docs: synchronize local documentation authority
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@@ -34,3 +34,35 @@ Scope labels:
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- Stage 0 codebase gates: locally evidenced.
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- Stage 0 Windows native runtime: locally evidenced.
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- Linux/macOS runtime and cross-platform hosted CI: out of scope.
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## Current architecture contract
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The standalone engine keeps binary formats, the resource graph, simulation,
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animation math and backend-neutral render commands independent from the GPU
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adapter. Windows presentation uses `winit`, `raw-window-handle`, `ash-window`
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and `ash`; only the Vulkan/FFI adapters may contain narrowly documented
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`unsafe` code. Raw Vulkan handles do not cross that boundary.
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The baseline is Vulkan 1.1 with surface, Win32-surface and swapchain support,
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binary semaphores/fences and a classic render-pass path. Device capability is
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queried at runtime; dynamic rendering, descriptor indexing, synchronization2,
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timeline semaphores and extended dynamic state are optional capability-gated
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enhancements, not requirements. The canonical initial texture upload is RGBA8
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UNORM. Headless builds remain independent of `winit`, Vulkan and a window
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system.
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## Current stage model
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The active implementation plan has five dependency-ordered stages:
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1. reproducible Windows/Vulkan foundation;
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2. paths, VFS and lossless archives;
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3. prototype graph and prepared CPU assets;
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4. static Vulkan model/terrain viewer;
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5. animation/FX runtime and transactional map/mission/world vertical slice.
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Contract tests and failure tests precede implementation. Synthetic checks never
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read licensed roots; licensed corpus checks use absolute paths from the local
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manifest. Backend-neutral command capture precedes pixel comparison, and GPU
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addresses, allocator addresses and driver timing are excluded from deterministic
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state hashes.
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