Files
mrgameeng/CLAUDE.md
T
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

3.1 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 (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()), DevConsole (in-game console capturing Core.Log; scene.UseDevConsole() last in OnLoad). 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<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 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.