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