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