Fantasy-Map-Generator/_bmad-output/implementation-artifacts/epic-2-retro-2026-03-12.md
Azgaar 1c1d97b8e2 feat: Update sprint status and complete Epic 2 tasks
- Mark Epic 2 as done and update related stories to reflect completion.
- Add Epic 2 retrospective document detailing team performance, metrics, and insights.
- Enhance draw-relief-icons.ts to include parentEl parameter in drawRelief function.
- Introduce performance measurement scripts for WebGL and SVG rendering comparisons.
- Add benchmarks for geometry building in draw-relief-icons.
2026-03-12 15:43:19 +01:00

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# Epic 2 Retrospective — Relief Icons Layer Migration
**Date:** 2026-03-12
**Facilitator:** Bob 🏃 (Scrum Master)
**Project Lead:** Azgaar
**Epic:** 2 — Relief Icons Layer Migration
**Status at Retro:** 1/3 stories formally `done`; 2/3 in `review` (dev complete, code review pending)
---
## Team Participants
| Agent | Role |
| ---------- | ----------------------------------- |
| Bob 🏃 | Scrum Master (facilitating) |
| Amelia 💻 | Developer (Claude Sonnet 4.5 / 4.6) |
| Quinn 🧪 | QA Engineer |
| Winston 🏗️ | Architect |
| Alice 📊 | Product Owner |
| Azgaar | Project Lead |
---
## Epic 2 Summary
### Delivery Metrics
| Metric | Value |
| ----------------------------------- | ----------------------------------------------------- |
| Stories completed (formally `done`) | 1/3 |
| Stories dev-complete (in `review`) | 2/3 — 2-2, 2-3 |
| Blockers encountered | **0** |
| Production incidents | **0** |
| Technical debt items | **1** — T11 manual smoke test deferred from Story 2-2 |
| Test coverage at epic end | **88.51%** (was 85.13% entering epic) |
| Total tests at epic end | **43** (was 34 entering epic) |
| Lint errors | **0** across all three stories |
### FRs Addressed
| FR | Description | Status |
| ---- | ---------------------------------------------------- | -------------------------------------------------------------------- |
| FR12 | Instanced relief rendering in single GPU draw call | ✅ Story 2-2 |
| FR13 | Position icons at SVG-space terrain cell coordinates | ✅ Story 2-2 |
| FR14 | Scale icons by zoom level and user scale setting | ✅ Story 2-2 |
| FR15 | Per-icon rotation from terrain dataset | ✅ Story 2-1 (verified: no rotation field; zero rotation is correct) |
| FR16 | Configurable opacity | ✅ Story 2-2 |
| FR17 | Re-render on terrain dataset change | ✅ Story 2-2 |
| FR18 | WebGL2 detection and automatic SVG fallback | ✅ Stories 2-2, 2-3 |
| FR19 | SVG fallback visual parity | ✅ Story 2-3 (structural verification) |
| FR20 | No WebGL canvas intercepting pointer events | ✅ Epic 1 / Story 2-2 |
| FR21 | Existing Layers panel controls unchanged | ✅ Story 2-2 |
### NFRs Addressed
| NFR | Description | Status |
| ------ | --------------------------------------------- | --------------------------------------------------------- |
| NFR-B1 | Named Three.js imports only | ✅ Story 2-2 |
| NFR-M5 | ≥80% Vitest coverage | ✅ 88.51% |
| NFR-C1 | WebGL2 sole gating check | ✅ Story 2-3 |
| NFR-C4 | Hardware acceleration disabled = SVG fallback | ✅ Story 2-3 |
| NFR-P1 | <16ms render (1,000 icons) | Implemented; browser measurement deferred to Story 3-1 |
| NFR-P2 | <100ms render (10,000 icons) | Implemented; browser measurement deferred to Story 3-1 |
---
## Story-by-Story Analysis
### Story 2-1: Verify and Implement Per-Icon Rotation in buildSetMesh
**Agent:** Claude Sonnet 4.5
**Status:** `done`
**Pattern:** Investigation-first story verify before coding
**What went well:**
- Perfect execution of the investigate-first pattern. Hypothesis (`r.i` might be rotation) confirmed false in one pass.
- Verification comment added to `buildSetMesh` creates a permanent, documented decision trail.
- Zero code churn. AC2 was correctly identified as N/A without second-guessing.
- `npm run lint` `Checked 80 files in 98ms. No fixes applied.`
**No struggles:** Clean from start to finish.
**Key artifact:** FR15 verification comment in `buildSetMesh` documenting that `r.i` is a sequential index, not a rotation angle, and that both WebGL and SVG paths produce unrotated icons visual parity confirmed by shared code path.
