── player.tscn
│ └── enemies/
│ ├── base_enemy.tscn
│ └── flying_enemy.tscn
├── scripts/ # GDScript and C# files
│ ├── player/
│ │ ├── player.gd
│ │ └── player_input.gd
│ ├── enemies/
│ ├── managers/
│ │ ├── game_manager.gd (Autoload)
│ │ └── audio_manager.gd (Autoload)
│ └── ui/
├── resources/ # Custom Resource types
│ ├── enemy_data.gd
│ └── level_data.gd
├── assets/
│ ├── sprites/
│ ├── textures/
│ ├── audio/
│ │ ├── music/
│ │ └── sfx/
│ ├── fonts/
│ └── shaders/
├── addons/ # Godot plugins
└── project.godot # Project settings
```
---
### Deployment and Build
**Platform-specific:**
- **PC**: Export presets for Windows, Linux, macOS
- **Mobile**: Android (APK/AAB), iOS (Xcode project)
- **Web**: HTML5 export (SharedArrayBuffer requirements)
- **Console**: Partner programs for Switch, Xbox, PlayStation
**Export templates:**
- Download from Godot website for each platform
- Configure export presets in Project > Export
**Build automation:**
- Use `godot --export` command-line for CI/CD
- Example: `godot --export-release "Windows Desktop" output/game.exe`
---
## Specialist Recommendations
### Audio Designer
**When needed:** Games with music, sound effects, ambience
**Responsibilities:**
- AudioStreamPlayer node architecture (2D vs 3D audio)
- Audio bus setup in Godot's audio mixer
- Music transitions with AudioStreamPlayer.finished signal
- Sound effect implementation
- Audio performance optimization
### Performance Optimizer
**When needed:** Mobile games, large-scale games, complex 3D
**Responsibilities:**
- Godot profiler analysis
- Static typing optimization
- Draw call reduction
- Physics optimization (collision layers/masks)
- Memory management
- C# performance optimization for heavy systems
### Multiplayer Architect
**When needed:** Multiplayer/co-op games
**Responsibilities:**
- High-level multiplayer API or ENet
- RPC architecture (remote procedure calls)
- State synchronization patterns
- Client-server vs peer-to-peer
- Anti-cheat considerations
- Latency compensation
### Monetization Specialist
**When needed:** F2P, mobile games with IAP
**Responsibilities:**
- In-app purchase integration (via plugins)
- Ad network integration
- Analytics integration
- Economy design
- Godot-specific monetization patterns
---
## Common Pitfalls
1. **Over-using get_node()** - Cache node references in `@onready` variables
2. **Not using type hints** - Static typing improves GDScript performance
3. **Deep node hierarchies** - Keep scene trees shallow for performance
4. **Ignoring signals** - Use signals instead of polling or direct coupling
5. **Not leveraging autoload** - Use autoload singletons for global state
6. **Poor scene organization** - Plan scene structure before building
7. **Forgetting to queue_free()** - Memory leaks from unreleased nodes
---
## Godot vs Unity Differences
### Architecture Differences:
| Unity | Godot | Notes |
| ---------------------- | -------------- | --------------------------------------- |
| GameObject + Component | Node hierarchy | Godot nodes have built-in functionality |
| MonoBehaviour | Node + Script | Attach scripts to nodes |
| ScriptableObject | Resource | Custom data containers |
| UnityEvent | Signal | Godot signals are built-in |
| Prefab | Scene (.tscn) | Scenes are reusable like prefabs |
| Singleton pattern | Autoload | Built-in singleton system |
### Language Differences:
| Unity C# | GDScript | Notes |
| ------------------------------------- | ------------------------------------------- | --------------------------- |
| `public class Player : MonoBehaviour` | `class_name Player extends CharacterBody2D` | GDScript more concise |
| `void Start()` | `func _ready():` | Initialization |
| `void Update()` | `func _process(delta):` | Per-frame update |
| `void FixedUpdate()` | `func _physics_process(delta):` | Physics update |
| `[SerializeField]` | `@export` | Inspector-visible variables |
| `GetComponent<T>()` | `get_node("NodeName")` or `$NodeName` | Node access |
---
## Key Architecture Decision Records
### ADR Template for Godot Projects
**ADR-XXX: [Title]**
**Context:**
What Godot-specific issue are we solving?
**Options:**
1. GDScript solution
2. C# solution
3. GDScript + C# hybrid
4. Third-party addon (Godot Asset Library)
**Decision:**
We chose [Option X]
**Godot-specific Rationale:**
- GDScript vs C# performance tradeoffs
- Engine integration (signals, nodes, resources)
- Community support and addons
- Team expertise
- Platform compatibility
**Consequences:**
- Impact on performance
- Learning curve
- Maintenance considerations
- Platform limitations (Web export with C#)
---
_This guide is specific to Godot Engine. For other engines, see:_
- game-engine-unity-guide.md
- game-engine-unreal-guide.md
- game-engine-web-guide.md

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@@ -1,333 +0,0 @@
# Unity Game Engine Architecture Guide
This guide provides Unity-specific guidance for solution architecture generation.
---
## Unity-Specific Questions
### 1. Unity Version and Render Pipeline
**Ask:**
- Which Unity version are you targeting? (2021 LTS, 2022 LTS, 2023+, 6000+)
- Which render pipeline? (Built-in, URP Universal Render Pipeline, HDRP High Definition)
- Target platform(s)? (PC, Mobile, Console, WebGL)
**Guidance:**
- **2021/2022 LTS**: Stable, well-supported, good for production
- **URP**: Best for mobile and cross-platform (lower overhead)
- **HDRP**: High-fidelity graphics for PC/console only
- **Built-in**: Legacy, avoid for new projects
**Record ADR:** Unity version and render pipeline choice
---
### 2. Architecture Pattern
**Ask:**
- Component-based MonoBehaviour architecture? (Unity standard)
- ECS (Entity Component System) for performance-critical systems?
- Hybrid (MonoBehaviour + ECS where needed)?
**Guidance:**
- **MonoBehaviour**: Standard, easy to use, good for most games
- **ECS/DOTS**: High performance, steep learning curve, use for massive scale (1000s of entities)
- **Hybrid**: MonoBehaviour for gameplay, ECS for particles/crowds
**Record ADR:** Architecture pattern choice and justification
---
### 3. Data Management Strategy
**Ask:**
- ScriptableObjects for data-driven design?
- JSON/XML config files?
- Addressables for asset management?
**Guidance:**
- **ScriptableObjects**: Unity-native, inspector-friendly, good for game data (enemies, items, levels)
- **Addressables**: Essential for large games, enables asset streaming and DLC
- Avoid Resources folder (deprecated pattern)
**Record ADR:** Data management approach
---
## Unity-Specific Architecture Sections
### Game Systems Architecture
**Components to define:**
- **Player Controller**: Character movement, input handling
- **Camera System**: Follow camera, cinemachine usage
- **Game State Manager**: Scene transitions, game modes, pause/resume
- **Save System**: PlayerPrefs vs JSON vs Cloud Save
- **Input System**: New Input System vs Legacy
**Unity-specific patterns:**
```csharp
// Singleton GameManager pattern
public class GameManager : MonoBehaviour
{
public static GameManager Instance { get; private set; }
void Awake()
{
if (Instance == null) Instance = this;
else Destroy(gameObject);
DontDestroyOnLoad(gameObject);
}
}
// ScriptableObject data pattern
[CreateAssetMenu(fileName = "EnemyData", menuName = "Game/Enemy")]
public class EnemyData : ScriptableObject
{
public string enemyName;
public int health;
public float speed;
public GameObject prefab;
}
```
---
### Unity Events and Communication
**Ask:**
- UnityEvents for inspector-wired connections?
- C# Events for code-based pub/sub?
- Message system for decoupled communication?
**Guidance:**
- **UnityEvents**: Good for designer-configurable connections
- **C# Events**: Better performance, type-safe
- **Avoid** FindObjectOfType and GetComponent in Update()
**Pattern:**
```csharp
// Event-driven damage system
public class HealthSystem : MonoBehaviour
{
public UnityEvent<int> OnDamaged;
public UnityEvent OnDeath;
public void TakeDamage(int amount)
{
health -= amount;
OnDamaged?.Invoke(amount);
if (health <= 0) OnDeath?.Invoke();
}
}
```
---
### Performance Optimization
**Unity-specific considerations:**
- **Object Pooling**: Essential for bullets, particles, enemies
- **Sprite Batching**: Use sprite atlases, minimize draw calls
- **Physics Optimization**: Layer-based collision matrix
- **Profiler Usage**: CPU, GPU, Memory, Physics profilers
- **IL2CPP vs Mono**: Build performance differences
**Target Performance:**
- Mobile: 60 FPS minimum (30 FPS for complex 3D)
- PC: 60 FPS minimum
- Monitor with Unity Profiler
---
### Testing Strategy
**Unity Test Framework:**
- **Edit Mode Tests**: Test pure C# logic, no Unity lifecycle
- **Play Mode Tests**: Test MonoBehaviour components in play mode
- Use `[UnityTest]` attribute for coroutine tests
- Mock Unity APIs with interfaces
**Example:**
```csharp
[UnityTest]
public IEnumerator Player_TakesDamage_DecreasesHealth()
{
var player = new GameObject().AddComponent<Player>();
player.health = 100;
player.TakeDamage(20);
yield return null; // Wait one frame
Assert.AreEqual(80, player.health);
}
```
---
### Source Tree Structure
**Unity-specific folders:**
```
Assets/
├── Scenes/ # All .unity scene files
│ ├── MainMenu.unity
│ ├── Level1.unity
│ └── Level2.unity
├── Scripts/ # All C# code
│ ├── Player/
│ ├── Enemies/
│ ├── Managers/
│ ├── UI/
│ └── Utilities/
├── Prefabs/ # Reusable game objects
├── ScriptableObjects/ # Game data assets
│ ├── Enemies/
│ ├── Items/
│ └── Levels/
├── Materials/
├── Textures/
├── Audio/
│ ├── Music/
│ └── SFX/
├── Fonts/
├── Animations/
├── Resources/ # Avoid - use Addressables instead
└── Plugins/ # Third-party SDKs
```
---
### Deployment and Build
**Platform-specific:**
- **PC**: Standalone builds (Windows/Mac/Linux)
- **Mobile**: IL2CPP mandatory for iOS, recommended for Android
- **WebGL**: Compression, memory limitations
- **Console**: Platform-specific SDKs and certification
**Build pipeline:**
- Unity Cloud Build OR
- CI/CD with command-line builds: `Unity -batchmode -buildTarget ...`
---
## Specialist Recommendations
### Audio Designer
**When needed:** Games with music, sound effects, ambience
**Responsibilities:**
- Audio system architecture (2D vs 3D audio)
- Audio mixer setup
- Music transitions and adaptive audio
- Sound effect implementation
- Audio performance optimization
### Performance Optimizer
**When needed:** Mobile games, large-scale games, VR
**Responsibilities:**
- Profiling and optimization
- Memory management
- Draw call reduction
- Physics optimization
- Asset optimization (textures, meshes, audio)
### Multiplayer Architect
**When needed:** Multiplayer/co-op games
**Responsibilities:**
- Netcode architecture (Netcode for GameObjects, Mirror, Photon)
- Client-server vs peer-to-peer
- State synchronization
- Anti-cheat considerations
- Latency compensation
### Monetization Specialist
**When needed:** F2P, mobile games with IAP
**Responsibilities:**
- Unity IAP integration
- Ad network integration (AdMob, Unity Ads)
- Analytics integration
- Economy design (virtual currency, shop)
---
## Common Pitfalls
1. **Over-using GetComponent** - Cache references in Awake/Start
2. **Empty Update methods** - Remove them, they have overhead
3. **String comparisons for tags** - Use CompareTag() instead
4. **Resources folder abuse** - Migrate to Addressables
5. **Not using object pooling** - Instantiate/Destroy is expensive
6. **Ignoring the Profiler** - Profile early, profile often
7. **Not testing on target hardware** - Mobile performance differs vastly
---
## Key Architecture Decision Records
### ADR Template for Unity Projects
**ADR-XXX: [Title]**
**Context:**
What Unity-specific issue are we solving?
