Commit Graph
19 Commits
Author SHA1 Message Date
Leonid PershinandClaude Opus 4.8 44019a706e Inspector: keep field editing usable, clarify editable fields
CI / build-test (push) Successful in 1m7s
Split the inspector's revision into a list revision and a detail
revision. The periodic refresh now only bumps the list revision, and only
when the entity count actually changes, so the field-editor TextBox in the
details pane is no longer recreated (losing focus) twice a second while you
type. Stats and the performance tab update as plain text every frame
without rebuilding widgets.

Editable fields now render with a background, border and padding so they
read as inputs; read-only values and enum hints are muted.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-12 13:05:42 +03:00
Leonid PershinandClaude Opus 4.8 09dbdfad79 Add MrGameEng.Inspector: in-engine ECS debugger overlay
CI / build-test (push) Successful in 1m14s
Introduce a Chrome-DevTools-style ECS inspector in the UI library. The
headless core (ComponentReflector + EcsInspector) enumerates the store's
entities grouped by archetype, reflects a selected entity's components and
fields, and writes simple scalar edits (number/bool/enum) back through a
generic AddComponent — all unit-tested without a GPU. The Myra overlay
(EcsInspectorUi + InspectorSystems) adds a side panel with an
archetypes -> entities -> fields tree, an editable field view, a
world-pick mode with a selection highlight, and a renderer performance
tab; wired via scene.UseInspector(renderer), toggled with F1.

The UI library now references Graphics (for picking, renderer timings and
Transform2D/Sprite). Docs updated.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-12 12:45:50 +03:00
Leonid PershinandClaude Opus 4.8 f791ee6c95 Add Calendar: in-game days layered over GameClock
CI / build-test (push) Successful in 1m11s
Introduce a Calendar in Core that turns scaled clock time into whole
in-game days plus a fraction-of-day, with a configurable SecondsPerDay.
Pausing or changing TimeScale slows or stops it automatically. Pure
read-side and deterministic, registered via context.UseCalendar(...),
mirroring GameSpeed. Covered by xUnit tests; docs updated.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-12 09:46:53 +03:00
Leonid PershinandClaude Opus 4.8 53659450a6 Add MrGameEng.WorldGen: deterministic procedural world generation
CI / build-test (push) Successful in 1m14s
Introduce a WorldGen module under Simulation with reusable helpers for
seed-based terrain heightmaps: PerlinNoise (deterministic 2D gradient
noise), FractalNoise (fBm over octaves), Falloff (island edge masks),
Heightmap (row-major grid with min-max normalize) and HeightmapGenerator
(settings to normalized heightmap). All deterministic from an integer
seed, allocation-free per sample, covered by xUnit tests.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-12 09:23:45 +03:00
Leonid Pershin ef1111bcb6 Enhance audio management and documentation
CI / build-test (push) Successful in 1m10s
Added a MasterVolume property to the AudioManager for unified control over sound effects and music volume. Updated the Play method to incorporate MasterVolume adjustments. Enhanced documentation in CLAUDE.md and architecture.md to reflect changes in audio management and overall engine architecture. Introduced a new test project for audio functionalities in the solution file.
2026-06-12 08:41:39 +03:00
Leonid Pershin 3f3c0200a8 Refactor engine architecture and project structure
CI / build-test (push) Successful in 1m9s
Updated the organization of engine libraries to group features by architectural role rather than by individual feature. Enhanced documentation in CLAUDE.md and architecture.md to reflect these changes. Removed obsolete project references and added new modules for content management and simulation. Adjusted project files for MrGameEng.Graphics and MrGameEng.UI.Tests to align with the new structure.

This refactor aims to streamline the development process and improve clarity in the engine's architecture.
2026-06-12 07:47:12 +03:00
Leonid Pershin c30e2ce764 Remove obsolete project files for MrGameEng.AI, MrGameEng.Assets, MrGameEng.Atlases, and MrGameEng.Collisions modules. Introduce new AssetManager and related classes for asset loading and management, including support for texture atlases and mod definitions. Enhance mod loading capabilities with DefDatabase and LanguageManager for JSON-based definitions and localization. Implement a shelf packing algorithm for efficient texture atlas creation. 2026-06-12 07:47:04 +03:00
Leonid Pershin fd6343bd09 @
CI / build-test (push) Failing after 1m8s
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.
@
2026-06-12 07:19:10 +03:00
Leonid PershinandClaude Fable 5 5d3c18de40 Add MrGameEng.Mods: mod loading, JSON defs and localization
CI / build-test (push) Failing after 1m8s
Mods are folders with About/About.json metadata; ModLoader resolves a
deterministic load order (dependencies first, ties alphabetical) and
later mods override earlier ones everywhere.

