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DINOForge Project Status - March 2026

Current Version: 0.6.0 (Released) Next Release: 0.7.0 (ETA: Early April 2026) Framework Status: Stable, 678 tests passing


Milestone Overview

MilestoneStatusDescription
M0: Reverse-Engineering Harness✅ COMPLETEEntity dumper, component discovery, ECS reflection
M1: Runtime Scaffold✅ COMPLETEBepInEx plugin, system injection, hook framework
M2: Generic Mod SDK✅ COMPLETERegistries, schemas, ContentLoader, 46+ tests
M3: Dev Tooling✅ COMPLETEPackCompiler, DumpTools, DebugOverlay
M4: Warfare Domain✅ COMPLETEArchetypes, doctrines, roles, waves, balance, 31 tests
ECS Bridge✅ COMPLETEComponentMap (30+ mappings), EntityQueries, VanillaCatalog
Asset Pipeline✅ COMPLETEAssetsTools.NET, Addressables catalog, AssetSwap
VFX System✅ COMPLETE11 prefabs, LOD system, 23 integration tests
M5: Example Packs🔄 IN PROGRESSv0.7.0: Asset download complete, v0.8.0 queued, guerrilla prep
Docs & CI/QA🔄 IN PROGRESSVitePress site, GitHub Actions templates, policy gates

v0.7.0 Release Status

Phase: 🔄 Manual Implementation (3-4 weeks)

What's Complete ✅

  1. Asset Acquisition (100%)

    • 9 real Star Wars Clone Wars models downloaded (70MB)
    • All verified CC-BY-4.0 licensed
    • Stored in packs/warfare-starwars/assets/raw/ with manifests
  2. Documentation (100%)

    • UNITY_IMPORT_GUIDE.md (400+ lines, FBX + LOD workflow)
    • V0_7_0_V0_8_0_IMPLEMENTATION_PLAN.md (week-by-week, 72 hours)
    • V0_7_0_IMPLEMENTATION_TRACKER.md (progress checklist)
    • UNITY_QUICK_START.md (quick reference)
    • V0_7_0_V0_8_0_SESSION_SUMMARY.md (completion report)
  3. Asset Management (100%)

    • MODEL_MAPPINGS.yaml (game definition bindings)
    • SKETCHFAB_MODELS.json (real model metadata)
    • download_models_web.py (100% success downloader)
    • Asset manifests for all 13 models
  4. Build State (100%)

    • 678 tests passing (664 unit + 14 integration)
    • Clean git history (5 relevant commits)
    • Zero build errors

What's Next (Manual Work)

Week 1 (Tooling & Setup)

  • [ ] Create Assets/warfare-starwars/ directory structure in Unity
  • [ ] Copy GLB files from packs/warfare-starwars/assets/raw/
  • [ ] Create FBX Importer profiles (characters, vehicles, buildings)
  • [ ] Implement LOD generation workflow
  • [ ] Set up faction color materials (blue #4488FF, orange #FF4400)

Week 2 (Unit Models)

  • [ ] Import Clone Trooper Phase II (35.6k poly, replaces placeholder)
  • [ ] Import General Grievous (4.5k poly, CIS hero)
  • [ ] Import B2 Super Droid (49k poly, heavy unit)
  • [ ] Create prefabs with LOD variants
  • [ ] Add to Addressables catalog

Week 3 (Vehicles & Buildings)

  • [ ] Import AT-TE Walker (61k poly, fix mapping bug)
  • [ ] Import Jedi Temple (106.5k poly, first building visual)
  • [ ] Create buildable area colliders
  • [ ] Verify 35% coverage achieved
  • [ ] Test both heroes visible

Success Criteria

  • [x] All 9 models downloaded and verified
  • [ ] 5 models imported without errors
  • [ ] LOD system working (no visible pop-in)
  • [ ] 35% asset coverage (9 visible units, 1 building)
  • [ ] Both heroes visible in-game
  • [ ] AT-TE mapping fixed
  • [ ] 60 FPS @ 16 units on screen

Coverage Progress

v0.6.0: 26% (4 models, 12 visible assets / 46 total)
v0.7.0: 35% (+5 models, +9 visible assets) ← Manual work in progress
v0.8.0: 48% (+4 models, +13 visible assets) ← Queued
v0.9.0: 80%+ (remaining 19 buildings) ← Preparation

v0.8.0 Release Status

Phase: 📋 Queued (4 weeks after v0.7.0)

Planned Assets

ModelTypePolycountStatus
Clone Trooper AltInfantry41.5k✅ Downloaded
ARC TrooperElite29.6k✅ Downloaded
DroidekaSpecialized257k✅ Downloaded
AAT TankVehicle4k✅ Downloaded

Goals

  • 48% asset coverage (13 visible units, 1 building)
  • All core unit roles visible (infantry, elite, heavy, vehicle, specialized)
  • 60 FPS @ 32 units on screen
  • High-poly (Droideka) and low-poly (AAT Tank) both optimized

Test Coverage

Current State (678 passing)

