b2e3eb490ea7c35f0fa990bbcd3c8e101129c77f
GeneEggLaying (species-fixed) selects the conception cycle: viviparous animals carry to a live birth (existing path); oviparous animals, after the same gravid period, LAY eggs instead. New Egg entity (carries the already-bred offspring genome) + EggSystem incubates and hatches it into a baby. AnimalPregnancySystem branches on the mother's birth type. Adds an oviparous showcase species, Chicken. Eggs are serialized (WorldSave.Eggs) like corpses, so clutches survive save/load. Also lays the foundation for creating any species or hybrid (full command/UI deferred): AnimalSet.HybridGenome(base, other) produces a cross anchored to a base species' body/gene-set with shared genes blended Mendelian-style — so Create(species, GenerateGenome) makes any species and Create(species, HybridGenome) makes any hybrid. EggTexture on AnimalDef (defaults to the seed dot placeholder); reproduction line added to the `animal` console command. Build + --check-content clean (41 genes, 40 traits). Not GUI-verified. 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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