Commit Graph
7 Commits
Author SHA1 Message Date
Leonid PershinandClaude Fable 5 8a7e2cce52 Adopt the engine Core/Host split; add LittleSim.Server headless prototype
Engine bump: MrGameEng.Core is now platform-free (Friflo only), the
windowed MonoGame host lives in the new MrGameEng.Host library, and the
core gains HeadlessHost — a fixed-timestep loop without a window or GPU.

Game side: scenes switch to Transitions.Fade from the Host library,
WorldScene reads the graphics device via Context.GetGraphicsDevice(),
GameContent.Load(buildAtlases: false) skips atlas building for headless
runs.

LittleSim.Server is the dedicated-server seed and the showcase for
HeadlessHost: it loads mods/defs without textures and fast-forwards the
world calendar and climate on a fixed tick (~3.6M ticks/s in Debug):

  dotnet run --project src/LittleSim.Server -- --days 10 --tps 60

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 23:13:40 +03:00
Leonid Pershin 58de27248e Add pawn utility-AI brain; format code with CSharpier; enforce formatter
Wire the engine's new MrGameEng.AI module into a PawnBrain for world pawns,
plus surrounding content/scene tweaks. Apply CSharpier across the game and
document the convention in CLAUDE.md. Add .vscode/settings.json so the editor
formats on save with the CSharpier extension.
2026-06-12 07:20:03 +03:00
Leonid PershinandClaude Fable 5 8b531bcd7e Game as the Core mod: data-driven content and localization
The whole game is now described by Mods/Core — the first consumer of
the engine's new MrGameEng.Mods module:

- textures/ moved to Mods/Core/Textures; atlases are built at game
  start from the merged texture tree of all active mods into Cache/
  (gitignored, incremental) instead of being committed, and the
  GameAssets atlas handles are gone with them
- terrain, plants and pawns are JSON defs (Mods/Core/Defs) with parent
  inheritance; scenes read TerrainDef/PlantDef/PawnDef instead of
  hardcoded arrays, and the TerrainKind enum is retired
- HUD strings come from Mods/Core/Languages (ru default, en fallback)
  through LanguageManager; the language switches at runtime
- new console commands: mods, lang [code], defs [type]; atlas now
  inspects the runtime-built cache
- bump engine: MrGameEng.Mods module and the explicit-sources
  AtlasBuilder overload

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 21:51:46 +03:00
Leonid PershinandClaude Fable 5 631dd24ade Bump engine: sample project removed, LittleSim is the showcase
CLAUDE.md now states the dual role: every new engine feature gets
demonstrated in this game as part of landing the feature.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 15:26:17 +03:00
Leonid PershinandClaude Fable 5 e3ad22c4bd Regenerate atlases for the lowercase textures/ tree, fix region keys
New texture groups (ui, world, weather, damage, designations) packed into
31 atlases; directories are lowercase now, so scene code switches to the
new region keys (filenames keep their case).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 12:28:56 +03:00
Leonid PershinandClaude Fable 5 3c777c53b8 Pack Textures/ into atlases and render the world from them
Engine bump brings MrGameEng.Atlases (atlas builder + runtime loader).
Textures/ (2747 images) is packed by MrGameEng.AtlasTool into 10 atlases
(93 pages) under Assets/Atlases, loaded through generated handles.
Beings now draw pawn bodies, forest cells grow trees (both Y-sorted),
and the dev console gains 'atlas [name] [filter]' for inspection.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 09:03:35 +03:00
Leonid PershinandClaude Fable 5 beed114508 Initial LittleSim scaffold on the mrgameeng engine submodule
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>
2026-06-11 05:33:10 +03:00