Deterministic ECS combat simulation · Rollback netcode · Dojo rule engine
Web: https://powder-ranger.github.io/dojin-d/
Version: 0.1.0-alpha
Status: ECS scaffold instantiated — implementation phase active
| Layer | Purpose |
|---|---|
| Concept | World rules, combat philosophy, aesthetic constraints |
| System | Movement, combat, camera, network, economy, dojo clubs |
| Runtime | ECS, fixed-timestep simulation, event bus |
| Infrastructure | Rollback netcode, rendering pipeline, matchmaking |
| Governance | Anti-cheat, rule validation, version enforcement |
dojin-d/
├── docs/ # Design bible, system specs, changelog
├── engine/ # ECS core, simulation loop, systems
├── netcode/ # Rollback, prediction, packet schema
├── gameplay/ # Combat, movement, dojo rules, AI sparring
├── rendering/ # Pipeline, shaders, VFX, camera FX
├── tools/ # Debug renderer, rules editor, replay viewer
├── services/ # Matchmaking, dojo backend, spectator API
└── tests/ # Determinism, rollback, benchmarks, exploits
System is playable only when ALL are true:
Simulation
Combat
Netcode (local simulation first)
Rendering
EntityManager + ComponentStore wiredMovementSystem reading from ECS component dataSpatialGridSystem integrated into combat tickInputBuffer wired into simulation tickCombatSystem using spatial queriesDebugRenderer validation passMAJOR.MINOR.PATCH-STATE
alpha · beta · live · experimental