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Add engine-growth governance and prohibit games, samples, and tools from shadowing or reimplementing engine-owned behavior - PR_26146_021-engine-growth-and-no-shadow-implementations
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docs/dev/PROJECT_INSTRUCTIONS.md

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@@ -502,6 +502,30 @@ Boundary rules:
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- shared runtime behavior must not leak through tool-specific abstractions
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- tool-specific adapters may wrap stable engine contracts only when the adapter does not own engine behavior
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Engine growth governance:
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- the engine is a living shared foundation and is expected to grow when reusable runtime behavior is needed
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- reusable runtime behavior belongs in the engine, not duplicated in games, samples, or tools
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- games, samples, and tools must not override, hide, shadow, or reimplement behavior that already exists in the engine
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- games, samples, and tools must not implement behavior that clearly belongs in the engine just to avoid engine changes
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Engine growth decision rule:
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- when a game, sample, or tool needs runtime behavior that appears reusable, Codex must identify whether it belongs in the engine
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- if engine work is required, Codex must state that clearly and include the engine change in the PR scope when authorized
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- if engine work is not included, Codex must document why the behavior is intentionally local
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- local implementation is allowed only when the behavior is truly game-specific, tool-specific, or sample-specific and not reusable engine behavior
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Prohibited no-shadow behaviors:
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- local engine-like fallbacks
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- duplicate render, input, audio, physics, asset, timing, or parser logic
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- wrapper code that hides missing engine capability
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- tool, game, or sample custom behavior that masks an engine gap
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- shadow APIs that compete with engine APIs
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Engine growth enforcement:
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- if the correct fix requires adding or updating the engine, Codex must do so when the PR scope allows it
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- if PR scope does not allow engine changes, Codex must report the required engine follow-up instead of creating a local workaround
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- engine growth should be deliberate, reviewed, and validated through engine-impact testing
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Shared infrastructure rules:
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- allowed shared infrastructure layers are engine/runtime services, shared manifest/runtime parsers, shared asset/input/audio/rendering helpers, shared validation helpers, and reusable non-tool-specific utilities
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- circular dependencies between engine/shared infrastructure and tools are prohibited

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