b61c6acff3e05369c60e47df759502a0d191215f
Generalized the plant grid into SpatialGrid<T> (PlantGrid.cs -> SpatialGrid.cs) and added an animal grid. AnimalDecisionSystem rebuilds both once per frame; the animal grid entry precomputes the fields the AI needs (species, body size, eats-meat, sex, adult) so queries do not refetch components. Threat / prey / mate / herd scans now gather only neighbours from cells overlapping the vision radius instead of iterating every animal per decision. IsThreatTo/IsPreyFor take precomputed values; dead MateNeedIndex removed. Mate stays species-agnostic (unchanged behaviour). Added id tie-breaks to threat/mate selection so results are order-invariant -> fully deterministic regardless of grid iteration order. Build + check 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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