**Options:**
1. Unity Built-in Solution (e.g., Built-in Input System)
2. Unity Package (e.g., New Input System)
3. Third-party Asset (e.g., Rewired)
4. Custom Implementation
**Decision:**
We chose [Option X]
**Unity-specific Rationale:**
- Version compatibility
- Performance characteristics
- Community support
- Asset Store availability
- License considerations
**Consequences:**
- Impact on build size
- Platform compatibility
- Learning curve for team
---
_This guide is specific to Unity Engine. For other engines, see:_
- game-engine-godot-guide.md
- game-engine-unreal-guide.md
- game-engine-web-guide.md

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@@ -1,528 +0,0 @@
# Web Game Engine Architecture Guide
This guide provides web game engine-specific guidance (Phaser, PixiJS, Three.js, Babylon.js) for solution architecture generation.
---
## Web Game-Specific Questions
### 1. Engine and Technology Selection
**Ask:**
- Which engine? (Phaser 3, PixiJS, Three.js, Babylon.js, custom Canvas/WebGL)
- TypeScript or JavaScript?
- Build tool? (Vite, Webpack, Rollup, Parcel)
- Target platform(s)? (Desktop web, mobile web, PWA, Cordova/Capacitor wrapper)
**Guidance:**
- **Phaser 3**: Full-featured 2D game framework, great for beginners
- **PixiJS**: 2D rendering library, more low-level than Phaser
- **Three.js**: 3D graphics library, mature ecosystem
- **Babylon.js**: Complete 3D game engine, WebXR support
- **TypeScript**: Recommended for all web games (type safety, better tooling)
- **Vite**: Modern, fast, HMR - best for development
**Record ADR:** Engine selection and build tooling
---
### 2. Architecture Pattern
**Ask:**
- Scene-based architecture? (Phaser scenes, custom scene manager)
- ECS (Entity Component System)? (Libraries: bitECS, ecsy)
- State management? (Redux, Zustand, custom FSM)
**Guidance:**
- **Scene-based**: Natural for Phaser, good for level-based games
- **ECS**: Better performance for large entity counts (100s+)
- **FSM**: Good for simple state transitions (menu → game → gameover)
**Phaser Pattern:**
```typescript
// MainMenuScene.ts
export class MainMenuScene extends Phaser.Scene {
constructor() {
super({ key: 'MainMenu' });
}
create() {
this.add.text(400, 300, 'Main Menu', { fontSize: '32px' });
const startButton = this.add
.text(400, 400, 'Start Game', { fontSize: '24px' })
.setInteractive()
.on('pointerdown', () => {
this.scene.start('GameScene');
});
}
}
```
**Record ADR:** Architecture pattern and scene management
---
### 3. Asset Management
**Ask:**
- Asset loading strategy? (Preload all, lazy load, progressive)
- Texture atlas usage? (TexturePacker, built-in tools)
- Audio format strategy? (MP3, OGG, WebM)
**Guidance:**
- **Preload**: Load all assets at start (simple, small games)
- **Lazy load**: Load per-level (better for larger games)
- **Texture atlases**: Essential for performance (reduce draw calls)
- **Audio**: MP3 for compatibility, OGG for smaller size, use both
**Phaser loading:**
```typescript
class PreloadScene extends Phaser.Scene {
preload() {
// Show progress bar
this.load.on('progress', (value: number) => {
console.log('Loading: ' + Math.round(value * 100) + '%');
});
// Load assets
this.load.atlas('sprites', 'assets/sprites.png', 'assets/sprites.json');
this.load.audio('music', ['assets/music.mp3', 'assets/music.ogg']);
this.load.audio('jump', ['assets/sfx/jump.mp3', 'assets/sfx/jump.ogg']);
}
create() {
this.scene.start('MainMenu');
}
}
```
**Record ADR:** Asset loading and management strategy
---
## Web Game-Specific Architecture Sections
### Performance Optimization
**Web-specific considerations:**
- **Object Pooling**: Mandatory for bullets, particles, enemies (avoid GC pauses)
- **Sprite Batching**: Use texture atlases, minimize state changes
- **Canvas vs WebGL**: WebGL for better performance (most games)
- **Draw Call Reduction**: Batch similar sprites, use sprite sheets
- **Memory Management**: Watch heap size, profile with Chrome DevTools
**Object Pooling Pattern:**
```typescript
class BulletPool {
private pool: Bullet[] = [];
private scene: Phaser.Scene;
constructor(scene: Phaser.Scene, size: number) {
this.scene = scene;
for (let i = 0; i < size; i++) {
const bullet = new Bullet(scene);
bullet.setActive(false).setVisible(false);
this.pool.push(bullet);
}
}
spawn(x: number, y: number, velocityX: number, velocityY: number): Bullet | null {
const bullet = this.pool.find((b) => !b.active);
if (bullet) {
bullet.spawn(x, y, velocityX, velocityY);
}
return bullet || null;
}
}
```
**Target Performance:**
- **Desktop**: 60 FPS minimum
- **Mobile**: 60 FPS (high-end), 30 FPS (low-end)
- **Profile with**: Chrome DevTools Performance tab, Phaser Debug plugin
---
### Input Handling
**Multi-input support:**
```typescript
class GameScene extends Phaser.Scene {
private cursors?: Phaser.Types.Input.Keyboard.CursorKeys;
private wasd?: { [key: string]: Phaser.Input.Keyboard.Key };
create() {
// Keyboard
this.cursors = this.input.keyboard?.createCursorKeys();
this.wasd = this.input.keyboard?.addKeys('W,S,A,D') as any;
// Mouse/Touch
this.input.on('pointerdown', (pointer: Phaser.Input.Pointer) => {
this.handleClick(pointer.x, pointer.y);
});
// Gamepad (optional)
this.input.gamepad?.on('down', (pad, button, index) => {
this.handleGamepadButton(button);
});
}
update() {
// Handle keyboard input
if (this.cursors?.left.isDown || this.wasd?.A.isDown) {
this.player.moveLeft();
}
}
}
```
---
### State Persistence
**LocalStorage pattern:**
```typescript
interface GameSaveData {
level: number;
score: number;
playerStats: {
health: number;
lives: number;
};
}
class SaveManager {
private static SAVE_KEY = 'game_save_data';
static save(data: GameSaveData): void {
localStorage.setItem(this.SAVE_KEY, JSON.stringify(data));
}
static load(): GameSaveData | null {
const data = localStorage.getItem(this.SAVE_KEY);
return data ? JSON.parse(data) : null;
}
static clear(): void {
localStorage.removeItem(this.SAVE_KEY);
}
}
```
---
### Source Tree Structure
**Phaser + TypeScript + Vite:**
```
project/
├── public/ # Static assets
│ ├── assets/
│ │ ├── sprites/
│ │ ├── audio/
│ │ │ ├── music/
│ │ │ └── sfx/
│ │ └── fonts/
│ └── index.html
├── src/
│ ├── main.ts # Game initialization
│ ├── config.ts # Phaser config
│ ├── scenes/ # Game scenes
│ │ ├── PreloadScene.ts
│ │ ├── MainMenuScene.ts
│ │ ├── GameScene.ts
│ │ └── GameOverScene.ts
│ ├── entities/ # Game objects
│ │ ├── Player.ts
│ │ ├── Enemy.ts
│ │ └── Bullet.ts
│ ├── systems/ # Game systems
│ │ ├── InputManager.ts
│ │ ├── AudioManager.ts
│ │ └── SaveManager.ts
│ ├── utils/ # Utilities
│ │ ├── ObjectPool.ts
│ │ └── Constants.ts
│ └── types/ # TypeScript types
│ └── index.d.ts
├── tests/ # Unit tests
├── package.json
├── tsconfig.json
├── vite.config.ts
└── README.md
```
---
### Testing Strategy
**Jest + TypeScript:**
```typescript
// Player.test.ts
import { Player } from '../entities/Player';
describe('Player', () => {
let player: Player;
beforeEach(() => {
// Mock Phaser scene
const mockScene = {
add: { sprite: jest.fn() },
physics: { add: { sprite: jest.fn() } },
} as any;
player = new Player(mockScene, 0, 0);
});
test('takes damage correctly', () => {
player.health = 100;
player.takeDamage(20);
expect(player.health).toBe(80);
});
test('dies when health reaches zero', () => {
player.health = 10;
player.takeDamage(20);
expect(player.alive).toBe(false);
});
});
```
**E2E Testing:**
- Playwright for browser automation
- Cypress for interactive testing
- Test game states, not individual frames
---
### Deployment and Build
**Build for production:**
```json
// package.json scripts
{
"scripts": {
"dev": "vite",
"build": "tsc andand vite build",
"preview": "vite preview",
"test": "jest"
}
}
```
**Deployment targets:**
- **Static hosting**: Netlify, Vercel, GitHub Pages, AWS S3
- **CDN**: Cloudflare, Fastly for global distribution
- **PWA**: Service worker for offline play
- **Mobile wrapper**: Cordova or Capacitor for app stores
**Optimization:**
```typescript
// vite.config.ts
export default defineConfig({
build: {
rollupOptions: {
output: {
manualChunks: {
phaser: ['phaser'], // Separate Phaser bundle
},
},
},
minify: 'terser',
terserOptions: {
compress: {
drop_console: true, // Remove console.log in prod
},
},
},
});
```
---
## Specialist Recommendations
### Audio Designer
**When needed:** Games with music, sound effects, ambience
**Responsibilities:**
- Web Audio API architecture
- Audio sprite creation (combine sounds into one file)
- Music loop management
- Sound effect implementation
- Audio performance on web (decode strategy)
### Performance Optimizer
**When needed:** Mobile web games, complex games
**Responsibilities:**
- Chrome DevTools profiling
- Object pooling implementation
- Draw call optimization
- Memory management
- Bundle size optimization
- Network performance (asset loading)
### Monetization Specialist
**When needed:** F2P web games
**Responsibilities:**
- Ad network integration (Google AdSense, AdMob for web)
- In-game purchases (Stripe, PayPal)
- Analytics (Google Analytics, custom events)
- A/B testing frameworks
- Economy design
### Platform Specialist
**When needed:** Mobile wrapper apps (Cordova/Capacitor)
**Responsibilities:**
- Native plugin integration
- Platform-specific performance tuning
- App store submission
- Device compatibility testing
- Push notification setup
---
## Common Pitfalls
1. **Not using object pooling** - Frequent instantiation causes GC pauses
2. **Too many draw calls** - Use texture atlases and sprite batching
3. **Loading all assets at once** - Causes long initial load times
4. **Not testing on mobile** - Performance vastly different on phones
5. **Ignoring bundle size** - Large bundles = slow load times
6. **Not handling window resize** - Web games run in resizable windows
7. **Forgetting audio autoplay restrictions** - Browsers block auto-play without user interaction
---
## Engine-Specific Patterns
### Phaser 3
```typescript
const config: Phaser.Types.Core.GameConfig = {
type: Phaser.AUTO, // WebGL with Canvas fallback
width: 800,
height: 600,
physics: {
default: 'arcade',
arcade: { gravity: { y: 300 }, debug: false },
},
scene: [PreloadScene, MainMenuScene, GameScene, GameOverScene],
};
const game = new Phaser.Game(config);
```
### PixiJS
```typescript
const app = new PIXI.Application({
width: 800,
height: 600,
backgroundColor: 0x1099bb,
});
document.body.appendChild(app.view);
const sprite = PIXI.Sprite.from('assets/player.png');
app.stage.addChild(sprite);
app.ticker.add((delta) => {
sprite.rotation += 0.01 * delta;
});
```
### Three.js
```typescript
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
const renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
const geometry = new THREE.BoxGeometry();
const material = new THREE.MeshBasicMaterial({ color: 0x00ff00 });
const cube = new THREE.Mesh(geometry, material);
scene.add(cube);
function animate() {
requestAnimationFrame(animate);
cube.rotation.x += 0.01;
renderer.render(scene, camera);
}
animate();
```
---
## Key Architecture Decision Records
### ADR Template for Web Games
**ADR-XXX: [Title]**
**Context:**
What web game-specific issue are we solving?