DefDatabase loads JSON def files ({ "type", "defs": [...] }) into
game-registered Def subclasses, with parent inheritance (own fields on
top of the parent's, nested values replaced whole), abstract parents
and full replacement of same-named defs by later mods.

LanguageManager loads Languages/<code>/*.json flat key-string maps,
switches language at runtime and falls back current -> default -> key.

ModContentTree merges one content folder across mods by relative path;
AtlasBuilder gains an explicit-sources Build overload so a merged
texture tree can be packed incrementally at game start.

The LittleSim game now ships its entire content as the Core mod,
demonstrating the module end to end.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 21:51:17 +03:00
Leonid PershinandClaude Fable 5 501d81e19f Fix engine-wide code review findings
CI / build-test (push) Failing after 1m7s
Collisions: init bucket heads to -1 (QueryAabb hung before the first
rebuild), reset query stamps on truncated QueryAabb (later queries
silently dropped entities), inside-origin raycasts hit at fraction 0 for
circles too, exactly-touching boxes now pair like touching circles.

Graphics: render into the letterbox viewport so the picture matches
ScreenToWorld/WorldToScreen instead of stretching; Y-sort by the
transform pivot rather than the quad center; lock-free snapshot
LayerRegistry (parallel submit read it unsynchronized); validate
InitialCapacity; warn when UseRenderer2D drops options of a later scene.

Core: scenes are explicitly single-use (re-loading threw silently
duplicated systems/entities before — now it throws), Scene.RegisterUnload
for per-scene resources, a switch requested during the reveal phase
covers again instead of hard-swapping, borderless fullscreen
(HardwareModeSwitch off), InputCapture service for input-suppressing
overlays, host disposes the transition renderer and IDisposable services
on shutdown.

Input: game input reads as released while InputCapture is held; mouse
position and wheel freeze so deltas stay zero.

DevConsole: holds InputCapture while open (typing no longer drives the
camera), Revision increments only under the lock, quoted command
arguments, history capped at 256.

UI: scene Desktop skips Myra input processing while the console is open
(clicks no longer fall through), is disposed on scene unload, and Myra
init no longer depends on a process-static flag.

Audio: validate channel count/sample rate before stopping the previous
track, empty looped oggs no longer hang FillBuffers, the instance stops
when a non-looping track drains (IsPlaying was stuck true).

Atlases: metadata v2 stores per-source size+mtime snapshots, so
timestamp-preserving copies and renames invalidate correctly; loader
checks the version and disposes pages on partial load failure; shared
pages never exceed a non-POT MaxPageSize; oversized items pack first
onto exact-size pages instead of splitting an open shared page; the CLI
validates numeric options.

Assets.Generator: file names are escaped in XML docs and string
literals, members no longer collide with the enclosing class (CS0542),
and the Assets root is resolved against build_property.projectdir so
nested "Assets" directories do not shift region paths.

Pathfinding: queries throw when the grid was resized after construction;
generation stamps survive int overflow.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 21:18:08 +03:00
Leonid PershinandClaude Fable 5 a395e58458 Add MrGameEng.Pathfinding and MrGameEng.Collisions modules
CI / build-test (push) Failing after 1m5s
Pathfinding (depends on Core only): GridPathfinder with A* (octile/
Manhattan heuristic), Dijkstra and BFS over a game-implemented
IPathGrid; 4/8 connectivity, diagonals never cut corners. FlowField +
FlowFieldBuilder (multi-source Dijkstra) give crowds O(1) steering per
agent per frame. All buffers are grid-sized once and invalidated by a
generation stamp - repeated queries allocate nothing and clear nothing.

Collisions (Graphics exception: Transform2D, RectF): Collider component
(circle/AABB, offset, two-way layer masks), CollisionWorld - a uniform
spatial hash on flat arrays rebuilt from scratch each tick (O(n) for
movers, zero alloc after warm-up, deterministic pair order), pair
collection, QueryAabb and closest-hit Raycast. scene.UseCollisions()
registers CollisionSystem after movement systems.

