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79 changes: 79 additions & 0 deletions dashboard/index.html
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<meta name="description" content="qFoldIT project dashboard: scientific gameplay, MCP, UAG/UWI adapters, standalone runtime, repositories and release readiness.">
<title>qFoldIT — Project Dashboard</title>
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<div class="eyebrow">qFoldIT · Project Dashboard · snapshot 2026-08-13</div>
<h1>One scientific state.<br><em>Many runtimes.</em> One contract.</h1>
<p class="lead">A consolidated operational view of the qFoldIT organization: scientific backends, gameplay patterns, SOS/SKG/SEM/UAG/UWI/MCP layers, engine adapters, the desktop standalone runtime, assets, CI, and repository inventory. Metrics are separated into measured source-of-truth data and declared architecture.</p>
<div class="meta"><span>35 GitHub repositories</span><span>639 ZIP entries including directory markers</span><span>518 material files</span><span>~65.5 MiB material payload</span><a href="https://github.com/qfoldit">github.com/qfoldit</a></div>

<section class="section"><div class="metrics">
<div class="metric"><strong>35</strong><span>GitHub repositories currently visible to the organization audit</span></div>
<div class="metric"><strong>4</strong><span>registered engine/toolbelt inventories in the workspace</span></div>
<div class="metric"><strong>400+</strong><span>tool registrations in the measured workspace registries</span></div>
<div class="metric"><strong>17</strong><span>canonical adapter capabilities per runtime manifest</span></div>
<div class="metric"><strong>5/5</strong><span>scientific gameplay patterns compile successfully for STANDALONE</span></div>
<div class="metric"><strong>3/3</strong><span>engine-adapter conformance vectors pass</span></div>
<div class="metric"><strong>8</strong><span>verified standalone science backend entries</span></div>
<div class="metric"><strong>3</strong><span>runtime CI workflow definitions in the workspace</span></div>
</div></section>

<section class="section"><div class="head"><h2>Canonical architecture</h2><div class="note">data → knowledge → execution → world → runtime → tools</div></div>
<div class="pipeline"><div class="pipe"><b>SOS</b><span>Scientific Object Schema</span></div><div class="pipe"><b>SKG</b><span>Scientific Knowledge Graph</span></div><div class="pipe"><b>SEM</b><span>Scientific Execution Model</span></div><div class="pipe"><b>UAG</b><span>Universal Assembly Graph</span></div><div class="pipe"><b>UWI</b><span>Universal World Interface</span></div><div class="pipe"><b>MCP</b><span>Model Context Protocol</span></div><div class="pipe"><b>RUNTIMES</b><span>UEFN · Unity · UNIGINE · Web · Standalone</span></div></div></section>

<section class="section"><div class="head"><h2>Four scientific gameplay pillars</h2><div class="note">gameplay = learning a real pattern</div></div><div class="four">
<div class="card"><span class="tag">Folding</span><h3>Protein Folding → Construction</h3><p class="small">Amino-acid geometry becomes an assembly problem. The scientific metric remains the source of truth; the construction layer visualizes and exposes the consequences of player decisions.</p><div class="row"><span class="k">Pattern</span><span class="v">protein_folding_construction</span></div></div>
<div class="card"><span class="tag">ADMET</span><h3>Safety → Stress Test</h3><p class="small">Candidate molecules move through measurable safety and efficacy endpoints. Failure is diagnostic and feeds the next optimization step rather than becoming a cosmetic game-over.</p><div class="row"><span class="k">Pattern</span><span class="v">admet_safety_strategy</span></div></div>
<div class="card"><span class="tag">DNA/RNA</span><h3>Sequencing → Resource Discovery</h3><p class="small">Sequence discovery is framed as exploration and collection while preserving the distinction between a game representation and an authoritative sequencing computation.</p><div class="row"><span class="k">Coverage</span><span class="v">roadmap / backend-gated</span></div></div>
<div class="card"><span class="tag">L-Systems</span><h3>Procedural Biology → Growth</h3><p class="small">Formal rewriting rules become a visible growth system. Players author rules, observe emergent structure, and connect the generated geometry to biological or ecological quantities.</p><div class="row"><span class="k">Pattern</span><span class="v">l_systems_procedural_construction</span></div></div>
</div></section>

