QuantumCoasterWorks.sln
- Quantum.Core = shared contracts / base systems
- Quantum.Math = vectors, matrices, utilities, and minimal spatial transforms
- Includes
Matrix3x3 - Includes
Transform3d - Includes
ITrackFrameBasisto preventQuantum.Math -> Quantum.Splinesdependency cycles
- Includes
- Quantum.Splines = curve logic and generic curve-frame sampling
CurveFrameimplementsITrackFrameBasis- legacy
TrackFrame/TrackFrameSamplernames are obsolete compatibility surfaces
- Quantum.Track = active major backend project for track documents, canonical
TrackFrame, segments, traversal, evaluation, and train transform placementQuantum.Track.TrackFrameimplementsITrackFrameBasis- 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
- 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.
Core logic must remain independent from Unity, Unreal, Avalonia, renderer, and UI APIs.
Matrix4x4is not required yet.- Quaternion/roll transform systems can be introduced later as needed.
Quantum.Trackis active and should continue evolving in small, testable backend increments.Quantum.Geometryis not an active project; the package name is reserved for a future narrow backend-only geometry role if one becomes necessary.