SuiteTestsStatus
Unit Tests664✅ PASS
Integration Tests14✅ PASS
Total678✅ PASS

Test Categories

  • Schema validation (10+ tests)
  • Pack loading & dependency resolution (8+ tests)
  • Registry operations (15+ tests)
  • ECS component mapping (12+ tests)
  • Warfare domain balance (31 tests)
  • VFX integration (23 tests)
  • Combat mechanics (8+ tests)
  • Asset loading (6+ tests)

Target for v0.7.0

  • [ ] +15 tests for model import/LOD validation
  • [ ] +8 tests for Addressables integration
  • [ ] +5 tests for visual asset loading
  • Target: 706 tests passing

Build & CI Status

Local Build

dotnet test src/DINOForge.sln
→ 678/678 tests passing
→ 0 errors, 6 warnings (pre-existing VFX code)
→ Build time: ~70 seconds

GitHub Actions

  • ✅ CI pipeline running on all commits
  • ✅ Coverage tracking via Codecov
  • ✅ Code quality gates (SonarQube)
  • ✅ Pre-commit hooks (formatting, linting)
  • ✅ Release automation (changelog, versioning)

Dependencies

PackageVersionStatus
.NET8.0✅ Current
BepInEx5.4.23.5✅ Compatible
Unity.Entities0.51.1✅ Locked to DINO 2021.3.45
Serilog3.2.0✅ Current
YamlDotNet13.7.1✅ Current
System.CommandLine2.0.0✅ Current

Documentation Status

Complete

  • ✅ CLAUDE.md (agent governance)
  • ✅ CONTRIBUTING.md (contribution guidelines)
  • ✅ RELEASING.md (release process)
  • ✅ README.md (project overview)
  • ✅ CHANGELOG.md (Keep a Changelog format)
  • ✅ PROJECT_STATUS.md (this file, NEW)

In Progress

  • 🔄 VitePress documentation site (kooshapari.github.io/Dino)
  • 🔄 Architecture diagrams (Mermaid)
  • 🔄 API reference (Docfx)
  • 🔄 Tutorial series (modding 101, pack creation)

Known Issues & Technical Debt

Critical

  • None identified

High Priority

  • [ ] VFX.ParticleSystem null warnings (6 in VFXIntegrationTests.cs)
  • [ ] Building visual asset loading (null coalescing patterns)

Medium Priority

  • [ ] Performance profiling framework (v0.9.0)
  • [ ] LOD distance thresholds (needs tuning in real gameplay)
  • [ ] Material fallbacks for missing textures

Low Priority

  • [ ] Audio latency documentation
  • [ ] Colorblind palette alternatives
  • [ ] UI effects framework (v1.0 feature)

Git Workflow

Recent Commits (Last 8)

0522777 docs: add v0.7.0 + v0.8.0 work completion handoff summary
3101bad docs: add v0.7.0 implementation tracker and Unity quick start guide
b8593fb docs: add complete v0.7.0 + v0.8.0 session summary
cbfccfb docs: add comprehensive v0.7.0 + v0.8.0 implementation guides
cff604d feat: download all v0.7.0 and v0.8.0 priority Star Wars models
33cc86b docs: add session summary for v0.6.0 release prep
30ae03b docs: add v0.6.0 release notes with complete feature inventory
6ca0069 fix+feature: update tests for v0.6.0 and add priority asset downloader

Branch Strategy

  • main - production releases (tagged with vX.Y.Z)
  • develop - active development (non-release features)
  • Feature branches for experimental work (if needed)

Resource Allocation

Completed Work (v0.7.0 Prep)

TaskDurationStatus
Asset search & verification4 hours✅ DONE
Download script development4 hours✅ DONE
Documentation writing6 hours✅ DONE
Progress tracking setup3 hours✅ DONE
Subtotal (Prep)17 hours✅ DONE

Pending Work (v0.7.0 Implementation)

PhaseDurationWhen
Week 1 (Tooling)40 hoursNext
Week 2-3 (Units/Buildings)36 hoursWeeks 2-3
Testing & integration8 hoursWeek 3
Subtotal (v0.7.0)84 hours3-4 weeks
v0.8.0 (Parallel)41 hoursWeeks 4-7

Next Steps

Immediate (This Week)

  1. Review V0_7_0_IMPLEMENTATION_TRACKER.md
  2. Reference UNITY_QUICK_START.md
  3. Open Unity 2021.3.45f2
  4. Start Week 1 (Directory structure, FBX profiles, LOD workflow)

This Month (v0.7.0)

  • Complete Week 1-3 manual Unity implementation
  • Achieve 35% asset coverage
  • Release v0.7.0 with both heroes visible
  • Fix AT-TE mapping bug

Next Month (v0.8.0)

  • Complete Week 4-7 elite unit implementation
  • Achieve 48% asset coverage
  • Release v0.8.0 with all core roles visible
  • Begin v0.9.0 building asset research

Q2 2026 (v0.9.0 + v1.0.0)

  • Import remaining 19 building models
  • Achieve 80%+ coverage
  • Final optimization and polish
  • v1.0.0 feature-complete release

Questions & Blockers

No Critical Blockers Identified ✅

All groundwork is complete. Manual Unity implementation is straightforward and well-documented.

Contact: See CONTRIBUTING.md for support channels.


Last Updated: 2026-03-13 Prepared by: Claude Haiku 4.5 Next Review: After v0.7.0 release

Released under the MIT License.