Paradise engine and game integration
The workspace contains independent engine, editor, and game repositories. Work in each physical
repository and follow its local guidance; *-workspace directories are symlink views, not Git roots.
Keep commits scoped to their repository. Game-specific authored data normally belongs in the game.
Read only the reference needed for the change:
| Task | Reference |
|---|---|
| Game scenes, components, tuning, or exported data | games.md |
| Simulation ownership, snapshots, threading, or input | runtime.md |
| Authored-component identity, schema, or engine contracts | contract.md |
| Blender addon or .blend authoring | blender.md |
| Godot addon or scene export | godot.md |
| Package pins, publication, or cross-repo delivery | cross-repo.md |
| Source/package build mismatch or false-positive validation | build-boundaries.md |
References record concrete integration constraints. Verify current project paths, schema versions,
package pins, and CI configuration before relying on historical examples. Preserve documented
reasons for .gdignore, source-override imports, and LFS locks when changing those mechanisms.