2b9d1fd10596690e846a31816e61fe785872a248
- AnimalNeedsSystem (per-frame, every animal): drop the string-keyed genome lookup and Mass.OfAnimal call; Kleiber factor is now (size/refBody)^2.25 using a precomputed AnimalSet.Species.RefBodySize. No dict probe per animal per frame. - AnimalActionSystem: fetch the Skills component ONCE per acting animal instead of twice per action (SkillFactor + GrantXp took in Skills now). - RecomputeCapacities: apply the senescence scale inside CapacityCalc.Compute instead of a second pass that allocated a List<string> of keys every recompute (per animal per health tick, and per injury in combat). - AnimalFactory.SkillSeed: iterate genome.Alleles (IReadOnlyDictionary, no copy) instead of ToDictionary() which allocated a dict per spawn. Behaviour-preserving (same numbers). Build + --check-content clean. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
LittleSim
A god-game with minimal graphics and deep simulation, built on the
mrgameeng engine (git submodule engine/).
git clone --recurse-submodules <this repo>
dotnet run --project src/LittleSim -c Release
Design docs (Russian): docs/concept.md, docs/roadmap.md.
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