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BMAD-METHOD/bmad/bmm/workflows/3-solutioning/templates/game-engine-architecture.md

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# 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_