---
### Story 2-2: Refactor draw-relief-icons.ts to Use Framework
**Agent:** Claude Sonnet 4.6
**Status:** `review` (dev complete)
**What went well:**
- Biome import ordering auto-fix was handled correctly recognized as cosmetic-only, not flagged as a bug.
- Discovery of GPU leak pattern: `buildReliefScene` traverses and disposes geometry _before_ `terrainGroup.clear()` not in the spec, found empirically, fixed correctly. Prevents silent GPU memory accumulation on repeated `drawRelief()` calls.
- `preloadTextures()` moved into `setup()` callback arguably more correct than module-load-time preloading (textures load when the framework is ready, not at import).
- Anisotropy line removal was clean explanatory comment documents the renderer ownership transfer.
- All 34 existing framework tests pass unaffected
**Struggles:**
- None during implementation. One optional item (T11) was deferred.
**Technical debt incurred:**
- **T11 (medium priority, HIGH impact on Epic 3):** Browser smoke test load map, render relief icons, toggle layer, pan/zoom, measure render time. Deferred as "optional" in Story 2-2. This is the prerequisite for Story 3-1's benchmarking.
**Key decisions:**
- `lastBuiltIcons`/`lastBuiltSet` reset to `null` in `undrawRelief` prevents stale memoization after `group.clear()`.
- `drawSvg(icons, parentEl)` called for both `type === "svg"` and `hasFallback === true` same code path, guaranteed visual parity.
---
### Story 2-3: WebGL2 Fallback Integration Verification
**Agent:** Claude Sonnet 4.6
**Status:** `review` (dev complete)
**What went well:**
- No duplication of existing tests developer read the test file before writing new ones. All 9 new tests are genuinely novel.
- Node env constraint correctly identified and handled: `vi.stubGlobal("requestAnimationFrame", vi.fn())` pattern discovered independently (same pattern used in Story 1.3).
- Coverage increase from 85.13% 88.51% (+3.38%) from fallback branch coverage.
- AC4 visual parity verified structurally with sound reasoning: `drawSvg()` is unchanged; same code path = identical output.
**Struggles:**
- Initial `requestRender()` test attempted `vi.spyOn(globalThis, "requestAnimationFrame")` which fails in node env. Self-corrected to `vi.stubGlobal`. Good problem-solving.
**Deferred (T5):** Integration test for `window.drawRelief()` SVG output when `hasFallback=true` skipped due to node env (`pack` globals, DOM requirements). Documented with clear rationale.
**Final counts:** 43 tests total (+9 new), 88.51% statement coverage.
---
## Cross-Story Patterns
### ✅ Pattern 1 — Investigation-before-implementation (All 3 stories)
Every story began by reading existing code before writing new code:
- Story 2-1: verified `r.i` before deciding whether to implement rotation
- Story 2-2: confirmed `buildSetMesh` findings from 2-1 still held before proceeding
- Story 2-3: read full test file before writing any new tests
**Team verdict:** This is a strength. Official team practice going forward.
### ⚠️ Pattern 2 — Node-only Vitest environment as recurring constraint (Stories 2-2, 2-3)
Both stories deferred important verification because the unit test environment has no DOM, no `pack` globals, and no real WebGL context. Story 3-1 is a browser-only story this pattern will surface again.
**Team verdict:** Known constraint, documented. Story 3-1 scope includes browser harness decision.
### ✅ Pattern 3 — Transparent documentation of deferred work (Both deferring stories)
Both deferrals (T11 in 2-2, T5 in 2-3) are clearly documented with explicit reasoning in completion notes. No hidden debt.
**Team verdict:** Healthy habit. Explicit "deferred to story X" annotation should be formalized.
---
## Previous Epic Retrospective
No Epic 1 retrospective exists. This is the first retrospective for the Fantasy-Map-Generator project.
**Note:** Epic 1's retrospective status in sprint-status.yaml remains `optional`. If desired, a retro for Epic 1 can be run separately.
---
## Next Epic Preview: Epic 3 — Quality & Bundle Integrity
**Stories:** 3-1 Performance Benchmarking, 3-2 Bundle Size Audit (both `ready-for-dev`)
### Dependencies on Epic 2
| Epic 3 Story | Depends On | Status |
| ---------------------------- | ------------------------------------------ | ------------------------- |
| 3-1 Performance Benchmarking | Relief layer rendering in browser from 2-2 | T11 smoke test pending |
| 3-1 Performance Benchmarking | `window.drawRelief()` callable | 2-2 complete |
| 3-2 Bundle Size Audit | Named Three.js imports from 2-2 | 2-2 complete |
| 3-2 Bundle Size Audit | `vite build` clean | lint passes |
### Key Insight
Story 2-2's deferred T11 (browser smoke test) and Story 3-1's benchmarking overlap naturally. Story 3-1 should begin with the T11 verification items as pre-benchmark confirmation steps.
