Engine bump brings MrGameEng.Net (WebSocket transport, RFC 6455 server, delta component replication) — this commit is its showcase. LittleSim.Server --listen runs the world online: 24 pawns wander, tire and rest on the engine's fixed-tick HeadlessHost (the same Wander/ Needs/Decision systems the windowed world uses), a WebSocketServer accepts clients and a ReplicationServer ships Transform2D + PawnNeeds deltas at 10 snapshots/s per the shared NetSchema. --probe is the CLI check: it connects, listens for a second and prints replicated pawns with positions sampled twice to show the world is alive. The game gains MultiplayerScene (dotnet run --project src/LittleSim -- --connect [ws://host:port]): simulation stays on the server, the client applies snapshots into its scene store, decorates spawned entities with sprites and reuses PawnAppearanceSystem so replicated fatigue darkens pawns locally. HUD strings go through ru/en localization; the `net` console command reports connection state and entity count. Esc returns to the main menu. Verified end to end: probe sees 24 pawns moving between samples; the windowed client connects and runs against a live local server. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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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.
This game is also the engine's showcase: mrgameeng has no sample project, so every new engine feature gets demonstrated here (a scene, a console command, or a system using it) as part of landing the feature.
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
src/LittleSim.Server dedicated-server prototype: the world headless (engine HeadlessHost),
loads mods/defs without atlases; the future network server grows here
Mods/Core the game's own content as a mod: About, Defs, Languages, Textures
Cache/ runtime-built atlases (gitignored)
docs/ концепт, симуляция, моды, 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 run --project src/LittleSim.Server -- --days 10 --tps 60 # headless fast-forward
dotnet run --project src/LittleSim.Server -- --listen # multiplayer world (WebSocket)
dotnet run --project src/LittleSim -- --connect # client → ws://localhost:9050
dotnet run --project src/LittleSim.Server -- --probe # CLI check of a running server
dotnet test LittleSim.sln # runs the engine test suites
Content and mods
All game content is data in mods (MrGameEng.Mods): the game itself ships as the
Core mod. Mods/Core/Defs holds JSON defs (terrain, plants, pawns — see
docs/mods.md), Mods/Core/Languages/{ru,en} holds UI strings (default language is
ru), Mods/Core/Textures holds source images. New mechanics get defs + localization
keys, not hardcoded arrays; UI strings go through LanguageManager, never inline.
Atlases are built at game start from the merged texture tree of all active mods
into Cache/Atlases (incremental: unchanged groups are skipped, a clean first run
takes ~20 s). Region keys are paths relative to Textures/ without extension:
atlases.GetRegion(device, "things/plant/treeoak/TreeOakA"). Console commands:
mods, lang [code], defs [type], atlas [name].
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 useRandom.Sharedinside 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 : IComponentdata, logic in systems. - Content as data: numbers, textures and balance live in
Mods/Core/Defs, user-facing strings inMods/Core/Languages— code only defines systems and def classes. - Every new mechanic gets a dev-console command for testing (
regen,timescale, …). - Formatting: all C# code is formatted with CSharpier (
editor.defaultFormatteriscsharpier.csharpier-vscode, format-on-save is on). Match CSharpier's output — runcsharpier format .(or let format-on-save handle it) before committing; never hand-format against it.