dojin-d

Dojin D

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


Architecture Overview

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

Repository Structure

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

Vertical Slice Target

System is playable only when ALL are true:

Simulation

Combat

Netcode (local simulation first)

Rendering


Build Order

  1. EntityManager + ComponentStore wired
  2. MovementSystem reading from ECS component data
  3. SpatialGridSystem integrated into combat tick
  4. InputBuffer wired into simulation tick
  5. CombatSystem using spatial queries
  6. DebugRenderer validation pass
  7. Rollback simulation test harness

Versioning

MAJOR.MINOR.PATCH-STATE


Living System Rules