30 new tests (string-map mazes, cost weighting, corner cutting, flow
descent; pair/mask/query/raycast). Sample gains a PathfindingScene
('path' console command): click to set the goal, 250 agents follow the
flow field, the A* path is highlighted, colliding agents flash red.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 13:39:28 +03:00
Leonid Pershin b3415120c3 Add MrGameEng.Tilemaps: code-built tile grids rendered through the batcher
CI / build-test (push) Failing after 1m4s
TileSet maps ids to texture regions with tints (0 = empty), TileGrid is a
bounds-checked dense ushort grid, and the Tilemap component places a grid
in the world per render layer. UseTilemaps() inserts TilemapRenderSystem
before the flush; it submits only the camera-visible cell range
(TilemapMath.VisibleCells), so frame cost scales with the screen, not the
grid. Demonstrated in the sample as a checkerboard floor; Tiled loading
stays on the roadmap on top of this API.
2026-06-11 10:24:47 +03:00
Leonid Pershin b318d1e795 Add MrGameEng.Atlases: texture atlas builder, runtime loader and CLI tool
CI / build-test (push) Failing after 1m13s
AtlasBuilder packs a directory tree of loose images into atlas pages plus
JSON metadata (deterministic shelf packing, incremental rebuilds, orphan
cleanup); TextureAtlas loads them back handing out Texture2DRegions, so
sprites from one page batch into a single draw call. The asset handle
generator maps .atlas files to TextureAtlas and skips page images.
Demonstrated in the sample (Assets/Atlases + 'atlas' console command),
wrapped as tools/MrGameEng.AtlasTool for build scripts.

Documented dependency exception: Atlases depends on Graphics and Assets.
2026-06-11 08:18:30 +03:00
Leonid PershinandClaude Fable 5 d498c70660 Add in-game developer console (MrGameEng.DevConsole)
Core gains a static Log (Debug/Info/Warning/Error + event); the engine
logs key events like scene switches. The console captures Log output
into a 2048-line ring buffer and executes registered commands with
input history (up/down), Tab prefix completion and scrolling
(PageUp/PageDown/End/wheel). Built-ins: help, clear, echo, timescale,
close, quit; games register their own (sample: stress/main/beep).

Console core is pure logic covered by headless tests; the Myra overlay
renders a single label rebuilt only when the Revision counter moves -
an idle or closed console costs nothing per frame. Toggled with the
backquote key; sample gameplay hotkeys are suppressed while open.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 05:17:08 +03:00
Leonid PershinandClaude Fable 5 e06f24a319 Parallel rendering pipeline, ring vertex buffer, phase timings
Five optimizations measured on the 100k-entity stress scene (Release,
vsync off): 103 FPS baseline -> 297 FPS.

- Sprite submission and vertex building run on all cores above
  Renderer2DOptions.ParallelThreshold (default 8192). Work is sliced
  into 4096-entity segments: a Friflo chunk holds a whole archetype,
  so per-chunk parallelism degenerates to one thread. Segments merge
  in deterministic order, preserving radix sort stability.
- Vertex buffer is ring-written with SetDataOptions.NoOverwrite
  (GPU buffer 2x frame size); Discard only on wrap-around.
- Texture2DRegion precomputes UVs - four float divisions per sprite
  per frame removed.
- Renderer2D exposes per-phase timings (submit/sort/build/upload/draw),
  shown in the sample HUD - all further optimization is data-driven.
- Sample BounceSystem parallelized the same segmented way.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 05:06:55 +03:00
Leonid PershinandClaude Fable 5 af319d1276 Add MrGameEng.UI module integrating Myra
scene.UseUI() creates a per-scene Myra Desktop and registers
UiRenderSystem last in the draw phase (UI on top, window pixels).
GameHost now exposes itself as a Game service (Myra needs the instance;
useful for games too). Myra was picked over Gum/ImGui for the
FontStashSharp ecosystem fit, pipeline-free assets and maturity; its
internal SpriteBatch use is a documented exception to the engine rule.

Sample: on-screen HUD replaces window-title-only stats — live FPS label,
music volume slider and scene-switch buttons on both scenes.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 04:51:12 +03:00
Leonid PershinandClaude Fable 5 a3e6d3bb0a Stable radix sprite sort and render hot-path optimizations
SpriteBatcher now sorts with a stable LSD radix sort: equal-key sprites
keep submission order across frames (no flicker) and passes over digits
identical in all keys are skipped, making the common single-layer case
nearly free. Hot paths avoid per-sprite trig and square roots: SinCos is
skipped for unrotated sprites and the culling radius comes from the
region's precomputed diagonal.

Stress scene (100k entities, ~61k on screen, Release): 103 -> 124 FPS.
Sample now runs with VSync off to show real frame rates.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 04:39:17 +03:00
Leonid PershinandClaude Fable 5 2b7d4c4fef Add scene transitions (fade, wipe) to SceneManager
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>
2026-06-11 04:27:54 +03:00
Leonid Pershin ff2231a8ab Update README.md to include project description, developer documentation links, and license information.
CI / build-test (push) Successful in 1m6s
2026-06-11 04:03:07 +03:00