Add the scene_director Squirrel kit (src/scripts/scene_director.nut) with spawn/move/scale/rotate/remove/material/lighting/camera/cameras/info/modify/ reset, embedded into the engine and exposed to host games as eve.sceneDirectorScript. New MCP tools (eve_scene_director_install/status, eve_scene_reset, eve_scene_modify, eve_scene_info, eve_camera_generate) are thin dispatchers over the kit, so agents can place props, set lighting, frame cameras, inspect truth and reset the stage through MCP alone. The kit's cross-references are written explicitly as scene_director.<field> to avoid Squirrel table-closure his resolution, and cameras() uses a fixed 6-way compass table (no math-lib dependency) so it works both in the engine and in plain ssq test VMs.
EVEngine 开发者文档
本目录保存引擎的架构、模块设计、测试策略和实现计划,面向 EVEngine 本身的维护者与贡献者。
架构与工程约定
功能设计
- 2D 渲染 API
- 3D 渲染管线(初始化 / VKBuilder / 异步帧、buffers、数据流、函数与 shader)
- 体积光模块
- 抗锯齿模块
- 风格化渲染模块
- GUI 框架
- Tilemap
- 寻路系统
- 动态视野系统
- 程序化生成模块
- 体积光模块
- 环境光遮蔽模块
- 风格化渲染模块
- RPG 系统
- 背包系统
- 建筑放置系统
- 空间索引模块
- 游戏模型
- 界面设计
- 修改思路
实施记录
阶段性设计稿与实施计划位于 superpowers/。文档使用的图示位于 img/。
如果你是使用 EVEngine 制作游戏,而不是修改引擎,请从用户指南开始。