**Options:**
1. Phaser 3 (full framework)
2. PixiJS (rendering library)
3. Three.js/Babylon.js (3D)
4. Custom Canvas/WebGL
**Decision:**
We chose [Option X]
**Web-specific Rationale:**
- Engine features vs bundle size
- Community and plugin ecosystem
- TypeScript support
- Performance on target devices (mobile web)
- Browser compatibility
- Development velocity
**Consequences:**
- Impact on bundle size (Phaser ~1.2MB gzipped)
- Learning curve
- Platform limitations
- Plugin availability
---
_This guide is specific to web game engines. For native engines, see:_
- game-engine-unity-guide.md
- game-engine-godot-guide.md
- game-engine-unreal-guide.md

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@@ -1,172 +0,0 @@
id,name,project_types,languages,architecture_style,repo_strategy,tags,template_path,reference_architecture_path,guide_path
web-nextjs-ssr-monorepo,Next.js SSR Monolith,web,TypeScript,monolith,monorepo,"ssr,react,fullstack,vercel",web-fullstack-architecture.md,,
web-nuxt-ssr-monorepo,Nuxt SSR Monolith,web,TypeScript,monolith,monorepo,"ssr,vue,fullstack",web-fullstack-architecture.md,,
web-sveltekit-ssr-monorepo,SvelteKit SSR Monolith,web,TypeScript,monolith,monorepo,"ssr,svelte,fullstack",web-fullstack-architecture.md,,
web-remix-ssr-monorepo,Remix SSR Monolith,web,TypeScript,monolith,monorepo,"ssr,react,fullstack",web-fullstack-architecture.md,,
web-rails-monolith,Rails Monolith,web,Ruby,monolith,monorepo,"ssr,mvc,fullstack",web-fullstack-architecture.md,,
web-django-templates,Django with Templates,web,Python,monolith,monorepo,"ssr,mvc,fullstack",web-fullstack-architecture.md,,
web-laravel-monolith,Laravel Monolith,web,PHP,monolith,monorepo,"ssr,mvc,fullstack",web-fullstack-architecture.md,,
web-aspnet-mvc,ASP.NET MVC,web,C#,monolith,monorepo,"ssr,mvc,fullstack,dotnet",web-fullstack-architecture.md,,
web-express-api,Express REST API,web,TypeScript,monolith,monorepo,"api,rest,backend",web-api-architecture.md,,
web-fastapi,FastAPI,web,Python,monolith,monorepo,"api,rest,backend,async",web-api-architecture.md,,
web-flask-api,Flask REST API,web,Python,monolith,monorepo,"api,rest,backend",web-api-architecture.md,,
web-django-rest,Django REST Framework,web,Python,monolith,monorepo,"api,rest,backend",web-api-architecture.md,,
web-rails-api,Rails API Mode,web,Ruby,monolith,monorepo,"api,rest,backend",web-api-architecture.md,,
web-gin-api,Gin API (Go),web,Go,monolith,monorepo,"api,rest,backend",web-api-architecture.md,,
web-spring-boot-api,Spring Boot API,web,Java,monolith,monorepo,"api,rest,backend",web-api-architecture.md,,
web-aspnet-api,ASP.NET Web API,web,C#,monolith,monorepo,"api,rest,backend,dotnet",web-api-architecture.md,,
web-react-django-separate,React + Django (Separate),web,"TypeScript,Python",spa-with-api,monorepo,"spa,react,django",web-fullstack-architecture.md,,
web-react-express-separate,React + Express (Separate),web,TypeScript,spa-with-api,monorepo,"spa,react,node",web-fullstack-architecture.md,,
web-vue-rails-separate,Vue + Rails (Separate),web,"TypeScript,Ruby",spa-with-api,monorepo,"spa,vue,rails",web-fullstack-architecture.md,,
web-vue-laravel-separate,Vue + Laravel (Separate),web,"TypeScript,PHP",spa-with-api,monorepo,"spa,vue,laravel",web-fullstack-architecture.md,,
web-angular-spring-separate,Angular + Spring Boot,web,"TypeScript,Java",spa-with-api,monorepo,"spa,angular,spring",web-fullstack-architecture.md,,
web-angular-dotnet-separate,Angular + .NET API,web,"TypeScript,C#",spa-with-api,monorepo,"spa,angular,dotnet",web-fullstack-architecture.md,,
web-svelte-go-separate,Svelte + Go API,web,"TypeScript,Go",spa-with-api,monorepo,"spa,svelte,go",web-fullstack-architecture.md,,
web-nextjs-microservices-mono,Next.js Microservices (Monorepo),web,TypeScript,microservices,monorepo,"microservices,react,nx,turborepo",web-fullstack-architecture.md,,
web-node-microservices-mono,Node.js Microservices (Monorepo),web,TypeScript,microservices,monorepo,"microservices,node,nx",web-fullstack-architecture.md,,
web-go-microservices-mono,Go Microservices (Monorepo),web,Go,microservices,monorepo,"microservices,go,grpc",web-fullstack-architecture.md,,
web-python-microservices-mono,Python Microservices (Monorepo),web,Python,microservices,monorepo,"microservices,python,fastapi",web-fullstack-architecture.md,,
web-nextjs-microservices-poly,Next.js Microservices (Polyrepo),web,TypeScript,microservices,polyrepo,"microservices,react,kubernetes",web-fullstack-architecture.md,,
web-node-microservices-poly,Node.js Microservices (Polyrepo),web,TypeScript,microservices,polyrepo,"microservices,node,kubernetes",web-fullstack-architecture.md,,
web-go-microservices-poly,Go Microservices (Polyrepo),web,Go,microservices,polyrepo,"microservices,go,kubernetes,grpc",web-fullstack-architecture.md,,
web-java-microservices-poly,Java Microservices (Polyrepo),web,Java,microservices,polyrepo,"microservices,spring,kubernetes",web-fullstack-architecture.md,,
web-nextjs-vercel-serverless,Next.js Serverless (Vercel),web,TypeScript,serverless,monorepo,"serverless,vercel,edge",web-fullstack-architecture.md,,
web-lambda-node-serverless,AWS Lambda (Node.js),web,TypeScript,serverless,monorepo,"serverless,aws,lambda",web-api-architecture.md,,
web-lambda-python-serverless,AWS Lambda (Python),web,Python,serverless,monorepo,"serverless,aws,lambda",web-api-architecture.md,,
web-lambda-go-serverless,AWS Lambda (Go),web,Go,serverless,monorepo,"serverless,aws,lambda",web-api-architecture.md,,
web-cloudflare-workers,Cloudflare Workers,web,TypeScript,serverless,monorepo,"serverless,cloudflare,edge",web-api-architecture.md,,
web-netlify-functions,Netlify Functions,web,TypeScript,serverless,monorepo,"serverless,netlify,edge",web-api-architecture.md,,
web-astro-jamstack,Astro Static Site,web,TypeScript,jamstack,monorepo,"static,ssg,content",web-fullstack-architecture.md,,
web-hugo-jamstack,Hugo Static Site,web,Go,jamstack,monorepo,"static,ssg,content",web-fullstack-architecture.md,,
web-gatsby-jamstack,Gatsby Static Site,web,TypeScript,jamstack,monorepo,"static,ssg,react",web-fullstack-architecture.md,,
web-eleventy-jamstack,Eleventy Static Site,web,JavaScript,jamstack,monorepo,"static,ssg,content",web-fullstack-architecture.md,,
web-jekyll-jamstack,Jekyll Static Site,web,Ruby,jamstack,monorepo,"static,ssg,content",web-fullstack-architecture.md,,
mobile-swift-native,iOS Native (Swift),mobile,Swift,native,monorepo,"ios,native,xcode,uikit",mobile-app-architecture.md,,
mobile-swiftui-native,iOS Native (SwiftUI),mobile,Swift,native,monorepo,"ios,native,xcode,swiftui",mobile-app-architecture.md,,
mobile-kotlin-native,Android Native (Kotlin),mobile,Kotlin,native,monorepo,"android,native,android-studio",mobile-app-architecture.md,,
mobile-compose-native,Android Native (Compose),mobile,Kotlin,native,monorepo,"android,native,compose",mobile-app-architecture.md,,
mobile-react-native,React Native,mobile,TypeScript,cross-platform,monorepo,"cross-platform,react,expo",mobile-app-architecture.md,,
mobile-flutter,Flutter,mobile,Dart,cross-platform,monorepo,"cross-platform,flutter,material",mobile-app-architecture.md,,
mobile-xamarin,Xamarin,mobile,C#,cross-platform,monorepo,"cross-platform,xamarin,dotnet",mobile-app-architecture.md,,
mobile-ionic-hybrid,Ionic Hybrid,mobile,TypeScript,hybrid,monorepo,"hybrid,ionic,capacitor",mobile-app-architecture.md,,
mobile-capacitor-hybrid,Capacitor Hybrid,mobile,TypeScript,hybrid,monorepo,"hybrid,capacitor,webview",mobile-app-architecture.md,,
mobile-cordova-hybrid,Cordova Hybrid,mobile,JavaScript,hybrid,monorepo,"hybrid,cordova,webview",mobile-app-architecture.md,,
mobile-pwa,Progressive Web App,mobile,TypeScript,pwa,monorepo,"pwa,service-worker,offline",mobile-app-architecture.md,,
game-unity-3d,Unity 3D,game,C#,monolith,monorepo,"3d,unity,game-engine",game-engine-architecture.md,,game-engine-unity-guide.md
game-unreal-3d,Unreal Engine 3D,game,"C++,Blueprint",monolith,monorepo,"3d,unreal,aaa",game-engine-architecture.md,,game-engine-unreal-guide.md
game-godot-3d,Godot 3D,game,GDScript,monolith,monorepo,"3d,godot,open-source",game-engine-architecture.md,,game-engine-godot-guide.md
game-custom-3d-cpp,Custom 3D Engine (C++),game,C++,monolith,monorepo,"3d,custom,opengl",game-engine-architecture.md,,game-engine-general-guide.md
game-custom-3d-rust,Custom 3D Engine (Rust),game,Rust,monolith,monorepo,"3d,custom,vulkan",game-engine-architecture.md,,game-engine-general-guide.md
game-unity-2d,Unity 2D,game,C#,monolith,monorepo,"2d,unity,game-engine",game-engine-architecture.md,,game-engine-unity-guide.md
game-godot-2d,Godot 2D,game,GDScript,monolith,monorepo,"2d,godot,open-source",game-engine-architecture.md,,game-engine-godot-guide.md
game-gamemaker,GameMaker,game,GML,monolith,monorepo,"2d,gamemaker,indie",game-engine-architecture.md,,game-engine-general-guide.md
game-phaser,Phaser (Web),game,TypeScript,monolith,monorepo,"2d,phaser,html5",game-engine-architecture.md,,game-engine-web-guide.md
game-pixijs,PixiJS (Web),game,TypeScript,monolith,monorepo,"2d,pixijs,canvas",game-engine-architecture.md,,game-engine-web-guide.md
game-threejs,Three.js (Web),game,TypeScript,monolith,monorepo,"3d,threejs,webgl",game-engine-architecture.md,,game-engine-web-guide.md
game-babylonjs,Babylon.js (Web),game,TypeScript,monolith,monorepo,"3d,babylonjs,webgl",game-engine-architecture.md,,game-engine-web-guide.md
game-text-python,Text-Based (Python),game,Python,monolith,monorepo,"text,roguelike",game-engine-architecture.md,,game-engine-general-guide.md