<section class="section"><div class="head"><h2>Scientific gameplay compile matrix</h2><div class="note">STANDALONE adapter · reference compiler</div></div><div class="table-wrap"><table><thead><tr><th>Pattern</th><th>Scientific backend</th><th>Mechanic</th><th>STANDALONE</th><th>Gate principle</th></tr></thead><tbody>
<tr><td class="mono">protein_folding_construction</td><td>protein_design_mcp</td><td>construction</td><td class="ok">SUCCESS</td><td>theme only after verified backend</td></tr>
<tr><td class="mono">quantum_ground_state_portal</td><td>qfoldit_quantum_lab</td><td>portal_exploration</td><td class="ok">SUCCESS</td><td>scientific state is canonical</td></tr>
<tr><td class="mono">hp_lattice_spatial_puzzle</td><td>qfoldit_quantum_lab</td><td>spatial_puzzle</td><td class="ok">SUCCESS</td><td>failure remains measurable</td></tr>
<tr><td class="mono">admet_safety_strategy</td><td>qfoldit_admet_lab</td><td>optimization</td><td class="ok">SUCCESS</td><td>safety endpoints remain scientific</td></tr>
<tr><td class="mono">l_systems_procedural_construction</td><td>qfoldit_plant_growth_lab</td><td>construction</td><td class="ok">SUCCESS</td><td>growth model remains authoritative</td></tr>
</tbody></table></div></section>

<section class="section"><div class="head"><h2>Runtime adapters</h2><div class="note">17 canonical capabilities · explicit support levels</div></div><div class="table-wrap"><table><thead><tr><th>Target</th><th>Scene</th><th>Procedural geometry</th><th>Physics</th><th>Interaction</th><th>Scientific visualization</th><th>UAG</th></tr></thead><tbody>
<tr><td class="repo">UEFN-TOOLBELT</td><td class="ok">supported</td><td class="partial">partial</td><td class="ok">supported</td><td class="partial">partial</td><td class="partial">partial</td><td class="ok">supported</td></tr>
<tr><td class="repo">UNITY-TOOLBELT</td><td class="ok">supported</td><td class="ok">supported</td><td class="ok">supported</td><td class="ok">supported</td><td class="ok">supported</td><td class="ok">supported</td></tr>
<tr><td class="repo">UNIGINE-TOOLBELT</td><td class="ok">supported</td><td class="ok">supported</td><td class="partial">partial joints</td><td class="ok">supported</td><td class="ok">supported</td><td class="ok">supported</td></tr>
<tr><td class="repo">QFOLDIT-STANDALONE / Web runtime</td><td class="ok">supported</td><td class="ok">supported</td><td class="ok">supported</td><td class="ok">supported</td><td class="ok">supported</td><td class="ok">supported</td></tr>
</tbody></table></div></section>

