Commit c8d3135
DavidQ
BUILD: repo structure normalization (02) import switch
- updated imports from engine/ to src/engine/
- no API changes
- no new files
- original engine/ still present for rollback safety
next:
- validate runtime
- prepare removal PR for old engine/ directory1 parent 02461e2 commit c8d3135
537 files changed
Lines changed: 1505 additions & 1507 deletions
File tree
- docs
- dev
- reports
- pr
- games
- AITargetDummy
- game
- Asteroids
- entities
- game
- systems
- utils
- GravityWell
- game
- Gravity
- game
- MultiBallChaos
- game
- Orbit
- PacmanFullAI
- game
- PacmanLite
- game
- PaddleIntercept
- game
- ProjectileLab
- SolarSystem
- game
- SpaceDuel
- game
- SpaceInvaders
- assets/do not delete/old classes
- game
- Thruster
- game
- bouncing-ball
- game
- breakout
- game
- pong
- game
- samples
- Phase 01 - Core Engine (0101-0124)
- sample0101-basic-loop
- sample0102-keyboard-move
- sample0103-mouse-input
- sample0104-gamepad-input
- sample0105-scene-switch
- sample0106-input-mapping
- sample0107-entity-movement
- sample0108-render-adapter
- sample0109-collision
- sample0110-collision-response
- sample0111-multiple-solids
- sample0112-axis-separated-collision
- sample0113-tile-collision
- sample0114-collision-debug-tools
- sample0115-ecs-foundation
- sample0116-ecs-movement-system
- sample0117-ecs-input-system
- sample0118-ecs-collision-system
- sample0119-ecs-render-system
- sample0120-ecs-scene-world
- sample0121-ui-overlay
- sample0122-entity-lifecycle
- sample0123-debug-stats
- sample0124-data-driven-world
- Phase 02 - World + Visual (0201-0224)
- sample0201-camera-follow
- sample0202-camera-bounds
- sample0203-minimap
- sample0204-asset-registry
- sample0205-save-load-state
- sample0206-level-loader
- sample0207-animation-system
- sample0208-state-machine
- sample0209-interaction-system
- sample0210-projectile-system
- sample0211-enemy-patrol-ai
- sample0212-playable-micro-level
- sample0213-sprite-render-layer
- sample0214-animation-sprite-binding
- sample0215-z-layer-ordering
- sample0216-prefab-system
- sample0217-game-mode-state
- sample0218-polished-playable-slice
- sample0219-sprite-atlas-image-rendering
- sample0220-camera-system
- sample0221-tilemap-system
- sample0222-input-action-mapping
- sample0223-world-serialization
- sample0224-tile-camera-sprite-slice
- Phase 03 - Gameplay Systems (0301-0324)
- sample0301-real-sprite-rendering
- sample0302-animation-system
- sample0303-physics-system
- sample0304-collision-resolution
- sample0305-tile-metadata
- sample0306-nes-style-zones-parallax
- sample0307-slopes-ramps
- sample0308-gravity-zones
- sample0309-ladders-climb-zones
- sample0310-moving-platforms
- sample0311-one-way-platforms
- sample0312-friction-surfaces
- sample0313-trigger-zones
- sample0314-pickups-collectibles
- sample0315-switches-buttons
- sample0316-doors-gates
- sample0317-basic-npc-entity
- sample0318-interaction-press-key
- sample0319-hitboxes-hurtboxes
- sample0320-projectile-system
- sample0321-health-system
- sample0322-damage-knockback
- sample0323-invulnerability-frames
- sample0324-simple-enemy-ai
- Phase 04 - Camera + Feel (0401-0412)
- sample0401-camera-dead-zone
- sample0402-camera-look-ahead
- sample0403-camera-smoothing
- sample0404-camera-bounds
- sample0405-camera-shake
- sample0406-camera-zoom
- sample0407-input-buffering
- sample0408-input-queue-priority
- sample0409-input-timing-windows
- sample0410-action-cooldowns
- sample0411-input-chaining
- sample0412-input-state-debug-overlay
- Phase 05 - UI + Systems (0501-0512)
- sample0501-hitboxes-hurtboxes
- sample0502-attack-timing-windows
- sample0503-damage-invulnerability
- sample0504-knockback-response
- sample0505-health-death-state
- sample0506-combat-debug-overlay
- sample0507-event-bus
- sample0508-state-machine-framework
- sample0509-config-system
- sample0510-asset-loader-system
- sample0511-debug-tools
- sample0512-performance-metrics
- Phase 06 - AI + World (0601-0613)
