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

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1.8 KiB
Markdown

# 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`, …).