7fc4bcd3015f139c84d918fdf010ace2b731ee7d
New plant content, all driven by genes through the trait layer (no engine change — the genetics machinery already supports it). - ProductDef + products.json (wood, grass, berries, acorn) — what plants yield; localized labels (ru/en). - New numeric genes (genes.json): GeneFruitYield, GeneFruitSeason, GeneHarvestAmount, GeneLeafHue, each declaring its trait via formula. GenomeDef carries the per-species bases (PlantSet maps them into the species template); PlantDef gains harvestProduct / fruitProduct. - PlantPhenotype gains FruitYield/FruitSeason/HarvestAmount/LeafHue. PlantFactory tints the sprite from the leaf-hue gene (combined with the morph variant). Plants carry a Fruiting component; PlantFruitingSystem ripens fruit on mature plants during their gene-chosen season and drops it off-season. - plants.json: trees give wood + acorns (autumn), bushes berries (summer), grass gives grass — amounts/season/hue from genes. - 'plant <species> [seed]' console command samples a species genome and prints its gene-driven traits and products. Build clean; def JSON validated; boot smoke loads the new content. 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.
Languages
C#
73.1%
JavaScript
25.2%
HTML
0.8%
CSS
0.7%