Core now depends only on Friflo.Engine.ECS — no MonoGame, no platform.
The windowed MonoGame host moves to the new MrGameEng.Host library:
GameHost, GameHostOptions, visual scene transitions (OverlayTransition,
Transitions.Fade/Wipe, TransitionRenderer) and the Input feature
(namespace MrGameEng.Input is unchanged). Transition timing stays in
Core (SceneManager exposes ActiveTransition/TransitionCoverage/
TransitionPhase; the host draws the overlay). EngineContext loses its
GraphicsDevice property: hosts publish the device as a service and
graphics code reads it via context.GetGraphicsDevice() in Graphics.
Core gains HeadlessHost: a fixed-timestep loop without a window or GPU
(Tick/RunTicks, Run with wall-clock pacing and lag resync) for dedicated
servers, batch simulation and tests. Graphics and Audio now carry their
own MonoGame.Framework.DesktopGL reference instead of inheriting it
from Core.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Add MrGameEng.AI utility-AI module; format codebase with CSharpier
New MrGameEng.AI module (ResponseCurve, Consideration, UtilityAction,
UtilityAi selector, Blackboard) plus CSharpier formatting applied across
the whole engine. Documents the CSharpier convention in CLAUDE.md.
@
Switch(scene, transition) covers the old scene, swaps at full coverage
(hiding slow OnLoad), then reveals the new one. Built-in Fade and Wipe
transitions draw through TransitionRenderer (BasicEffect quad, no
SpriteBatch); custom transitions subclass Transition. Runs on unscaled
time so it works while gameplay is paused; Switch during a transition
replaces the pending target.
Sample: Tab now fades into the stress scene and wipes back.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>