### Story 3-2 Independence
Story 3-2 (Bundle Size Audit) has no dependency on Story 3-1 or on T11. It can begin immediately once Stories 2-2 and 2-3 code reviews are complete.
---
## Significant Discovery Assessment
**No significant discoveries requiring Epic 3 plan changes.** The architecture is sound, the named import refactor (NFR-B1) is done, fallback is tested, and Epic 3's premise is validated.
The only course-correction needed is scoping: Story 3-1 should explicitly include T11 smoke test items.
---
## Action Items
### Process Improvements
| # | Action | Owner | Success Criteria |
| --- | ----------------------------------------------------------------------------- | ---------------------- | ----------------------------------------------------------------- |
| P1 | Update story template: deferred tasks must annotate "Deferred to: [story X]" | Bob 🏃 (SM) | Template updated before creating Story 3-1 |
| P2 | Document known node-env Vitest constraint in story template dev notes section | Paige 📚 (Tech Writer) | One-line note: "Vitest: no DOM, no `pack` globals, no real WebGL" |
### Technical Debt
| # | Item | Owner | Priority |
| --- | --------------------------------------------------------------------------------------------------- | --------- | ------------------------------------ |
| D1 | T11 browser smoke test from Story 2-2 manual verification of icons render, layer toggle, pan/zoom | Amelia 💻 | HIGH subsumed into Story 3-1 scope |
### Team Agreements
1. **Verify-before-implement** is official practice every story where implementation could be skipped must confirm first
2. **Deferred tasks** always annotate the receiving story ("Deferred to: Story X-Y")
3. **Node env constraint** is documented once in the story template not re-discovered per story
---
## Epic 3 Preparation Tasks
### Critical (block Epic 3 start)
- [ ] Complete formal code review for Story 2-2 mark `done`
Owner: Azgaar (Project Lead)
- [ ] Complete formal code review for Story 2-3 mark `done`
Owner: Azgaar (Project Lead)
- [ ] Determine Story 3-1 browser test approach: Playwright (existing config at `playwright.config.ts`) vs. manual DevTools
Owner: Quinn 🧪 (QA)
### Parallel (can start now)
- [ ] Story 3-2 (Bundle Size Audit) no blocking dependencies
Owner: Amelia 💻
### Story 3-1 Scope Enhancement (SM action when creating story)
- [ ] Add T11 items from Story 2-2 to Story 3-1 as pre-benchmark verification steps
Owner: Bob 🏃 (SM add when creating Story 3-1)
---
## Critical Path
1. Code review Stories 2-2 and 2-3 `done` _(Azgaar)_
2. Create Story 3-1 with T11 items folded in _(Bob SM)_
3. Story 3-2 runs in parallel _(Amelia Dev)_
---
## Readiness Assessment
| Dimension | Status | Notes |
| ---------------------- | ---------- | ------------------------------------------------------ |
| Testing & Quality | Green | 43 tests, 88.51% coverage, lint clean |
| Browser Verification | Pending | T11 smoke test folded into Story 3-1 |
| Deployment | N/A | Development project |
| Stakeholder Acceptance | | Single-developer project retrospective is acceptance |
| Technical Health | 🟢 Clean | Named imports, GPU leak fixed, fallback tested |
| Unresolved Blockers | None | Code review is a process gate, not a blocker |
---
## Key Takeaways
1. **Investigate-first discipline prevents phantom implementations.** FR15 rotation was verified absent rather than implemented speculatively saved real complexity.
2. **The node-only test environment is a known, documented constraint** not a surprise, not a failure. Epic 3 Story 3-1 is the natural home for browser-level verification.
3. **Unscoped quality improvements happen when stories are well-understood.** The GPU leak fix in `buildReliefScene` wasn't specced it was discovered and fixed correctly by an engaged developer.
4. **Transparent deferral documentation is the team's strongest quality habit.** Nothing was buried.
---
## Commitments
- Action Items: **2**
- Preparation Tasks: **3 critical, 2 parallel**
- Critical Path Items: **2 code reviews**
- Team Agreements: **3**
---
## Next Steps
1. Code review Stories 2-2 and 2-3 (Azgaar)
2. Create Story 3-1 with T11 items (Bob SM use `create-story`)
3. Story 3-2 ready to kick off in parallel
4. No Epic 3 plan changes required proceed when code reviews are done
---
_Retrospective facilitated by Bob 🏃 (Scrum Master) · Fantasy-Map-Generator Project · 2026-03-12_