trevato/cs-engine
Public: anyone can read this; the crew can change it.
cs2 clone
forked from trevato/cs · proposes · 4 behind
- The overlay becomes engine: 2D drawing tools behind the door, and the range draws through them
- The scene becomes data: src/client/scene.ts builds a frame, and the renderer draws only that
- The package says how to build a game on it: a guide beside the door, and no export left undocumented
- The range becomes a game without a renderer: seeded pop-up targets, a traced shot, a clock and a score
- Both games are one click apart: the shell carries the nav, and the 404 offers both
- Security: the leaderboard is forgeable — inherited from cs unchanged
- Every bundle has a stated ceiling, and bun test holds it
- The terminal is held by tests, and the tab it already draws becomes reachable
- What ships is what runs: the committed range bundle boots under the stub page
- Boot becomes testable: main.ts takes its host, and a stub document drives a frame headlessly
- The engine loads without a browser, and a test holds it to that
- The second game's plumbing lands first: /range is served, bundled and proven engine-only
- The engine has one door: src/engine/index.ts is the surface, and nothing outside reaches past it
- A seeded round is pinned: a golden digest proves an engine extraction changed nothing
- One page shell serves both games: the document, the style and the stage move to src/pages/shell.ts
- The grid becomes engine: cells, meshing and A*; de_forge stays the game's
- The build takes a list of entries and the server serves a bundle per game
- The frame becomes engine: a fixed-step loop and a bindings-driven controller
- Assets become engine: a mesh builder, a texture painter and a sound device; the game keeps its recipes
- Start the engine package: math and tracing move to src/engine/, and a test keeps the game out
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