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Project Structure

Solution

QuantumCoasterWorks.sln

Libraries

  • Quantum.Core = shared contracts / base systems
  • Quantum.Math = vectors, matrices, utilities, and minimal spatial transforms
    • Includes Matrix3x3
    • Includes Transform3d
    • Includes ITrackFrameBasis to prevent Quantum.Math -> Quantum.Splines dependency cycles
  • Quantum.Splines = curve logic and generic curve-frame sampling
    • CurveFrame implements ITrackFrameBasis
    • legacy TrackFrame / TrackFrameSampler names are obsolete compatibility surfaces
  • Quantum.Track = active major backend project for track documents, canonical TrackFrame, segments, traversal, evaluation, and train transform placement
    • Quantum.Track.TrackFrame implements ITrackFrameBasis
    • frame-to-transform bridging is provided through Transform3d.FromTrackFrame(...)
  • Quantum.Physics = train simulation
  • Quantum.FVD = force vector design systems
  • Quantum.IO = save/load/import/export
  • Quantum.Debug = diagnostics

Frontend / Host Direction

  • Core backend libraries remain host-independent.
  • Current Unity assets are an optional debug/prototype visualizer.
  • Unity or Unreal may remain valid optional visualization targets for PBR, ride-through, and presentation rendering.
  • No final frontend is selected.
  • Future standalone editor candidate is an Avalonia UI shell.
  • Future technical viewport candidate is Silk.NET, with OpenTK still available for evaluation.

Rule

Core logic must remain independent from Unity, Unreal, Avalonia, renderer, and UI APIs.

Near-Term Notes

  • Matrix4x4 is not required yet.
  • Quaternion/roll transform systems can be introduced later as needed.
  • Quantum.Track is active and should continue evolving in small, testable backend increments.
  • Quantum.Geometry is not an active project; the package name is reserved for a future narrow backend-only geometry role if one becomes necessary.