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>
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LittleSim
A god-game: minimal graphics, deep simulation. Built on the mrgameeng engine
(MonoGame + Friflo ECS), vendored as the git submodule engine/ so the game and the
engine are developed side by side in one editor window.
This game is also the engine's showcase: mrgameeng has no sample project, so every new engine feature gets demonstrated here (a scene, a console command, or a system using it) as part of landing the feature.
Game design docs live in docs/ and are written in Russian. Engine rules live in
engine/CLAUDE.md — read it before touching engine code; both rule sets apply here.
Layout
engine/ mrgameeng git submodule (own repo, own CLAUDE.md)
src/LittleSim the game (net8.0); references engine projects directly
docs/ концепт, симуляция, roadmap (Russian)
LittleSim.sln game + engine sources + engine tests — one window for everything
Commands
git submodule update --init # after fresh clone
dotnet build LittleSim.sln
dotnet run --project src/LittleSim -c Release # measure perf in Release only
dotnet test LittleSim.sln # runs the engine test suites
Texture atlases
Source images live in textures/ (committed); the game only loads packed atlases from
src/LittleSim/Assets/Atlases (also committed — the asset generator emits
GameAssets.Atlases.* handles for them). After changing textures/, rebuild with:
dotnet run --project engine/tools/MrGameEng.AtlasTool -c Release -- textures src/LittleSim/Assets/Atlases --group-depth 2
Rebuilds are incremental (unchanged groups are skipped). Region keys are paths relative
to textures/ without extension: atlas.GetRegion("things/plant/treeoak/TreeOakA").
Submodule workflow
Engine changes are committed inside engine/ first (engine repo, its commit style),
pushed to the engine remote, then the submodule pointer bump is committed here.
Never commit a pointer to an unpushed engine commit.
Game rules
- Simulation first: depth of behavior over visuals. Graphics stay primitive (tinted quads are fine); complexity budget goes to simulation systems.
- Determinism: the whole world derives from one integer seed. Systems that need
randomness own a seeded
Random; never useRandom.Sharedinside simulation. - Simulation/presentation split: simulation systems mutate components only; rendering reads them. No draw calls or UI from simulation systems.
- ECS-first per the engine: plain
struct : IComponentdata, logic in systems. - Every new mechanic gets a dev-console command for testing (
regen,timescale, …).