FS.GG.Game.Core
0.2.0
Prefix Reserved
See the version list below for details.
dotnet add package FS.GG.Game.Core --version 0.2.0
NuGet\Install-Package FS.GG.Game.Core -Version 0.2.0
<PackageReference Include="FS.GG.Game.Core" Version="0.2.0" />
<PackageVersion Include="FS.GG.Game.Core" Version="0.2.0" />
<PackageReference Include="FS.GG.Game.Core" />
paket add FS.GG.Game.Core --version 0.2.0
#r "nuget: FS.GG.Game.Core, 0.2.0"
#:package FS.GG.Game.Core@0.2.0
#addin nuget:?package=FS.GG.Game.Core&version=0.2.0
#tool nuget:?package=FS.GG.Game.Core&version=0.2.0
FS.GG.Game.Core
BCL-only deterministic simulation core for FS.GG.Game — the platform's bottom layer.
Depends on nothing but FSharp.Core and reaches up to no other FS-GG package.
Provides the sim vocabulary extracted from FS.GG.UI.Canvas / FS.GG.UI.Scene (ADR-0022):
Rng— SplitMix64 seeded RNG (ofSeed/nextInt/nextFloat/nextBool/split), byte-identical across runs.FixedStep— fixed-timestep accumulator drain.Pathfinding— grid A*/BFS over walkable cells.SpatialGrid— uniform spatial partitioning (build/query/queryRadius).Geometry— AABB collision over the core's own BCL-onlyPoint/Rect(intersects/contains/center/sweptIntersects/…).
Headlessly testable — zero Skia, zero Scene. Determinism is a tested property (integer logic / float presentation).
To project sim state onto drawables, add FS.GG.Game.Render.
House style: .fsi is the sole public surface; net10.0; -preview channel.
See FS-GG/FS.GG.Game and ADR-0022.
| Product | Versions Compatible and additional computed target framework versions. |
|---|---|
| .NET | net10.0 is compatible. net10.0-android was computed. net10.0-browser was computed. net10.0-ios was computed. net10.0-maccatalyst was computed. net10.0-macos was computed. net10.0-tvos was computed. net10.0-windows was computed. |
-
net10.0
- FSharp.Core (>= 10.1.301)
NuGet packages (2)
Showing the top 2 NuGet packages that depend on FS.GG.Game.Core:
| Package | Downloads |
|---|---|
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FS.GG.Game.Render
Pure Scene adapter and input policy for FS.GG.Game — projects FS.GG.Game.Core simulation primitives (Point/Rect/Cell and pathfinding routes) onto FS.GG.UI.Scene drawables at the render edge, and ships the default command→key keymap binding the Game.Core command vocabulary onto FS.GG.UI.KeyboardInput's keymap mechanism. Reaches UP to FS.GG.UI.*; no Skia, deterministic. Per ADR-0022 §2. |
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FS.GG.Game.Harness
Deterministic, headless gameplay test harness on FS.GG.Game.Core. Drives a game's world through the standard Command input frontier — scripted raw-key→keymap→Command, an in-process Bot policy, and a multi-seed bot-vs-bot matrix — folds whole fixed steps, and fingerprints the world trace as a value so a replay is a comparison, not a tolerance check. A typed synthetic-state escape hatch keeps its own evidence self-identifying. Depends on nothing but FS.GG.Game.Core and the BCL. |
GitHub repositories
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