Files
LittleSim/CLAUDE.md
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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

57 lines
2.4 KiB
Markdown

# 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.
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 use `Random.Shared` inside 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 : IComponent` data, logic in systems.
- Every new mechanic gets a dev-console command for testing (`regen`, `timescale`, …).