Navigation index for all project documentation.
Documentation is divided into three strictly separate areas:
Folder Content technical/Implementation, architecture, engineering gamedesign/Game design, mechanics, balancing lore/Narrative, factions, LORA / art generation
| Document | Content | Time |
|---|---|---|
| ../README.md | Installation, Docker setup, Quick Start | 5 min |
| technical/DEV_USERS.md | Pre-seeded dev accounts | 2 min |
| gamedesign/START_HERE.md | Game design orientation | 5 min |
Everything about the code, infrastructure, and system architecture.
| Document | Content |
|---|---|
| technical/ARCHITECTURE.md | Main technical reference — backend, frontend, engine, DB, security |
| technical/DOCUMENTATION_GUIDE.md | How to navigate and contribute to docs |
| technical/IMPLEMENTATION_AUDIT.md | Implementierungs-Audit — Vollständige Statusanalyse aller Systeme (Stand 11.04.2026) |
| technical/GAP_TODO.md | Gap-TODO — priorisierte Lücken zwischen Design und Implementierung |
| technical/TEMPLATE_SYSTEM_DESIGN.md | Template system design — Mustache in PHP, JS & CSS: Vorgaben, Vor-/Nachteile, Migrationsplan |
| technical/MIGRATION_STRATEGY_OOP.md | OOP refactoring roadmap and conventions |
| technical/PROJECTION_RUNBOOK.md | Projection runtime operations guide |
| technical/OLLAMA_SETUP.md | Ollama local LLM setup and configuration |
| technical/DEV_USERS.md | Pre-seeded development accounts |
| technical/ROADMAP.md | Engine & feature development roadmap |
| technical/FUTURE_ENHANCEMENTS.md | Planned features and extension points |
| technical/FACTION_3D_VFX_RUNTIME_MAPPING.md | Runtime-Mapping: gqVfxEmitters/gqWeaponFx -> ParticleEmitter/BeamEffect |
| technical/WAVE_17_IMPLEMENTATION_PLAN.md | Wave 17 — Pirates + Economy + War full domain feature completion plan |
| technical/IMPLEMENTATION_STATUS_SUMMARY.md | Implementation status: Pirates, Economy, War systems (~70 % complete) |
| technical/IMPLEMENTATION_CHECKLIST.md | VFX Phase 1 implementation final verification checklist |
| Document | Content |
|---|---|
| technical/webgpu_architecture.md | Engine architecture overview |
| technical/webgpu_implementation_guide.md | Implementation guide and usage |
| technical/webgpu_api_reference.md | Engine API reference |
| technical/webgpu_migration_roadmap.md | WebGL → WebGPU migration plan |
| technical/webgl_engine_analysis.md | Legacy WebGL engine analysis |
| technical/WEBGPU_ENGINE_ATTRIBUTION.md | Third-party attributions and licenses |
| technical/GALAXY_POSTPROCESS_ROADMAP.md | Post-processing pipeline roadmap |
| technical/COLONY_BUILDING_WEBGPU_DESIGN.md | Colony building system — WebGPU integration design |
| Document | Content |
|---|---|
| technical/PERFORMANCE_BASELINE.md | Performance baselines and QA gates |
| technical/BENCHMARK_RESULTS.md | Benchmark analysis |
| technical/BENCHMARK_QUICKSTART.md | How to run benchmarks |
| technical/BINARY_ENCODING_V2.md | Binary protocol V2 specification |
| technical/DELTA_ENCODING_V3.md | Delta encoding V3 specification |
| technical/COMPRESSION.md | Gzip + trimming compression overview |
| technical/SCIENTIFIC_REFERENCES.md | Academic references for compression algorithms |
| Document | Content |
|---|---|
| technical/WEAPON_FIRE_INTEGRATION.md | Weapon fire VFX — architecture, event flow, usage guide |
| technical/VFX_PROJECT_COMPLETION_REPORT.md | VFX project completion report |
| technical/PHASE_1_COMPLETION_SUMMARY.md | Combat/VFX Phase 1 completion summary |
| technical/PHASE_2_COMPLETION.md | Combat Phase 2 — multi-entity weapon-fire completion |
| technical/PHASE_2_IMPLEMENTATION.md | Combat Phase 2 implementation design |
| technical/PHASE_2_VERIFICATION.md | Combat Phase 2 verification report |
| technical/PHASE_3_COMPLETION.md | Combat Phase 3 — debris destruction system completion |
| technical/PHASE_3_DEBRIS_SYSTEM.md | Debris destruction system design |
| Document | Content |
|---|---|
| technical/TRADERS_README.md | Traders system overview |
| technical/TRADERS_INTEGRATION_GUIDE.md | Traders system integration guide |
| technical/TRADERS_SYSTEM_IMPLEMENTATION.md | Traders system implementation details |
Everything about what the game does: rules, mechanics, systems, and balance.
