warfactoryracine/engines/Factory-Engine
StillHammer 4eb1ad69a3 Add complete C++ structure for all 10 engines
🏗️ Created professional C++ architecture:
- Factory Engine: Factorio-like production simulation
- Economy Engine: Global markets and pricing algorithms
- War Engine: Multi-chunk combat and auto-battler
- Designer Engine: Vehicle conception (1-2 designs/tick globally)
- MacroEntity Engine: Companies, diplomacy, administration points
- Map Engine: Procedural generation (218 elements, FOW chunk-based)
- Intelligence Engine: Metrics collection (3.1GB adaptive scaling)
- Operation Engine: Strategic AI generals with ML adaptation
- Logistic Engine: Supply chains and convoy management
- Event Engine: Breakthrough system and global events

 Each engine includes:
- Professional header files with complete interfaces
- Autonomous threading and lifecycle management
- Inter-engine communication patterns
- Performance monitoring capabilities
- Organized namespaces (Warfactory::Engine)

🔧 Added .gitignore for C++ development
📦 Added shared/ module for common types
🚀 Ready for CMake setup and implementation
2025-09-19 02:07:17 +08:00
..
include/factory Add complete C++ structure for all 10 engines 2025-09-19 02:07:17 +08:00
src/engine Add complete C++ structure for all 10 engines 2025-09-19 02:07:17 +08:00
README.md Complete 10-engine architecture structure 2025-09-19 01:49:39 +08:00

Factory Engine

Engine autonome gérant les usines et production industrielle.

Responsabilités

  • Simulation usines Factorio-like (belts, assemblers, inserters)
  • Calculs production, input/output, energy, qualité
  • Optimisation automatique vs manuel joueur (skip-ability)
  • Gestion multi-usines et coordination production

Architecture

  • Autonome : Simulations production indépendantes
  • Communication : Demandes materials vers Logistic, output vers Economy
  • Performance : 60fps simulation factory, algorithmes optimisés
  • Scope : Production locale, chaînes assemblage

Features

  • Système qualité (placement optimal vs lookup tables)
  • Energy management facile (pas bottleneck)
  • Extraction simplifiée (focus sur assemblage)
  • Automation complète ou contrôle manuel joueur