game-text-js,Text-Based (JavaScript),game,JavaScript,monolith,monorepo,"text,interactive-fiction",game-engine-architecture.md,,game-engine-general-guide.md
game-text-cpp,Text-Based (C++),game,C++,monolith,monorepo,"text,roguelike,mud",game-engine-architecture.md,,game-engine-general-guide.md
backend-express-rest,Express REST,backend,TypeScript,monolith,monorepo,"rest,express",backend-service-architecture.md,,
backend-fastapi-rest,FastAPI REST,backend,Python,monolith,monorepo,"rest,fastapi,async",backend-service-architecture.md,,
backend-django-rest-fw,Django REST Framework,backend,Python,monolith,monorepo,"rest,django",backend-service-architecture.md,,
backend-flask-rest,Flask REST,backend,Python,monolith,monorepo,"rest,flask,lightweight",backend-service-architecture.md,,
backend-spring-boot-rest,Spring Boot REST,backend,Java,monolith,monorepo,"rest,spring,enterprise",backend-service-architecture.md,,
backend-gin-rest,Gin REST (Go),backend,Go,monolith,monorepo,"rest,gin,performance",backend-service-architecture.md,,
backend-actix-rest,Actix Web (Rust),backend,Rust,monolith,monorepo,"rest,actix,performance",backend-service-architecture.md,,
backend-rails-api,Rails API,backend,Ruby,monolith,monorepo,"rest,rails",backend-service-architecture.md,,
backend-apollo-graphql,Apollo GraphQL,backend,TypeScript,monolith,monorepo,"graphql,apollo",backend-service-architecture.md,,
backend-hasura-graphql,Hasura GraphQL,backend,any,monolith,monorepo,"graphql,hasura,postgres",backend-service-architecture.md,,
backend-strawberry-graphql,Strawberry GraphQL (Python),backend,Python,monolith,monorepo,"graphql,strawberry,async",backend-service-architecture.md,,
backend-graphql-go,gqlgen (Go),backend,Go,monolith,monorepo,"graphql,gqlgen,type-safe",backend-service-architecture.md,,
backend-grpc-go,gRPC Service (Go),backend,Go,monolith,monorepo,"grpc,protobuf",backend-service-architecture.md,,
backend-grpc-node,gRPC Service (Node.js),backend,TypeScript,monolith,monorepo,"grpc,protobuf",backend-service-architecture.md,,
backend-grpc-rust,gRPC Service (Rust),backend,Rust,monolith,monorepo,"grpc,tonic",backend-service-architecture.md,,
backend-grpc-java,gRPC Service (Java),backend,Java,monolith,monorepo,"grpc,protobuf",backend-service-architecture.md,,
backend-socketio-realtime,Socket.IO Realtime,backend,TypeScript,monolith,monorepo,"realtime,socketio",backend-service-architecture.md,,
backend-phoenix-realtime,Phoenix Channels,backend,Elixir,monolith,monorepo,"realtime,phoenix",backend-service-architecture.md,,
backend-ably-realtime,Ably Realtime,backend,any,monolith,monorepo,"realtime,ably,managed",backend-service-architecture.md,,
backend-pusher-realtime,Pusher Realtime,backend,any,monolith,monorepo,"realtime,pusher,managed",backend-service-architecture.md,,
backend-kafka-event,Kafka Event-Driven,backend,"Java,Go,Python",event-driven,monorepo,"event-driven,kafka,streaming",backend-service-architecture.md,,
backend-rabbitmq-event,RabbitMQ Event-Driven,backend,"Python,Go,Node",event-driven,monorepo,"event-driven,rabbitmq,amqp",backend-service-architecture.md,,
backend-nats-event,NATS Event-Driven,backend,Go,event-driven,monorepo,"event-driven,nats,messaging",backend-service-architecture.md,,
backend-sqs-event,AWS SQS Event-Driven,backend,"Python,Node",event-driven,monorepo,"event-driven,aws,sqs",backend-service-architecture.md,,
backend-celery-batch,Celery Batch (Python),backend,Python,batch,monorepo,"batch,celery,redis,async",backend-service-architecture.md,,
backend-airflow-batch,Airflow Pipelines,backend,Python,batch,monorepo,"batch,airflow,orchestration,dags",backend-service-architecture.md,,
backend-prefect-batch,Prefect Pipelines,backend,Python,batch,monorepo,"batch,prefect,orchestration",backend-service-architecture.md,,
backend-temporal-batch,Temporal Workflows,backend,"Go,TypeScript",batch,monorepo,"batch,temporal,workflows",backend-service-architecture.md,,
embedded-freertos-esp32,FreeRTOS ESP32,embedded,C,rtos,monorepo,"iot,freertos,wifi",embedded-firmware-architecture.md,,
embedded-freertos-stm32,FreeRTOS STM32,embedded,C,rtos,monorepo,"stm32,freertos,arm,cortex",embedded-firmware-architecture.md,,
embedded-zephyr,Zephyr RTOS,embedded,C,rtos,monorepo,"zephyr,iot,bluetooth",embedded-firmware-architecture.md,,
embedded-nuttx,NuttX RTOS,embedded,C,rtos,monorepo,"nuttx,posix",embedded-firmware-architecture.md,,
embedded-arduino-bare,Arduino Bare Metal,embedded,"C,C++",bare-metal,monorepo,"arduino,bare-metal,avr",embedded-firmware-architecture.md,,
embedded-stm32-bare,STM32 Bare Metal,embedded,C,bare-metal,monorepo,"stm32,bare-metal,arm",embedded-firmware-architecture.md,,
embedded-pic-bare,PIC Microcontroller,embedded,C,bare-metal,monorepo,"pic,microchip",embedded-firmware-architecture.md,,
embedded-avr-bare,AVR Bare Metal,embedded,C,bare-metal,monorepo,"avr,atmega",embedded-firmware-architecture.md,,
embedded-raspberrypi,Raspberry Pi (Linux),embedded,Python,linux,monorepo,"raspberry-pi,gpio,python",embedded-firmware-architecture.md,,
embedded-beaglebone,BeagleBone (Linux),embedded,Python,linux,monorepo,"beaglebone,gpio",embedded-firmware-architecture.md,,
embedded-jetson,NVIDIA Jetson,embedded,Python,linux,monorepo,"jetson,ai,gpu",embedded-firmware-architecture.md,,
embedded-esp32-iot,ESP32 IoT Cloud,embedded,C,iot-cloud,monorepo,"esp32,mqtt,aws-iot",embedded-firmware-architecture.md,,
embedded-arduino-iot,Arduino IoT Cloud,embedded,"C,C++",iot-cloud,monorepo,"arduino,iot,mqtt,cloud",embedded-firmware-architecture.md,,
embedded-particle,Particle IoT,embedded,"C,C++",iot-cloud,monorepo,"particle,iot,cellular,cloud",embedded-firmware-architecture.md,,
library-npm-ts,NPM Library (TypeScript),library,TypeScript,library,monorepo,"npm,package,tsup",library-package-architecture.md,,
library-npm-js,NPM Library (JavaScript),library,JavaScript,library,monorepo,"npm,package,rollup",library-package-architecture.md,,
library-pypi,PyPI Package,library,Python,library,monorepo,"pypi,wheel,setuptools",library-package-architecture.md,,
library-cargo,Cargo Crate (Rust),library,Rust,library,monorepo,"cargo,crate,docs-rs",library-package-architecture.md,,
library-go-modules,Go Module,library,Go,library,monorepo,"go,pkg-go-dev",library-package-architecture.md,,
library-maven-java,Maven Library (Java),library,Java,library,monorepo,"maven,jar,central",library-package-architecture.md,,
library-nuget-csharp,NuGet Package (C#),library,C#,library,monorepo,"nuget,dotnet,package",library-package-architecture.md,,
library-cpp-cmake,C++ Library (CMake),library,C++,library,monorepo,"cpp,conan,vcpkg",library-package-architecture.md,,
library-c-shared,C Shared Library,library,C,library,monorepo,"c,header-only",library-package-architecture.md,,
cli-node-simple,CLI Tool (Node.js),cli,TypeScript,cli,monorepo,"cli,commander,yargs",cli-tool-architecture.md,,
cli-python-simple,CLI Tool (Python),cli,Python,cli,monorepo,"cli,click,argparse",cli-tool-architecture.md,,
cli-go-simple,CLI Tool (Go),cli,Go,cli,monorepo,"cli,cobra,single-binary",cli-tool-architecture.md,,
cli-rust-simple,CLI Tool (Rust),cli,Rust,cli,monorepo,"cli,clap,single-binary",cli-tool-architecture.md,,
cli-node-interactive,Interactive CLI (Node.js),cli,TypeScript,cli-interactive,monorepo,"cli,ink,blessed",cli-tool-architecture.md,,
cli-python-interactive,Interactive CLI (Python),cli,Python,cli-interactive,monorepo,"cli,rich,textual,prompt-toolkit",cli-tool-architecture.md,,
cli-rust-interactive,Interactive TUI (Rust),cli,Rust,cli-interactive,monorepo,"cli,ratatui,crossterm",cli-tool-architecture.md,,
cli-go-interactive,Interactive TUI (Go),cli,Go,cli-interactive,monorepo,"cli,bubbletea,charm",cli-tool-architecture.md,,
cli-node-daemon,CLI with Daemon (Node.js),cli,TypeScript,cli-daemon,monorepo,"cli,service,systemd",cli-tool-architecture.md,,
cli-python-daemon,CLI with Daemon (Python),cli,Python,cli-daemon,monorepo,"cli,service,systemd",cli-tool-architecture.md,,
cli-go-daemon,CLI with Service (Go),cli,Go,cli-daemon,monorepo,"cli,service,systemd",cli-tool-architecture.md,,
desktop-electron,Electron App,desktop,TypeScript,desktop,monorepo,"electron,cross-platform,chromium",desktop-app-architecture.md,,
desktop-tauri,Tauri App,desktop,"TypeScript,Rust",desktop,monorepo,"tauri,rust,webview,lightweight",desktop-app-architecture.md,,
desktop-wails,Wails App (Go),desktop,"TypeScript,Go",desktop,monorepo,"wails,go,webview",desktop-app-architecture.md,,
desktop-qt-cpp,Qt Desktop (C++),desktop,C++,desktop,monorepo,"qt,cpp,native,cross-platform",desktop-app-architecture.md,,
desktop-qt-python,Qt Desktop (Python),desktop,Python,desktop,monorepo,"qt,python,pyside6",desktop-app-architecture.md,,
desktop-dotnet-wpf,WPF Desktop (.NET),desktop,C#,desktop,monorepo,"dotnet,windows,xaml",desktop-app-architecture.md,,
desktop-dotnet-maui,MAUI Desktop (.NET),desktop,C#,desktop,monorepo,"dotnet,cross-platform,xaml",desktop-app-architecture.md,,
desktop-swiftui-macos,SwiftUI macOS,desktop,Swift,desktop,monorepo,"swiftui,macos,native,declarative",desktop-app-architecture.md,,
desktop-gtk,GTK Desktop,desktop,"C,Python",desktop,monorepo,"gtk,linux,gnome",desktop-app-architecture.md,,
desktop-tkinter,Tkinter Desktop (Python),desktop,Python,desktop,monorepo,"tkinter,simple,cross-platform",desktop-app-architecture.md,,
data-etl-python,Python ETL,data,Python,pipeline,monorepo,"etl,pandas,dask",data-pipeline-architecture.md,,
