- the world engine splits from the game into a benilla-world crate — 112 files, and the wall is ratcheted to zero names of the game inside the engine - the engine's public doorway is counted and gated at 32 items, and the render materials, shaders and asset cache move down to benilla-assets - the game's files leave the engine's asset root — game:// is its own space — and a spike binary boots the engine with no game attached - weather rides along: snowfall emission is denominated in the reference's frame cap, and a long teleport retires the stranded precipitation field instead of leaving it behind Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
22 lines
778 B
TOML
22 lines
778 B
TOML
[package]
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name = "benilla-worldview"
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version.workspace = true
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edition.workspace = true
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license.workspace = true
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description = "The world viewer: the engine with no game attached — and the wall that keeps the split honest (decision 1160)"
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[dependencies]
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# **Only the engine.** This is the edge the binary exists to hold: if a world concept
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# ever needs the game, this line is what refuses to let it.
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benilla-world = { path = "../benilla-world" }
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[build-dependencies]
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benilla-buildstamp = { path = "../benilla-buildstamp" }
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[[bin]]
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name = "benilla-worldview"
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path = "src/main.rs"
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# Same reason as the `benilla` shim: test-building this bin would relink the app in the test
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# profile on every sha change, which is the tax the shims exist to kill (decision 0993).
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test = false
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