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mrgameeng/CLAUDE.md
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Leonid Pershin 3f3c0200a8
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Refactor engine architecture and project structure
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

6.6 KiB

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 (grouped by role, not one-per-feature)
tests/    xUnit test projects, one per engine library
tools/    CLI tools (atlas packer)
docs/     architecture, conventions, roadmap (Russian)

Libraries are grouped by architectural role rather than split per feature, to avoid a sprawl of two-file projects. A feature lives in a subfolder of its host library and keeps its own MrGameEng.<Feature> namespace (namespaces are independent of the assembly), so using MrGameEng.Tilemaps; etc. still resolve after a merge.

The engine has no sample project: the LittleSim game (https://gitea.hsrv.site/mrleo1nid/LittleSim, this repo as the engine/ submodule) is the living showcase — new engine features are demonstrated there.

Engine libraries (each feature is a namespaced subfolder of its host):

  • Core — game loop, ECS world, scenes, time, plus Input (MrGameEng.Input: InputManager, ActionMap, InputSystem, in Core/Input/). Depends only on MonoGame and Friflo.Engine.ECS.
  • Graphics — custom batched renderer, camera, sprites, plus Tilemaps (MrGameEng.Tilemaps: code-built tile grids rendered through the batcher, scene.UseTilemaps() after UseRenderer2D(), in Graphics/Tilemaps/). → Core.
  • Audio — ogg playback (NVorbis). → Core.
  • Content — the asset/content pipeline: Assets (MrGameEng.Assets: runtime loading, no MGCB pipeline; FontStash), Atlases (MrGameEng.Atlases: texture-atlas builder + runtime loader, CLI wrapper in tools/MrGameEng.AtlasTool; StbImage), and Mods (MrGameEng.Mods: mod discovery + load order from About/About.json, JSON Defs/ with parent inheritance and later-mod override, Languages/<code>/ localization, merged texture content trees; the game ships its content as the Core mod). → Core, Graphics (Atlases needs Texture2DRegion).
  • Simulation — deterministic gameplay primitives that own no world data: Pathfinding (MrGameEng.Pathfinding: grid A*/Dijkstra/BFS and flow fields over a game-implemented IPathGrid), AI (MrGameEng.AI: utility-AI primitives — ResponseCurve, Consideration<TContext>, UtilityAction<TContext>, UtilityAi<TContext> selector, Blackboard; generic over a game context), and Collisions (MrGameEng.Collisions: Collider component, spatial hash rebuilt per tick, pairs/queries/raycast, scene.UseCollisions() after movement systems). → Core, Graphics (Collisions needs Transform2D, RectF).
  • UI — Myra integration (scene.UseUI() after UseRenderer2D()) plus DevConsole (MrGameEng.DevConsole: in-game console capturing Core.Log, scene.UseDevConsole() last in OnLoad). → Core (Myra renders with its own SpriteBatch internally).
  • Assets.Generator — Roslyn source generator for typed asset handles; standalone netstandard2.0 analyzer.

Dependency rule: a library may depend only on Core and Graphics; Core depends only on MonoGame and Friflo.Engine.ECS. Features grouped into one library share its package set (e.g. Content carries both FontStash and StbImage) — keep optional/heavy deps (Myra, NVorbis) in their own library so the rest of the engine stays free of them.

Commands

dotnet build MrGameEng.sln
dotnet test MrGameEng.sln

Building requires the .NET 10+ SDK (Roslyn 5.3 packages used by the asset-handles generator do not load under the SDK 8 compiler); the target framework stays net8.0.

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<T>), never string paths.
  • New engine functionality goes into the host library for its role (a namespaced subfolder, e.g. a new render feature under Graphics/), not a fresh project. Add a new MrGameEng.<Area> library only when the area is a genuinely new role or needs an isolated heavy/optional dependency — never into Core by default, never a two-file project per feature.
  • Every public engine feature must be covered by tests where logic is testable without a GPU, and demonstrated in the LittleSim game (the engine's showcase).

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.
  • Formatting: all C# code is formatted with CSharpier. Match its output — run csharpier format . (or let the editor's format-on-save handle it) before committing; never hand-format against it.

Memory (echovault MCP)

  • At session start, call memory_context to load prior decisions for this project; call memory_search before working on a topic that may have prior context (e.g. "renderer", "transitions", "generator").
  • Before ending a session where you decided, fixed or learned something, save it with memory_save: decisions (X over Y + why), bug root causes, non-obvious gotchas (e.g. Friflo/Myra API traps). Write for a future agent with zero context.
  • Don't save what the repo already records (code, docs/, git history) or trivia.