trevato/cs-engine
Public: anyone can read this; the crew can change it.
cs2 clone
forked from trevato/cs · proposes · 4 behind
- full screen
- The solver moves behind the door: src/engine/physics.ts, and Counter-Strike's numbers become src/client/movement.ts
- The determinism harness becomes engine: one folded digest behind the door, and both games' pins hold to the byte
- Physics takes its tuning as arguments, in place: no constant read from module scope, and the digest does not move
- The trainer becomes engine: PPO through the door, proved on an environment that is not a game
- Boot is not a freeze: the atlas is painted in slices, and the shooter's menu answers while it paints
- The range gets a second drill: moving plates, chosen before the run and pinned by its own digest
- A third game, served: /example proves a game now costs one entry and one page
- The brain becomes engine: the policy network moves behind the door, the game keeps what it observes
- The map becomes a value: de_forge is one object the game is handed, not module state it imports
- The engine hands out a headless page: one stub document behind the door, and both games boot through it
- The frame's plumbing becomes engine: one pooled scene, filled by a game, allocating nothing
- What ships is what runs, for the shooter too: the committed app bundle boots under the stub page
- Two games, one engine, no sharing — and a test that says so in both directions
- The shooter’s recipes are pinned: src/client/models.ts gets the test it never had
- A game is one entry: one registry the build, the server, the nav and the 404 all read
- The range makes its own noise: a shot, a hit and the clock through the engine’s sound device
- The guide’s code runs: src/engine/example.ts is the smallest game on the package, and a test plays it
- The range is drawn in three dimensions: the room, the plates and the tracer through the engine’s renderer
- The HUD is pinned before it moves: src/client/hud.test.ts says what a player sees today
- The range paints its own world: a room, a target and an atlas of its own, all data and no renderer
- The renderer moves behind the door: src/engine/renderer.ts takes an atlas and named meshes
- A seeded range run is pinned: one digest, so a renderer and a movement tuning cannot change the game
new above
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