data-etl-spark,Spark ETL,data,"Scala,Python",pipeline,monorepo,"etl,spark,big-data,pyspark",data-pipeline-architecture.md,,
data-dbt,dbt Transformations,data,SQL,pipeline,monorepo,"etl,dbt,sql,analytics-engineering",data-pipeline-architecture.md,,
data-ml-training,ML Training Pipeline,data,Python,pipeline,monorepo,"ml,mlflow,pytorch,tensorflow",data-pipeline-architecture.md,,
data-ml-inference,ML Inference Service,data,Python,pipeline,monorepo,"ml,serving,triton,torchserve",data-pipeline-architecture.md,,
data-kubeflow,Kubeflow Pipelines,data,Python,pipeline,monorepo,"ml,kubeflow,kubernetes,pipelines",data-pipeline-architecture.md,,
data-analytics-superset,Superset Analytics,data,Python,analytics,monorepo,"analytics,superset,dashboards,bi",data-pipeline-architecture.md,,
data-analytics-metabase,Metabase Analytics,data,any,analytics,monorepo,"analytics,metabase,dashboards,bi",data-pipeline-architecture.md,,
data-looker,Looker/LookML,data,LookML,analytics,monorepo,"analytics,looker,bi,enterprise",data-pipeline-architecture.md,,
data-warehouse-snowflake,Snowflake Warehouse,data,SQL,warehouse,monorepo,"warehouse,snowflake,cloud,dbt",data-pipeline-architecture.md,,
data-warehouse-bigquery,BigQuery Warehouse,data,SQL,warehouse,monorepo,"warehouse,bigquery,gcp,dbt",data-pipeline-architecture.md,,
data-warehouse-redshift,Redshift Warehouse,data,SQL,warehouse,monorepo,"warehouse,redshift,aws,dbt",data-pipeline-architecture.md,,
data-streaming-kafka,Kafka Streaming,data,"Java,Scala",streaming,monorepo,"streaming,kafka,confluent,real-time",data-pipeline-architecture.md,,
data-streaming-flink,Flink Streaming,data,"Java,Python",streaming,monorepo,"streaming,flink,stateful,real-time",data-pipeline-architecture.md,,
data-streaming-spark,Spark Streaming,data,"Scala,Python",streaming,monorepo,"streaming,spark,micro-batch",data-pipeline-architecture.md,,
extension-chrome,Chrome Extension,extension,TypeScript,extension,monorepo,"browser,extension,manifest-v3",desktop-app-architecture.md,,
extension-firefox,Firefox Extension,extension,TypeScript,extension,monorepo,"browser,webextensions,manifest-v2",desktop-app-architecture.md,,
extension-safari,Safari Extension,extension,Swift,extension,monorepo,"browser,safari,xcode,app-extension",desktop-app-architecture.md,,
extension-vscode,VS Code Extension,extension,TypeScript,extension,monorepo,"vscode,ide,language-server",desktop-app-architecture.md,,
extension-intellij,IntelliJ Plugin,extension,Kotlin,extension,monorepo,"jetbrains,plugin,ide",desktop-app-architecture.md,,
extension-sublime,Sublime Text Plugin,extension,Python,extension,monorepo,"sublime,editor",desktop-app-architecture.md,,
infra-terraform,Terraform IaC,infra,HCL,iac,monorepo,"terraform,iac,cloud,multi-cloud",infrastructure-architecture.md,,
infra-pulumi,Pulumi IaC,infra,"TypeScript,Python,Go",iac,monorepo,"pulumi,iac,cloud,programming",infrastructure-architecture.md,,
infra-cdk-aws,AWS CDK,infra,TypeScript,iac,monorepo,"cdk,iac,cloudformation",infrastructure-architecture.md,,
infra-cdktf,CDK for Terraform,infra,TypeScript,iac,monorepo,"cdktf,iac,typescript",infrastructure-architecture.md,,
infra-k8s-operator,Kubernetes Operator,infra,Go,k8s-operator,monorepo,"kubernetes,operator,controller,crd",infrastructure-architecture.md,,
infra-helm-charts,Helm Charts,infra,YAML,k8s-package,monorepo,"kubernetes,helm,package,templating",infrastructure-architecture.md,,
infra-ansible,Ansible Playbooks,infra,YAML,config-mgmt,monorepo,"ansible,automation,idempotent",infrastructure-architecture.md,,
infra-chef,Chef Cookbooks,infra,Ruby,config-mgmt,monorepo,"chef,automation,ruby-dsl",infrastructure-architecture.md,,
infra-puppet,Puppet Manifests,infra,Puppet,config-mgmt,monorepo,"puppet,automation,declarative",infrastructure-architecture.md,,
infra-saltstack,SaltStack,infra,YAML,config-mgmt,monorepo,"salt,automation,python",infrastructure-architecture.md,,
1 id name project_types languages architecture_style repo_strategy tags template_path reference_architecture_path guide_path
2 web-nextjs-ssr-monorepo Next.js SSR Monolith web TypeScript monolith monorepo ssr,react,fullstack,vercel web-fullstack-architecture.md
3 web-nuxt-ssr-monorepo Nuxt SSR Monolith web TypeScript monolith monorepo ssr,vue,fullstack web-fullstack-architecture.md
4 web-sveltekit-ssr-monorepo SvelteKit SSR Monolith web TypeScript monolith monorepo ssr,svelte,fullstack web-fullstack-architecture.md
5 web-remix-ssr-monorepo Remix SSR Monolith web TypeScript monolith monorepo ssr,react,fullstack web-fullstack-architecture.md
6 web-rails-monolith Rails Monolith web Ruby monolith monorepo ssr,mvc,fullstack web-fullstack-architecture.md
7 web-django-templates Django with Templates web Python monolith monorepo ssr,mvc,fullstack web-fullstack-architecture.md
8 web-laravel-monolith Laravel Monolith web PHP monolith monorepo ssr,mvc,fullstack web-fullstack-architecture.md
9 web-aspnet-mvc ASP.NET MVC web C# monolith monorepo ssr,mvc,fullstack,dotnet web-fullstack-architecture.md
10 web-express-api Express REST API web TypeScript monolith monorepo api,rest,backend web-api-architecture.md
11 web-fastapi FastAPI web Python monolith monorepo api,rest,backend,async web-api-architecture.md
12 web-flask-api Flask REST API web Python monolith monorepo api,rest,backend web-api-architecture.md
13 web-django-rest Django REST Framework web Python monolith monorepo api,rest,backend web-api-architecture.md
14 web-rails-api Rails API Mode web Ruby monolith monorepo api,rest,backend web-api-architecture.md
15 web-gin-api Gin API (Go) web Go monolith monorepo api,rest,backend web-api-architecture.md
16 web-spring-boot-api Spring Boot API web Java monolith monorepo api,rest,backend web-api-architecture.md
17 web-aspnet-api ASP.NET Web API web C# monolith monorepo api,rest,backend,dotnet web-api-architecture.md
18 web-react-django-separate React + Django (Separate) web TypeScript,Python spa-with-api monorepo spa,react,django web-fullstack-architecture.md
19 web-react-express-separate React + Express (Separate) web TypeScript spa-with-api monorepo spa,react,node web-fullstack-architecture.md
20 web-vue-rails-separate Vue + Rails (Separate) web TypeScript,Ruby spa-with-api monorepo spa,vue,rails web-fullstack-architecture.md
21 web-vue-laravel-separate Vue + Laravel (Separate) web TypeScript,PHP spa-with-api monorepo spa,vue,laravel web-fullstack-architecture.md
22 web-angular-spring-separate Angular + Spring Boot web TypeScript,Java spa-with-api monorepo spa,angular,spring web-fullstack-architecture.md
23 web-angular-dotnet-separate Angular + .NET API web TypeScript,C# spa-with-api monorepo spa,angular,dotnet web-fullstack-architecture.md
24 web-svelte-go-separate Svelte + Go API web TypeScript,Go spa-with-api monorepo spa,svelte,go web-fullstack-architecture.md
25 web-nextjs-microservices-mono Next.js Microservices (Monorepo) web TypeScript microservices monorepo microservices,react,nx,turborepo web-fullstack-architecture.md
26 web-node-microservices-mono Node.js Microservices (Monorepo) web TypeScript microservices monorepo microservices,node,nx web-fullstack-architecture.md
27 web-go-microservices-mono Go Microservices (Monorepo) web Go microservices monorepo microservices,go,grpc web-fullstack-architecture.md
28 web-python-microservices-mono Python Microservices (Monorepo) web Python microservices monorepo microservices,python,fastapi web-fullstack-architecture.md
29 web-nextjs-microservices-poly Next.js Microservices (Polyrepo) web TypeScript microservices polyrepo microservices,react,kubernetes web-fullstack-architecture.md
30 web-node-microservices-poly Node.js Microservices (Polyrepo) web TypeScript microservices polyrepo microservices,node,kubernetes web-fullstack-architecture.md
31 web-go-microservices-poly Go Microservices (Polyrepo) web Go microservices polyrepo microservices,go,kubernetes,grpc web-fullstack-architecture.md
32 web-java-microservices-poly Java Microservices (Polyrepo) web Java microservices polyrepo microservices,spring,kubernetes web-fullstack-architecture.md
33 web-nextjs-vercel-serverless Next.js Serverless (Vercel) web TypeScript serverless monorepo serverless,vercel,edge web-fullstack-architecture.md
34 web-lambda-node-serverless AWS Lambda (Node.js) web TypeScript serverless monorepo serverless,aws,lambda web-api-architecture.md
35 web-lambda-python-serverless AWS Lambda (Python) web Python serverless monorepo serverless,aws,lambda web-api-architecture.md
36 web-lambda-go-serverless AWS Lambda (Go) web Go serverless monorepo serverless,aws,lambda web-api-architecture.md
37 web-cloudflare-workers Cloudflare Workers web TypeScript serverless monorepo serverless,cloudflare,edge web-api-architecture.md
38 web-netlify-functions Netlify Functions web TypeScript serverless monorepo serverless,netlify,edge web-api-architecture.md
39 web-astro-jamstack Astro Static Site web TypeScript jamstack monorepo static,ssg,content web-fullstack-architecture.md
40 web-hugo-jamstack Hugo Static Site web Go jamstack monorepo static,ssg,content web-fullstack-architecture.md
41 web-gatsby-jamstack Gatsby Static Site web TypeScript jamstack monorepo static,ssg,react web-fullstack-architecture.md
42 web-eleventy-jamstack Eleventy Static Site web JavaScript jamstack monorepo static,ssg,content web-fullstack-architecture.md
43 web-jekyll-jamstack Jekyll Static Site web Ruby jamstack monorepo static,ssg,content web-fullstack-architecture.md
