## Foundation: * platform * viewer system ?? * camera * game * debug ui * packet utils * arch * input * profiler * renderer * signal handling * zpl options * gen/textgen -> assets * items * inventory * crafting * notifications * tooltips * chunk * blocks * tiles (and chunk baker) * systems (core systems) * components * net * packets (but add custom messaging, and security) * compression * world * wrold_view * entity_view ## Components ------- * app - thing that runs game * game - the game stuff, includes client and server * packet - structure that has data written/read by client/server * asset - structure that describes tile/block/object/entity, something that can be visualized * module - a thing that uses a set of ecs components and systems to create a self-contained ecs module ------------ * world - a map of chunks within the game world * world-view - a representation of the world recreated by the client ---------- * tile - basic thing that makes up the chunks * block - 2nd level of things that make up the chunk * chunk - entity that contains set of tiles and blocks * item - an entity in the world, that can have a different state when its picked up * crafting recipe - a recipe that can be used to craft an item * entity - an grid-independant static or dynamic entity that can exist in the world and has some systems controlling it ## Naming * zpl.eco * foundation * sandbox * survival * prefix: efd_ ## Objects * entity * objects * players * npc * vehicles * items ## Features * In-memory lists * assets * items * crafting recepies * prafabs for entities (pipeline for entities) * built in server->client RPC *