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>
44 lines
1.8 KiB
Markdown
44 lines
1.8 KiB
Markdown
# LittleSim
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A god-game: minimal graphics, deep simulation. Built on the **mrgameeng** engine
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(MonoGame + Friflo ECS), vendored as the git submodule `engine/` so the game and the
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engine are developed side by side in one editor window.
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Game design docs live in `docs/` and are written in **Russian**. Engine rules live in
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`engine/CLAUDE.md` — read it before touching engine code; both rule sets apply here.
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## Layout
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```
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engine/ mrgameeng git submodule (own repo, own CLAUDE.md)
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src/LittleSim the game (net8.0); references engine projects directly
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docs/ концепт, симуляция, roadmap (Russian)
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LittleSim.sln game + engine sources + engine tests — one window for everything
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```
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## Commands
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```
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git submodule update --init # after fresh clone
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dotnet build LittleSim.sln
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dotnet run --project src/LittleSim -c Release # measure perf in Release only
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dotnet test LittleSim.sln # runs the engine test suites
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```
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## Submodule workflow
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Engine changes are committed **inside `engine/` first** (engine repo, its commit style),
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pushed to the engine remote, then the submodule pointer bump is committed here.
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Never commit a pointer to an unpushed engine commit.
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## Game rules
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- Simulation first: depth of behavior over visuals. Graphics stay primitive
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(tinted quads are fine); complexity budget goes to simulation systems.
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- Determinism: the whole world derives from one integer seed. Systems that need
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randomness own a seeded `Random`; never use `Random.Shared` inside simulation.
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- Simulation/presentation split: simulation systems mutate components only;
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rendering reads them. No draw calls or UI from simulation systems.
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- ECS-first per the engine: plain `struct : IComponent` data, logic in systems.
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- Every new mechanic gets a dev-console command for testing (`regen`, `timescale`, …).
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