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mrgameeng/CLAUDE.md
T
Leonid PershinandClaude Fable 5 4ae730cafa
CI / build-test (push) Failing after 1m17s
CI: build with the .NET 10 SDK
Roslyn 5.3.0 packages (asset-handles generator) ship analyzers built
against compiler 4.12+, which the SDK 8 toolchain cannot load (CS9057).
The target framework stays net8.0; CLAUDE.md documents the SDK floor.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 22:20:52 +03:00

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Markdown

# 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)
tests/ xUnit test projects, one per engine library
tools/ CLI tools (atlas packer)
docs/ architecture, conventions, roadmap (Russian)
```
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 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),
`Atlases` (texture-atlas builder + runtime loader; CLI wrapper in `tools/MrGameEng.AtlasTool`),
`Tilemaps` (code-built tile grids rendered through the batcher; `scene.UseTilemaps()`
after `UseRenderer2D()`), `Pathfinding` (grid A*/Dijkstra/BFS and flow fields over a
game-implemented `IPathGrid`; Core-only, owns no world data), `Collisions` (`Collider`
component, spatial hash rebuilt per tick, pairs/queries/raycast; `scene.UseCollisions()`
after movement systems), `UI` (Myra integration: `scene.UseUI()` after `UseRenderer2D()`),
`DevConsole` (in-game console capturing `Core.Log`; `scene.UseDevConsole()` last in OnLoad),
`Mods` (mod discovery + load order from `About/About.json`, JSON `Defs/` with parent
inheritance and later-mod override, `Languages/<code>/` localization, merged content
trees for textures; the game ships its own content as the `Core` mod).
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 exceptions: Myra renders with its own SpriteBatch internally; `Atlases`
depends on `Graphics` (Texture2DRegion) and `Assets` (loader registration);
`Tilemaps` depends on `Graphics` (regions, layers, renderer);
`Collisions` depends on `Graphics` (Transform2D, RectF).
## 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 matching module, or a new
`MrGameEng.<Area>` library if it is a distinct area — never into `Core` by default.
- 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`.
## 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.