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.
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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
Mods/Core the game's own content as a mod: About, Defs, Languages, Textures
Cache/ runtime-built atlases (gitignored)
docs/ концепт, симуляция, моды, 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
Content and mods
All game content is data in mods (MrGameEng.Mods): the game itself ships as the
Core mod. Mods/Core/Defs holds JSON defs (terrain, plants, pawns — see
docs/mods.md), Mods/Core/Languages/{ru,en} holds UI strings (default language is
ru), Mods/Core/Textures holds source images. New mechanics get defs + localization
keys, not hardcoded arrays; UI strings go through LanguageManager, never inline.
Atlases are built at game start from the merged texture tree of all active mods
into Cache/Atlases (incremental: unchanged groups are skipped, a clean first run
takes ~20 s). Region keys are paths relative to Textures/ without extension:
atlases.GetRegion(device, "things/plant/treeoak/TreeOakA"). Console commands:
mods, lang [code], defs [type], atlas [name].
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. - Content as data: numbers, textures and balance live in
Mods/Core/Defs, user-facing strings inMods/Core/Languages— code only defines systems and def classes. - Every new mechanic gets a dev-console command for testing (
regen,timescale, …). - Formatting: all C# code is formatted with CSharpier (
editor.defaultFormatteriscsharpier.csharpier-vscode, format-on-save is on). Match CSharpier's output — runcsharpier format .(or let format-on-save handle it) before committing; never hand-format against it.