44 mobile-swift-native iOS Native (Swift) mobile Swift native monorepo ios,native,xcode,uikit mobile-app-architecture.md
45 mobile-swiftui-native iOS Native (SwiftUI) mobile Swift native monorepo ios,native,xcode,swiftui mobile-app-architecture.md
46 mobile-kotlin-native Android Native (Kotlin) mobile Kotlin native monorepo android,native,android-studio mobile-app-architecture.md
47 mobile-compose-native Android Native (Compose) mobile Kotlin native monorepo android,native,compose mobile-app-architecture.md
48 mobile-react-native React Native mobile TypeScript cross-platform monorepo cross-platform,react,expo mobile-app-architecture.md
49 mobile-flutter Flutter mobile Dart cross-platform monorepo cross-platform,flutter,material mobile-app-architecture.md
50 mobile-xamarin Xamarin mobile C# cross-platform monorepo cross-platform,xamarin,dotnet mobile-app-architecture.md
51 mobile-ionic-hybrid Ionic Hybrid mobile TypeScript hybrid monorepo hybrid,ionic,capacitor mobile-app-architecture.md
52 mobile-capacitor-hybrid Capacitor Hybrid mobile TypeScript hybrid monorepo hybrid,capacitor,webview mobile-app-architecture.md
53 mobile-cordova-hybrid Cordova Hybrid mobile JavaScript hybrid monorepo hybrid,cordova,webview mobile-app-architecture.md
54 mobile-pwa Progressive Web App mobile TypeScript pwa monorepo pwa,service-worker,offline mobile-app-architecture.md
55 game-unity-3d Unity 3D game C# monolith monorepo 3d,unity,game-engine game-engine-architecture.md game-engine-unity-guide.md
56 game-unreal-3d Unreal Engine 3D game C++,Blueprint monolith monorepo 3d,unreal,aaa game-engine-architecture.md game-engine-unreal-guide.md
57 game-godot-3d Godot 3D game GDScript monolith monorepo 3d,godot,open-source game-engine-architecture.md game-engine-godot-guide.md
58 game-custom-3d-cpp Custom 3D Engine (C++) game C++ monolith monorepo 3d,custom,opengl game-engine-architecture.md game-engine-general-guide.md
59 game-custom-3d-rust Custom 3D Engine (Rust) game Rust monolith monorepo 3d,custom,vulkan game-engine-architecture.md game-engine-general-guide.md
60 game-unity-2d Unity 2D game C# monolith monorepo 2d,unity,game-engine game-engine-architecture.md game-engine-unity-guide.md
61 game-godot-2d Godot 2D game GDScript monolith monorepo 2d,godot,open-source game-engine-architecture.md game-engine-godot-guide.md
62 game-gamemaker GameMaker game GML monolith monorepo 2d,gamemaker,indie game-engine-architecture.md game-engine-general-guide.md
63 game-phaser Phaser (Web) game TypeScript monolith monorepo 2d,phaser,html5 game-engine-architecture.md game-engine-web-guide.md
64 game-pixijs PixiJS (Web) game TypeScript monolith monorepo 2d,pixijs,canvas game-engine-architecture.md game-engine-web-guide.md
65 game-threejs Three.js (Web) game TypeScript monolith monorepo 3d,threejs,webgl game-engine-architecture.md game-engine-web-guide.md
66 game-babylonjs Babylon.js (Web) game TypeScript monolith monorepo 3d,babylonjs,webgl game-engine-architecture.md game-engine-web-guide.md
67 game-text-python Text-Based (Python) game Python monolith monorepo text,roguelike game-engine-architecture.md game-engine-general-guide.md
68 game-text-js Text-Based (JavaScript) game JavaScript monolith monorepo text,interactive-fiction game-engine-architecture.md game-engine-general-guide.md
69 game-text-cpp Text-Based (C++) game C++ monolith monorepo text,roguelike,mud game-engine-architecture.md game-engine-general-guide.md
70 backend-express-rest Express REST backend TypeScript monolith monorepo rest,express backend-service-architecture.md
71 backend-fastapi-rest FastAPI REST backend Python monolith monorepo rest,fastapi,async backend-service-architecture.md
72 backend-django-rest-fw Django REST Framework backend Python monolith monorepo rest,django backend-service-architecture.md
73 backend-flask-rest Flask REST backend Python monolith monorepo rest,flask,lightweight backend-service-architecture.md
74 backend-spring-boot-rest Spring Boot REST backend Java monolith monorepo rest,spring,enterprise backend-service-architecture.md
75 backend-gin-rest Gin REST (Go) backend Go monolith monorepo rest,gin,performance backend-service-architecture.md
76 backend-actix-rest Actix Web (Rust) backend Rust monolith monorepo rest,actix,performance backend-service-architecture.md
77 backend-rails-api Rails API backend Ruby monolith monorepo rest,rails backend-service-architecture.md
78 backend-apollo-graphql Apollo GraphQL backend TypeScript monolith monorepo graphql,apollo backend-service-architecture.md
79 backend-hasura-graphql Hasura GraphQL backend any monolith monorepo graphql,hasura,postgres backend-service-architecture.md
80 backend-strawberry-graphql Strawberry GraphQL (Python) backend Python monolith monorepo graphql,strawberry,async backend-service-architecture.md
81 backend-graphql-go gqlgen (Go) backend Go monolith monorepo graphql,gqlgen,type-safe backend-service-architecture.md
82 backend-grpc-go gRPC Service (Go) backend Go monolith monorepo grpc,protobuf backend-service-architecture.md
83 backend-grpc-node gRPC Service (Node.js) backend TypeScript monolith monorepo grpc,protobuf backend-service-architecture.md
84 backend-grpc-rust gRPC Service (Rust) backend Rust monolith monorepo grpc,tonic backend-service-architecture.md
85 backend-grpc-java gRPC Service (Java) backend Java monolith monorepo grpc,protobuf backend-service-architecture.md
86 backend-socketio-realtime Socket.IO Realtime backend TypeScript monolith monorepo realtime,socketio backend-service-architecture.md
87 backend-phoenix-realtime Phoenix Channels backend Elixir monolith monorepo realtime,phoenix backend-service-architecture.md
88 backend-ably-realtime Ably Realtime backend any monolith monorepo realtime,ably,managed backend-service-architecture.md
89 backend-pusher-realtime Pusher Realtime backend any monolith monorepo realtime,pusher,managed backend-service-architecture.md
90 backend-kafka-event Kafka Event-Driven backend Java,Go,Python event-driven monorepo event-driven,kafka,streaming backend-service-architecture.md
91 backend-rabbitmq-event RabbitMQ Event-Driven backend Python,Go,Node event-driven monorepo event-driven,rabbitmq,amqp backend-service-architecture.md
92 backend-nats-event NATS Event-Driven backend Go event-driven monorepo event-driven,nats,messaging backend-service-architecture.md
93 backend-sqs-event AWS SQS Event-Driven backend Python,Node event-driven monorepo event-driven,aws,sqs backend-service-architecture.md
94 backend-celery-batch Celery Batch (Python) backend Python batch monorepo batch,celery,redis,async backend-service-architecture.md
95 backend-airflow-batch Airflow Pipelines backend Python batch monorepo batch,airflow,orchestration,dags backend-service-architecture.md
96 backend-prefect-batch Prefect Pipelines backend Python batch monorepo batch,prefect,orchestration backend-service-architecture.md
97 backend-temporal-batch Temporal Workflows backend Go,TypeScript batch monorepo batch,temporal,workflows backend-service-architecture.md
98 embedded-freertos-esp32 FreeRTOS ESP32 embedded C rtos monorepo iot,freertos,wifi embedded-firmware-architecture.md
99 embedded-freertos-stm32 FreeRTOS STM32 embedded C rtos monorepo stm32,freertos,arm,cortex embedded-firmware-architecture.md
100 embedded-zephyr Zephyr RTOS embedded C rtos monorepo zephyr,iot,bluetooth embedded-firmware-architecture.md
101 embedded-nuttx NuttX RTOS embedded C rtos monorepo nuttx,posix embedded-firmware-architecture.md
102 embedded-arduino-bare Arduino Bare Metal embedded C,C++ bare-metal monorepo arduino,bare-metal,avr embedded-firmware-architecture.md
103 embedded-stm32-bare STM32 Bare Metal embedded C bare-metal monorepo stm32,bare-metal,arm embedded-firmware-architecture.md
104 embedded-pic-bare PIC Microcontroller embedded C bare-metal monorepo pic,microchip embedded-firmware-architecture.md
105 embedded-avr-bare AVR Bare Metal embedded C bare-metal monorepo avr,atmega embedded-firmware-architecture.md
106 embedded-raspberrypi Raspberry Pi (Linux) embedded Python linux monorepo raspberry-pi,gpio,python embedded-firmware-architecture.md
107 embedded-beaglebone BeagleBone (Linux) embedded Python linux monorepo beaglebone,gpio embedded-firmware-architecture.md
108 embedded-jetson NVIDIA Jetson embedded Python linux monorepo jetson,ai,gpu embedded-firmware-architecture.md
109 embedded-esp32-iot ESP32 IoT Cloud embedded C iot-cloud monorepo esp32,mqtt,aws-iot embedded-firmware-architecture.md
110 embedded-arduino-iot Arduino IoT Cloud embedded C,C++ iot-cloud monorepo arduino,iot,mqtt,cloud embedded-firmware-architecture.md
111 embedded-particle Particle IoT embedded C,C++ iot-cloud monorepo particle,iot,cellular,cloud embedded-firmware-architecture.md
112 library-npm-ts NPM Library (TypeScript) library TypeScript library monorepo npm,package,tsup library-package-architecture.md
113 library-npm-js NPM Library (JavaScript) library JavaScript library monorepo npm,package,rollup library-package-architecture.md
114 library-pypi PyPI Package library Python library monorepo pypi,wheel,setuptools library-package-architecture.md
115 library-cargo Cargo Crate (Rust) library Rust library monorepo cargo,crate,docs-rs library-package-architecture.md
116 library-go-modules Go Module library Go library monorepo go,pkg-go-dev library-package-architecture.md
