58380adc3172335457a7daabb806605835ab57fd
Generic data-driven skills (SkillDef + skills.json: Foraging, Hunting, Evasion), mirroring the needs registry. Skills component (per-skill level [0..1] + passion) on every animal, built by AnimalFactory; passion is rolled deterministically from the genome (no RNG param threaded). Levels grow from PRACTICE (XP on the matching action, scaled by passion''s learn-rate) and slowly decay toward a floor when unused (AnimalSkillSystem), so animals specialize. Effects wired now: Foraging -> satiety from grazing, Hunting -> attack damage, Evasion -> flee speed. A missing skill def -> factor 1 (no effect), so it is safe to mod the set. Inspector gains a Skills tab (level% + passion stars); `skills` console command shows live mean levels; skills are saved/loaded (levels+passions). Same model will carry to future humans. 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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