<section class="section"><div class="head"><h2>STANDALONE release surface</h2><div class="note">desktop-first, no-network science catalog</div></div><div class="science">
<div class="card"><h3>Electron shell</h3><div class="row"><span class="k">Main / preload</span><span class="v">syntax validated</span></div><div class="row"><span class="k">JSON catalog</span><span class="v">validated</span></div><div class="row"><span class="k">Scientific backends</span><span class="v">8 verified entries</span></div><p class="small">The standalone catalog distinguishes bundled executables from verified external/skill references. This keeps offline claims precise and prevents accidental network assumptions.</p></div>
<div class="card"><h3>UAG bridge</h3><div class="row"><span class="k">Validation before mutation</span><span class="v">enabled</span></div><div class="row"><span class="k">Node / hierarchy / constraints</span><span class="v">mapped</span></div><div class="row"><span class="k">Execution report</span><span class="v">structured</span></div><p class="small">The adapter dispatches through its registered tool registry, preserving the same contract as the engine toolbelts.</p></div>
<div class="card"><h3>Scientific visualization</h3><div class="row"><span class="k">Capability manifest</span><span class="v">supported</span></div><div class="row"><span class="k">Canonical source</span><span class="v">science backend</span></div><div class="row"><span class="k">Renderer role</span><span class="v">visualization</span></div><p class="small">Rendering remains downstream of scientific state. The runtime can make science visible without becoming an unverified scientific solver.</p></div>
<div class="card"><h3>Release gates</h3><div class="row"><span class="k">Adapter conformance</span><span class="v ok">3/3 pass</span></div><div class="row"><span class="k">Gameplay compilation</span><span class="v ok">5/5 success</span></div><div class="row"><span class="k">Electron syntax</span><span class="v ok">pass</span></div><div class="row"><span class="k">Renderer build</span><span class="v partial">dependency install required</span></div></div>
</div></section>

<section class="section"><div class="head"><h2>Organization repository map</h2><div class="note">current GitHub inventory</div></div><div class="grid">
<div class="card"><h3>Core / science</h3><p class="repo">qFold · quantum-folding · QuPepFold · quantum-protein-structure-prediction · Atomic-Calculations · BIOmics · CAMEO-qFoldIT · nanover · NASA_MRET</p></div>
<div class="card"><h3>MCP / scientific interface</h3><p class="repo">MCP-Server · qFold-MCP · Protein-MCP · Protein-Design-MCP · Atomic-MCP · science-skills · Scientific-Object-Schema · ersilia-qfoldit-bridge</p></div>
<div class="card"><h3>World / gameplay</h3><p class="repo">Virtual-Lab · Virtual-Lab-Simulation · Game-MCP · GAME-WS-SERVER · qfoldit.github.io · PufferFish</p></div>
<div class="card"><h3>Engine / toolbelts</h3><p class="repo">UEFN-TOOLBELT · UEFN-VERSE-MCP · uefn-mcp · UNITY-TOOLBELT · UNIGINE-TOOLBELT · UNREALVIS · WEB-TOOLBELT · mmos-sdk-js</p></div>
<div class="card"><h3>Infrastructure / deployment</h3><p class="repo">AWS-Deploy · .github · .github-private</p></div>
</div></section>

<section class="section"><div class="head"><h2>Delivery sequence</h2><div class="note">single source of truth → reproducible release</div></div><div class="grid">
<div class="card"><span class="tag">01</span><h3>Canonical schemas</h3><p class="small">Keep SOS, SKG, SEM, UAG, UWI, adapter manifests and gameplay schemas versioned and machine-validatable.</p></div>
<div class="card"><span class="tag">02</span><h3>Science gates</h3><p class="small">Register each scientific backend with explicit status, provenance, network requirements and licensing. Only verified/connected backends unlock themed experiences.</p></div>
<div class="card"><span class="tag">03</span><h3>Runtime parity</h3><p class="small">Run the same UAG vectors and gameplay compiler against UEFN, Unity, UNIGINE and STANDALONE so portability is measurable rather than inferred.</p></div>
<div class="card"><span class="tag">04</span><h3>Asset provenance</h3><p class="small">Treat characters, screenshots, 3D models, video, fonts, logos and external references as first-class inventory with provenance and license metadata.</p></div>
<div class="card"><span class="tag">05</span><h3>Release automation</h3><p class="small">Install renderer dependencies in CI, build the desktop runtime, run conformance and gameplay compilation, then publish signed artifacts and a machine-readable release manifest.</p></div>
<div class="card"><span class="tag">06</span><h3>Live dashboard</h3><p class="small">Generate metrics from repository manifests and CI results rather than hard-coded numbers, preserving a durable audit trail for every dashboard value.</p></div>
</div></section>

<footer>qFoldIT project dashboard · English documentation/code surface · generated from the qFoldIT workspace and current organization inventory · snapshot 2026-08-13</footer>
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