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🌿 Post #5: Branching and Deployment Strategy for Simulation Teams

Genesis of Infrastructure — Entry #5
By Emergent Dynamics, building Colonies: Genesis of E.D.E.N.


You’ve got CI.
You’ve got tests.
You’re logging behavior and tracking performance.

But what happens when you start working on multiple features at once?
What happens when a bugfix needs to ship now, but the main branch is mid-refactor?

You need a structured flow.


🧭 What This Post Covers

  • Clean, professional branching strategies
  • How to isolate feature work, hotfixes, experiments
  • Tagging and versioning builds
  • Deploying builds for test, dev, or release

🌱 The Core Idea: Branches Represent Stages of Work

Here’s a battle-tested structure:

main         → Stable, deployable production branch
develop      → Integrates completed features, ready for staging/testing
feature/*    → Individual features or experiments (e.g. feature/orbital-editor)
hotfix/*     → Urgent patches (e.g. hotfix/tile-mesh-flicker)

✅ Your CI should run tests on every branch.
🚀 Production builds only deploy from main.


🛠 Branch Example Workflow

You want to add a Wind Vector overlay system.

  1. Create a branch:
    git checkout -b feature/wind-vector-overlay
  2. Commit regularly with clear messages:
  • feat: add WindVector to GeodesicTile
  • perf: optimize neighbor vector cache
  1. When done, open a Pull Request into develop
  2. CI runs all tests automatically
    ✅ Green = merge approved
    ❌ Red = fix or request changes

🔖 Tagging and Versioning

Each time main is updated, tag it:

git tag -a v0.3.1 -m "First working orbital visualization"
git push origin v0.3.1

These tags:

  • Help identify when regressions were introduced
  • Allow rollbacks to known-good builds
  • Can be tied to downloadable artifacts or releases

📦 Optional: Deployment Targets

If you want live builds per branch:

  • Use game-ci/unity-builder to export builds
  • Upload ZIPs as GitHub release artifacts or host them on your site
  • You can automate:
  • develop → dev builds
  • main → stable builds

🧠 Why It Matters for Colonies

Colonies: Genesis of E.D.E.N. is a modular, layered simulation.
You will constantly be working on:

  • Time systems
  • Planetary overlays
  • Capability lifecycles
  • UI and visualization

Without structure, changes will conflict, overwrite, regress.
With branching + CI, you build fearlessly and merge safely.


🧭 Summary

✅ Use main, develop, feature/*, and hotfix/*
✅ Require passing tests before merges
✅ Tag releases for visibility and rollback
✅ Automate dev/staging/release builds
✅ Sleep easier knowing it won’t all break when you tweak a float


⏭️ Next Entry: Structuring Your Simulation as Modular Namespaces

Now that the repo flows, let’s make sure the code does too.
In Post #6, we’ll explore how modular folder structure and clear namespaces support scalability and emergent system growth.

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