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pixelheros/.claude/rules/engine-code.md
2026-05-15 14:52:29 +08:00

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---
paths:
- "src/core/**"
---
# Engine Code Rules
- ZERO allocations in hot paths (update loops, rendering, physics) — pre-allocate, pool, reuse
- All engine APIs must be thread-safe OR explicitly documented as single-thread-only
- Profile before AND after every optimization — document the measured numbers
- Engine code must NEVER depend on gameplay code (strict dependency direction: engine <- gameplay)
- Every public API must have usage examples in its doc comment
- Changes to public interfaces require a deprecation period and migration guide
- Use RAII / deterministic cleanup for all resources
- All engine systems must support graceful degradation
- Before writing engine API code, consult `docs/engine-reference/` for the current engine version and verify APIs against the reference docs
## Examples
**Correct** (zero-alloc hot path):
```gdscript
# Pre-allocated array reused each frame
var _nearby_cache: Array[Node3D] = []
func _physics_process(delta: float) -> void:
_nearby_cache.clear() # Reuse, don't reallocate
_spatial_grid.query_radius(position, radius, _nearby_cache)
```
**Incorrect** (allocating in hot path):
```gdscript
func _physics_process(delta: float) -> void:
var nearby: Array[Node3D] = [] # VIOLATION: allocates every frame
nearby = get_tree().get_nodes_in_group("enemies") # VIOLATION: tree query every frame
```