refactor: move world concepts into engine

This commit is contained in:
Toad 2026-08-24 15:17:53 +02:00
parent eeedcb8e48
commit 2d15c7ab8d
52 changed files with 3298 additions and 1558 deletions

29
CONTEXT.md Normal file
View file

@ -0,0 +1,29 @@
# Meat Engine
Meat separates reusable first-person game capabilities from one game's concrete world and creatures.
## Language
**Level Definition**:
A complete engine-shaped input for creating one live Level. Game code produces it from concrete values and definitions; it is not the worker rendering payload.
_Avoid_: Scene assembly
**Level**:
A live playable world created from a Level Definition, including terrain, actors, collision, and rendering state.
_Avoid_: Map, scene
**Terrain**:
A bounded ground surface that can report height at any horizontal world position.
_Avoid_: Ground mesh
**Actor Definition**:
A concrete reusable definition of one moving thing's behavior, representation, transform, and physical presence. Actor instances reference definitions directly.
_Avoid_: Mob kind, actor kind, type registry
**Prefab**:
A concrete reusable definition for static level content, including its geometry and optional physical presence. Placed prefabs reference definitions directly.
_Avoid_: Prop kind, tree kind, species registry
**Render Scene**:
The behavior-free rendering projection of a Level.
_Avoid_: Level