- sample0601-grid-pathfinding
- sample0602-patrol-ai
- sample0603-chase-evade-ai
- sample0604-state-driven-ai
- sample0605-group-behaviors
- sample0606-quest-system
- sample0607-scripting-system
- sample0608-cutscene-system
- sample0609-spawn-system
- sample0610-day-night-cycle
- sample0611-weather-animation
- sample0612-weather-system
- sample0613-world-streaming
- Phase 07 - Polish + Scale (0701-0713)
- sample0701-input-remapping
- sample0702-controller-support
- sample0703-resolution-scaling
- sample0704-mobile-support
- sample0705-asset-optimization
- sample0706-memory-management
- sample0707-save-compression
- sample0708-replay-system
- sample0709-mini-map-system
- sample0710-achievements-system
- sample0711-localization-system
- sample0712-packaging-build-system
- sample0713-fullscreen-ability
- Phase 08 - Platform + UX (0801-0810)
- sample0801-audio-system
- sample0802-midi-player
- sample0803-synthesizer
- sample0804-frequency-player
- sample0805-particle-fx
- sample0806-ui-framework
- sample0807-input-context-system
- sample0808-scene-transitions
- sample0809-save-slots-profiles
- sample0810-logging-error-system
- Phase 09 - Graphics + Precision Collision (0901-0906)
- sample0901-vector-rendering-system
- sample0902-polygon-collision
- sample0903-point-in-polygon
- sample0904-raster-mask-collision
- sample0905-pixel-perfect-collision
- sample0906-hybrid-collision
- Phase 10 - Platform Utilities (1001-1003)
- sample1001-mp3-player
- sample1002-cookie-write-read-system
- sample1003-audio-playlist-track-management
- Phase 11 - Release + Deployment (1101-1106)
- sample1101-settings-system
- sample1102-accessibility-options
- sample1103-deployment-profiles
- sample1104-distribution-packaging
- sample1105-crash-recovery-fallback-flow
- sample1106-release-validation-checklist-flow
- Phase 12 - Demo Games
- sample1201-tilemap-viewer
- sample1202-tilemap-hero-movement
- sample1203-tilemap-hero-jump-collision
- sample1204-tilemap-parallax-hero
- sample1205-multi-system
- sample1206-trigger-zone
- sample1207-switch-checkpoint-marker
- sample1208-tool-formatted-tiles-parallax
- Phase 13 - Network Concepts, Latency & Simulation (1301-1315)
- sample1301-networking-layer
- sample1302-state-sync-replication
- sample1303-asteroids-world-systems
- sample1304-client-prediction-reconciliation
- sample1305-serialization-system
- sample1306-network-debug-overlay
- sample1307-remote-entity-interpolation
- sample1308-lobby-session-system
- sample1309-space-invaders-world-systems
- sample1310-host-server-bootstrap
- sample1311-interest-management
- sample1312-lag-packet-loss-simulation
- sample1313-pacman-lite-world-systems
- sample1314-chat-presence-layer
- sample1315-rollback-replay-diagnostics
- Phase 14 - Editor + Automation + Trust + Pipeline (1401-1418)
- sample1401-level-editor
- sample1402-tile-map-editor
- sample1403-entity-placement-editor
- sample1404-timeline-cutscene-editor
- sample1405-automated-test-runner
- sample1406-regression-playback-harness
- sample1407-performance-benchmark-runner
- sample1408-ci-validation-flow
- sample1409-packet-validation-anti-cheat
- sample1410-save-data-integrity-checks
- sample1411-permissions-capability-gating
- sample1412-trust-session-validation
- sample1413-asset-import-pipeline
- sample1414-texture-sprite-preprocess-pipeline
- sample1415-audio-preprocess-pipeline
- sample1416-content-versioning-migration
- sample1417-build-asset-manifest-system
- sample1418-content-validation-pipeline
- Phase 15 - Advanced Systems (1501-1506)
- sample1501-developer-console
- sample1502-in-engine-inspector
- sample1503-property-editor
- sample1504-live-tuning-hot-reload
- sample1505-asset-browser
- sample1506-scene-graph-entity-hierarchy-viewer
- tests
- assets
- audio
- config
- core
- entity
- events
- final
- fx
- games
- input
- persistence
- production
- render
- replay
- scenes
- vector
- world
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