| Document | Content |
|---|---|
| gamedesign/GAMEDESIGN.md | Definitive game design document (~1 100 lines) |
| gamedesign/README_GAMEDESIGN.md | 5-minute game design overview |
| gamedesign/ARCHITECTURE_GAMEDESIGN.md | Design document structure and navigation |
| gamedesign/START_HERE.md | Orientation guide for game design contributors |
| gamedesign/GAMEPLAY_DATA_MODEL.md | Data model, mechanics, balancing formulas |
| gamedesign/EMPIRE_CATEGORIES.md | Empire categories — Wirtschaft, Militär, Forschung, Wachstum, Stabilität, Diplomatie, Spionage |
| gamedesign/FTL_DRIVE_DESIGN.md | FTL drive system — faction designs and balancing |
| gamedesign/VESSEL_MODULE_BLUEPRINT_DESIGN.md | Vessel blueprint and module system |
| gamedesign/FACTION_3D_OBJECT_DESIGN_LANGUAGE.md | Fraktionsspezifische 3D-Objekt-Designsprache (KI -> Three.js JSON) |
| gamedesign/FACTION_3D_GENERATION_EXAMPLES.md | Prompt- und JSON-Beispiele fuer fraktionsspezifische 3D-Objekte |
| gamedesign/GAME_CLASSICS_INSPIRATION.md | Classic game inspirations and adopted mechanics |
| gamedesign/COLONIZATION_SYSTEM_DESIGN.md | Colonization system — Empire Sprawl, sectors, governors, buildings |
| gamedesign/COMBAT_SYSTEM_DESIGN.md | Combat system — battle simulator, war mechanics, PvP, exhaustion |
| gamedesign/COLONY_BUILDING_SYSTEM_DESIGN.md | Colony building system — isometric 3D layout, building slots, districts |
| gamedesign/FACTION_INTRODUCTION.md | Spielerstart & Fraktionsaufstieg — Herolde, Reputationssystem, Tutorial-Klimax |
| gamedesign/ONBOARDING_PROLOGUE_DESIGN.md | Narrativer Registrierungsprolog — 5-stufiger Onboarding-Flow, fraktionsspezifische Prologe |
Story, world-building, faction lore, and LORA / image generation assets.
| Document | Content |
|---|---|
| gamedesign/GAMEDESIGN.md | Authoritative faction lore — Rassen, Biologie, Kultur, Nebenfraktionen |
| lore/gamedesign_fractions.md | |
| lore/gamedesign_fractions_backup.md | Full legacy archive (8200 lines) — reference only |
| lore/ART_PROMPTS_SDXL.md | SDXL image generation prompts (portraits, environments) |
| lore/ART_QUICKSTART.md | Art generation quick start guide (SwarmUI / ComfyUI) |
| lore/LORA_TRAINING_GUIDE.md | LoRA model training guide for faction-specific art generation |
| lore/side_factions/ | Nebenfraktionen — NPC-only side faction lore, NPC rosters, plot arcs (12 factions) |