117 library-maven-java Maven Library (Java) library Java library monorepo maven,jar,central library-package-architecture.md
118 library-nuget-csharp NuGet Package (C#) library C# library monorepo nuget,dotnet,package library-package-architecture.md
119 library-cpp-cmake C++ Library (CMake) library C++ library monorepo cpp,conan,vcpkg library-package-architecture.md
120 library-c-shared C Shared Library library C library monorepo c,header-only library-package-architecture.md
121 cli-node-simple CLI Tool (Node.js) cli TypeScript cli monorepo cli,commander,yargs cli-tool-architecture.md
122 cli-python-simple CLI Tool (Python) cli Python cli monorepo cli,click,argparse cli-tool-architecture.md
123 cli-go-simple CLI Tool (Go) cli Go cli monorepo cli,cobra,single-binary cli-tool-architecture.md
124 cli-rust-simple CLI Tool (Rust) cli Rust cli monorepo cli,clap,single-binary cli-tool-architecture.md
125 cli-node-interactive Interactive CLI (Node.js) cli TypeScript cli-interactive monorepo cli,ink,blessed cli-tool-architecture.md
126 cli-python-interactive Interactive CLI (Python) cli Python cli-interactive monorepo cli,rich,textual,prompt-toolkit cli-tool-architecture.md
127 cli-rust-interactive Interactive TUI (Rust) cli Rust cli-interactive monorepo cli,ratatui,crossterm cli-tool-architecture.md
128 cli-go-interactive Interactive TUI (Go) cli Go cli-interactive monorepo cli,bubbletea,charm cli-tool-architecture.md
129 cli-node-daemon CLI with Daemon (Node.js) cli TypeScript cli-daemon monorepo cli,service,systemd cli-tool-architecture.md
130 cli-python-daemon CLI with Daemon (Python) cli Python cli-daemon monorepo cli,service,systemd cli-tool-architecture.md
131 cli-go-daemon CLI with Service (Go) cli Go cli-daemon monorepo cli,service,systemd cli-tool-architecture.md
132 desktop-electron Electron App desktop TypeScript desktop monorepo electron,cross-platform,chromium desktop-app-architecture.md
133 desktop-tauri Tauri App desktop TypeScript,Rust desktop monorepo tauri,rust,webview,lightweight desktop-app-architecture.md
134 desktop-wails Wails App (Go) desktop TypeScript,Go desktop monorepo wails,go,webview desktop-app-architecture.md
135 desktop-qt-cpp Qt Desktop (C++) desktop C++ desktop monorepo qt,cpp,native,cross-platform desktop-app-architecture.md
136 desktop-qt-python Qt Desktop (Python) desktop Python desktop monorepo qt,python,pyside6 desktop-app-architecture.md
137 desktop-dotnet-wpf WPF Desktop (.NET) desktop C# desktop monorepo dotnet,windows,xaml desktop-app-architecture.md
138 desktop-dotnet-maui MAUI Desktop (.NET) desktop C# desktop monorepo dotnet,cross-platform,xaml desktop-app-architecture.md
139 desktop-swiftui-macos SwiftUI macOS desktop Swift desktop monorepo swiftui,macos,native,declarative desktop-app-architecture.md
140 desktop-gtk GTK Desktop desktop C,Python desktop monorepo gtk,linux,gnome desktop-app-architecture.md
141 desktop-tkinter Tkinter Desktop (Python) desktop Python desktop monorepo tkinter,simple,cross-platform desktop-app-architecture.md
142 data-etl-python Python ETL data Python pipeline monorepo etl,pandas,dask data-pipeline-architecture.md
143 data-etl-spark Spark ETL data Scala,Python pipeline monorepo etl,spark,big-data,pyspark data-pipeline-architecture.md
144 data-dbt dbt Transformations data SQL pipeline monorepo etl,dbt,sql,analytics-engineering data-pipeline-architecture.md
145 data-ml-training ML Training Pipeline data Python pipeline monorepo ml,mlflow,pytorch,tensorflow data-pipeline-architecture.md
146 data-ml-inference ML Inference Service data Python pipeline monorepo ml,serving,triton,torchserve data-pipeline-architecture.md
147 data-kubeflow Kubeflow Pipelines data Python pipeline monorepo ml,kubeflow,kubernetes,pipelines data-pipeline-architecture.md
148 data-analytics-superset Superset Analytics data Python analytics monorepo analytics,superset,dashboards,bi data-pipeline-architecture.md
149 data-analytics-metabase Metabase Analytics data any analytics monorepo analytics,metabase,dashboards,bi data-pipeline-architecture.md
150 data-looker Looker/LookML data LookML analytics monorepo analytics,looker,bi,enterprise data-pipeline-architecture.md
151 data-warehouse-snowflake Snowflake Warehouse data SQL warehouse monorepo warehouse,snowflake,cloud,dbt data-pipeline-architecture.md
152 data-warehouse-bigquery BigQuery Warehouse data SQL warehouse monorepo warehouse,bigquery,gcp,dbt data-pipeline-architecture.md
153 data-warehouse-redshift Redshift Warehouse data SQL warehouse monorepo warehouse,redshift,aws,dbt data-pipeline-architecture.md
154 data-streaming-kafka Kafka Streaming data Java,Scala streaming monorepo streaming,kafka,confluent,real-time data-pipeline-architecture.md
155 data-streaming-flink Flink Streaming data Java,Python streaming monorepo streaming,flink,stateful,real-time data-pipeline-architecture.md
156 data-streaming-spark Spark Streaming data Scala,Python streaming monorepo streaming,spark,micro-batch data-pipeline-architecture.md
157 extension-chrome Chrome Extension extension TypeScript extension monorepo browser,extension,manifest-v3 desktop-app-architecture.md
158 extension-firefox Firefox Extension extension TypeScript extension monorepo browser,webextensions,manifest-v2 desktop-app-architecture.md
159 extension-safari Safari Extension extension Swift extension monorepo browser,safari,xcode,app-extension desktop-app-architecture.md
160 extension-vscode VS Code Extension extension TypeScript extension monorepo vscode,ide,language-server desktop-app-architecture.md
161 extension-intellij IntelliJ Plugin extension Kotlin extension monorepo jetbrains,plugin,ide desktop-app-architecture.md
162 extension-sublime Sublime Text Plugin extension Python extension monorepo sublime,editor desktop-app-architecture.md
163 infra-terraform Terraform IaC infra HCL iac monorepo terraform,iac,cloud,multi-cloud infrastructure-architecture.md
164 infra-pulumi Pulumi IaC infra TypeScript,Python,Go iac monorepo pulumi,iac,cloud,programming infrastructure-architecture.md
165 infra-cdk-aws AWS CDK infra TypeScript iac monorepo cdk,iac,cloudformation infrastructure-architecture.md
166 infra-cdktf CDK for Terraform infra TypeScript iac monorepo cdktf,iac,typescript infrastructure-architecture.md
167 infra-k8s-operator Kubernetes Operator infra Go k8s-operator monorepo kubernetes,operator,controller,crd infrastructure-architecture.md
168 infra-helm-charts Helm Charts infra YAML k8s-package monorepo kubernetes,helm,package,templating infrastructure-architecture.md
169 infra-ansible Ansible Playbooks infra YAML config-mgmt monorepo ansible,automation,idempotent infrastructure-architecture.md
170 infra-chef Chef Cookbooks infra Ruby config-mgmt monorepo chef,automation,ruby-dsl infrastructure-architecture.md
171 infra-puppet Puppet Manifests infra Puppet config-mgmt monorepo puppet,automation,declarative infrastructure-architecture.md
172 infra-saltstack SaltStack infra YAML config-mgmt monorepo salt,automation,python infrastructure-architecture.md

View File

@@ -1,66 +0,0 @@
# {{TITLE}} Architecture Document
**Project:** {{project_name}}
**Date:** {{date}}
**Author:** {{user_name}}
## Executive Summary
{{executive_summary}}
## 1. Technology Stack and Decisions
### 1.1 Technology and Library Decision Table
{{technology_table}}
## 2. Architecture Overview
{{architecture_overview}}
## 3. Data Architecture
{{data_architecture}}
## 4. Component and Integration Overview
{{component_overview}}
## 5. Architecture Decision Records
{{architecture_decisions}}
## 6. Implementation Guidance
{{implementation_guidance}}
## 7. Proposed Source Tree
```
{{source_tree}}
```
## 8. Testing Strategy
{{testing_strategy}}
{{testing_specialist_section}}
## 9. Deployment and Operations
{{deployment_operations}}
{{devops_specialist_section}}
## 10. Security
{{security}}
{{security_specialist_section}}
---
## Specialist Sections
{{specialist_sections_summary}}
---
_Generated using BMad Method Solution Architecture workflow_

View File

@@ -8,6 +8,8 @@ config_source: "{project-root}/bmad/bmm/config.yaml"
output_folder: "{config_source}:output_folder"
user_name: "{config_source}:user_name"
communication_language: "{config_source}:communication_language"
document_output_language: "{config_source}:document_output_language"
user_skill_level: "{config_source}:user_skill_level"
date: system-generated
# Input requirements
@@ -40,7 +42,6 @@ outputs:
# Workflow variables (set during execution)
variables:
user_skill_level: "intermediate"
project_type: ""
architecture_style: ""
repo_strategy: ""
@@ -53,8 +54,8 @@ instructions: "{installed_path}/instructions.md"
validation: "{installed_path}/checklist.md"
# Reference data files
architecture_registry: "{installed_path}/templates/registry.csv"
project_types_questions: "{installed_path}/project-types"
project_types: "{installed_path}/project-types/project-types.csv"
templates: "{installed_path}/project-types"
# Default output location
default_output_file: "{output_folder}/solution-architecture.md"
@@ -70,35 +71,33 @@ web_bundle:
validation: "bmad/bmm/workflows/3-solutioning/checklist.md"
tech_spec_workflow: "bmad/bmm/workflows/3-solutioning/tech-spec/workflow.yaml"
# Reference data files
architecture_registry: "bmad/bmm/workflows/3-solutioning/templates/registry.csv"
project_types_questions: "bmad/bmm/workflows/3-solutioning/project-types"
project_types: "bmad/bmm/workflows/3-solutioning/project-types/project-types.csv"
