# mrgameeng 2D game engine built on MonoGame 3.8.4 (DesktopGL), .NET 8, C#. ECS-first: Friflo.Engine.ECS 3.6 is tightly integrated into the core — all gameplay state lives in components, all logic in systems. Design docs and developer documentation live in `docs/` and are written in **Russian**. Keep them up to date when architecture or conventions change. ## Solution layout ``` src/ MrGameEng.* engine libraries (one per functional area) samples/ MrGameEng.Sample — demo game showcasing every engine feature tests/ xUnit test projects, one per engine library docs/ architecture, conventions, roadmap (Russian) ``` Engine modules: `Core` (game loop, ECS world, scenes, time), `Graphics` (custom batched renderer, camera, sprites), `Input`, `Audio`, `Assets` (runtime loading, no content pipeline), `Assets.Generator` (Roslyn source generator for typed asset handles), `UI` (Myra integration: `scene.UseUI()` after `UseRenderer2D()`). Dependency rule: every module may depend only on `Core`; `Core` depends only on MonoGame and Friflo.Engine.ECS. `Assets.Generator` is a netstandard2.0 analyzer. Documented exception: Myra renders with its own SpriteBatch internally. ## Commands ``` dotnet build MrGameEng.sln dotnet test MrGameEng.sln dotnet run --project samples/MrGameEng.Sample ``` ## Architecture rules - ECS-first: components are plain data (`struct` implementing `IComponent`), behavior goes into Friflo systems (`QuerySystem`), wired through `SystemRoot`. No `Update()` methods on game objects, no inheritance-based entities. - Hot paths (per-frame systems) must be allocation-free below the renderer's parallel threshold; above it Parallel.For scheduler overhead is the accepted trade. A Friflo chunk holds a whole archetype — parallelize by slicing chunks into segments, never by chunk alone. Measure in Release only, using the Renderer2D phase timings. - Rendering: custom batcher in `Graphics` (vertex buffers, layer→depth→texture sort, atlas support); `SpriteBatch` is not used in engine code. Draw systems write vertices directly from Friflo chunk iteration. Orthographic camera (one active per scene), registered render layers (World or Screen space, optional Y-sort), AABB culling against the camera rect before vertices are written. - No MGCB content pipeline. Assets are raw files under `Assets/`, loaded at runtime (textures via `Texture2D.FromFile`, fonts via FontStashSharp, ogg via NVorbis, shaders precompiled by `dotnet-mgfxc` at build time). Game code references assets only through generated typed handles (`AssetRef`), never string paths. - New engine functionality goes into the matching module, or a new `MrGameEng.` library if it is a distinct area — never into `Core` by default. - Every public engine feature must be demonstrated in `MrGameEng.Sample` and covered by tests where logic is testable without a GPU. ## Code conventions - Nullable reference types enabled, warnings as errors, file-scoped namespaces. - Public engine API requires XML doc comments (English). - Tests: xUnit, named `Method_Scenario_Expectation`.