Files
LittleSim/CLAUDE.md
T
Leonid PershinandClaude Fable 5 beed114508 Initial LittleSim scaffold on the mrgameeng engine submodule
God-game: minimal graphics, deep simulation. The engine lives in the
engine/ git submodule and its sources plus test suites are part of
LittleSim.sln, so engine and game are developed in one editor window.

Playable skeleton: seed-deterministic terrain (smoothed height field ->
water/sand/grass/forest/mountain tinted cells), 80 wandering villagers
on a Y-sorted layer, god camera (WASD pan, wheel zoom, world-bounds
clamp), HUD and the dev console with a 'regen [seed]' command.

CLAUDE.md sets the game rules: simulation-first, one-seed determinism,
simulation/presentation split, a console command for every mechanic.
Design docs in Russian under docs/.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 05:33:10 +03:00

1.8 KiB

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

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, …).