web_bundle_files:
- "bmad/bmm/workflows/3-solutioning/instructions.md"
- "bmad/bmm/workflows/3-solutioning/checklist.md"
- "bmad/bmm/workflows/3-solutioning/ADR-template.md"
- "bmad/bmm/workflows/3-solutioning/templates/registry.csv"
- "bmad/bmm/workflows/3-solutioning/templates/backend-service-architecture.md"
- "bmad/bmm/workflows/3-solutioning/templates/cli-tool-architecture.md"
- "bmad/bmm/workflows/3-solutioning/templates/data-pipeline-architecture.md"
- "bmad/bmm/workflows/3-solutioning/templates/desktop-app-architecture.md"
- "bmad/bmm/workflows/3-solutioning/templates/embedded-firmware-architecture.md"
- "bmad/bmm/workflows/3-solutioning/templates/game-engine-architecture.md"
- "bmad/bmm/workflows/3-solutioning/templates/game-engine-godot-guide.md"
- "bmad/bmm/workflows/3-solutioning/templates/game-engine-unity-guide.md"
- "bmad/bmm/workflows/3-solutioning/templates/game-engine-web-guide.md"
- "bmad/bmm/workflows/3-solutioning/templates/infrastructure-architecture.md"
- "bmad/bmm/workflows/3-solutioning/templates/library-package-architecture.md"
- "bmad/bmm/workflows/3-solutioning/templates/mobile-app-architecture.md"
- "bmad/bmm/workflows/3-solutioning/templates/web-api-architecture.md"
- "bmad/bmm/workflows/3-solutioning/templates/web-fullstack-architecture.md"
- "bmad/bmm/workflows/3-solutioning/project-types/backend-questions.md"
- "bmad/bmm/workflows/3-solutioning/project-types/cli-questions.md"
- "bmad/bmm/workflows/3-solutioning/project-types/data-questions.md"
- "bmad/bmm/workflows/3-solutioning/project-types/desktop-questions.md"
- "bmad/bmm/workflows/3-solutioning/project-types/embedded-questions.md"
- "bmad/bmm/workflows/3-solutioning/project-types/extension-questions.md"
- "bmad/bmm/workflows/3-solutioning/project-types/game-questions.md"
- "bmad/bmm/workflows/3-solutioning/project-types/infra-questions.md"
- "bmad/bmm/workflows/3-solutioning/project-types/library-questions.md"
- "bmad/bmm/workflows/3-solutioning/project-types/mobile-questions.md"
- "bmad/bmm/workflows/3-solutioning/project-types/web-questions.md"
- "bmad/bmm/workflows/3-solutioning/project-types/project-types.csv"
# Instructions files
- "bmad/bmm/workflows/3-solutioning/project-types/web-instructions.md"
- "bmad/bmm/workflows/3-solutioning/project-types/mobile-instructions.md"
- "bmad/bmm/workflows/3-solutioning/project-types/game-instructions.md"
- "bmad/bmm/workflows/3-solutioning/project-types/backend-instructions.md"
- "bmad/bmm/workflows/3-solutioning/project-types/data-instructions.md"
- "bmad/bmm/workflows/3-solutioning/project-types/cli-instructions.md"
- "bmad/bmm/workflows/3-solutioning/project-types/library-instructions.md"
- "bmad/bmm/workflows/3-solutioning/project-types/desktop-instructions.md"
- "bmad/bmm/workflows/3-solutioning/project-types/embedded-instructions.md"
- "bmad/bmm/workflows/3-solutioning/project-types/extension-instructions.md"
- "bmad/bmm/workflows/3-solutioning/project-types/infrastructure-instructions.md"
# Template files
- "bmad/bmm/workflows/3-solutioning/project-types/web-template.md"
- "bmad/bmm/workflows/3-solutioning/project-types/mobile-template.md"
- "bmad/bmm/workflows/3-solutioning/project-types/game-template.md"
- "bmad/bmm/workflows/3-solutioning/project-types/backend-template.md"
- "bmad/bmm/workflows/3-solutioning/project-types/data-template.md"
- "bmad/bmm/workflows/3-solutioning/project-types/cli-template.md"
- "bmad/bmm/workflows/3-solutioning/project-types/library-template.md"
- "bmad/bmm/workflows/3-solutioning/project-types/desktop-template.md"
- "bmad/bmm/workflows/3-solutioning/project-types/embedded-template.md"
- "bmad/bmm/workflows/3-solutioning/project-types/extension-template.md"
- "bmad/bmm/workflows/3-solutioning/project-types/infrastructure-template.md"

View File

@@ -7,6 +7,7 @@ config_source: "{project-root}/bmad/bmm/config.yaml"
output_folder: "{config_source}:output_folder"
user_name: "{config_source}:user_name"
communication_language: "{config_source}:communication_language"
document_output_language: "{config_source}:document_output_language"
date: system-generated
installed_path: "{project-root}/bmad/bmm/workflows/4-implementation/correct-course"

View File

@@ -7,6 +7,7 @@ config_source: "{project-root}/bmad/bmm/config.yaml"
output_folder: "{config_source}:output_folder"
user_name: "{config_source}:user_name"
communication_language: "{config_source}:communication_language"
document_output_language: "{config_source}:document_output_language"
date: system-generated
# Workflow components

View File

@@ -7,6 +7,7 @@ config_source: "{project-root}/bmad/bmm/config.yaml"
output_folder: "{config_source}:output_folder"
user_name: "{config_source}:user_name"
communication_language: "{config_source}:communication_language"
document_output_language: "{config_source}:document_output_language"
date: system-generated
# Workflow components

View File

@@ -7,6 +7,7 @@ config_source: "{project-root}/bmad/bmm/config.yaml"
output_folder: "{config_source}:output_folder"
user_name: "{config_source}:user_name"
communication_language: "{config_source}:communication_language"
document_output_language: "{config_source}:document_output_language"
date: system-generated
installed_path: "{project-root}/bmad/bmm/workflows/4-implementation/retrospective"

View File

@@ -8,6 +8,7 @@ config_source: "{project-root}/bmad/bmm/config.yaml"
output_folder: "{config_source}:output_folder"
user_name: "{config_source}:user_name"
communication_language: "{config_source}:communication_language"
document_output_language: "{config_source}:document_output_language"
date: system-generated
# Workflow components

View File

@@ -8,6 +8,7 @@ config_source: "{project-root}/bmad/bmm/config.yaml"
output_folder: "{config_source}:output_folder"
user_name: "{config_source}:user_name"
communication_language: "{config_source}:communication_language"
document_output_language: "{config_source}:document_output_language"
date: system-generated
# Workflow components

View File

@@ -8,6 +8,7 @@ config_source: "{project-root}/bmad/bmm/config.yaml"
output_folder: "{config_source}:output_folder"
user_name: "{config_source}:user_name"
communication_language: "{config_source}:communication_language"
document_output_language: "{config_source}:document_output_language"
date: system-generated
# Workflow components

View File

@@ -8,6 +8,7 @@ config_source: "{project-root}/bmad/bmm/config.yaml"
output_folder: "{config_source}:output_folder"
user_name: "{config_source}:user_name"
communication_language: "{config_source}:communication_language"
document_output_language: "{config_source}:document_output_language"
date: system-generated
# Workflow components

View File

@@ -8,6 +8,7 @@ config_source: "{project-root}/bmad/bmm/config.yaml"
output_folder: "{config_source}:output_folder"
user_name: "{config_source}:user_name"
communication_language: "{config_source}:communication_language"
document_output_language: "{config_source}:document_output_language"
date: system-generated
# Workflow components

View File

@@ -8,6 +8,7 @@ config_source: "{project-root}/bmad/bmm/config.yaml"
output_folder: "{config_source}:output_folder"
user_name: "{config_source}:user_name"
communication_language: "{config_source}:communication_language"
document_output_language: "{config_source}:document_output_language"
date: system-generated
# Workflow components

View File

@@ -8,6 +8,7 @@ config_source: "{project-root}/bmad/bmm/config.yaml"
output_folder: "{config_source}:output_folder"
user_name: "{config_source}:user_name"
communication_language: "{config_source}:communication_language"
document_output_language: "{config_source}:document_output_language"
date: system-generated
# Workflow components

View File

@@ -8,6 +8,7 @@ config_source: "{project-root}/bmad/bmm/config.yaml"
output_folder: "{config_source}:output_folder"
user_name: "{config_source}:user_name"
communication_language: "{config_source}:communication_language"
document_output_language: "{config_source}:document_output_language"
date: system-generated
# Workflow components

View File

@@ -8,6 +8,7 @@ config_source: "{project-root}/bmad/bmm/config.yaml"
output_folder: "{config_source}:output_folder"
user_name: "{config_source}:user_name"
communication_language: "{config_source}:communication_language"
document_output_language: "{config_source}:document_output_language"
date: system-generated
# Workflow components

View File

@@ -8,6 +8,7 @@ config_source: "{project-root}/bmad/bmm/config.yaml"
output_folder: "{config_source}:output_folder"
user_name: "{config_source}:user_name"
communication_language: "{config_source}:communication_language"
document_output_language: "{config_source}:document_output_language"
date: system-generated
# Workflow components

View File

@@ -8,6 +8,7 @@ config_source: "{project-root}/bmad/bmm/config.yaml"
output_folder: "{config_source}:output_folder"
user_name: "{config_source}:user_name"
communication_language: "{config_source}:communication_language"
document_output_language: "{config_source}:document_output_language"
date: system-generated
# Workflow components

View File

@@ -8,6 +8,7 @@ config_source: "{project-root}/bmad/bmm/config.yaml"
output_folder: "{config_source}:output_folder"
user_name: "{config_source}:user_name"
communication_language: "{config_source}:communication_language"
document_output_language: "{config_source}:document_output_language"
date: system-generated
# Workflow components