MrGameEng.Pathfinding (A*/Dijkstra/BFS + flow fields for crowds) and
MrGameEng.Collisions (spatial hash, pairs/queries/raycast) are now in
LittleSim.sln. Flow fields are the planned steering tool for villagers.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
God-game: minimal graphics, deep simulation. The engine lives in the
engine/ git submodule and its sources plus test suites are part of
LittleSim.sln, so engine and game are developed in one editor window.
Playable skeleton: seed-deterministic terrain (smoothed height field ->
water/sand/grass/forest/mountain tinted cells), 80 wandering villagers
on a Y-sorted layer, god camera (WASD pan, wheel zoom, world-bounds
clamp), HUD and the dev console with a 'regen [seed]' command.
CLAUDE.md sets the game rules: simulation-first, one-seed determinism,
simulation/presentation split, a console command for every mechanic.
Design docs in Russian under docs/.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>