Technology
Draft
This is a test version of the documentation site, and this page is a draft. Content is basic for now and will grow.
Engine
- Unity 6, Universal Render Pipeline (URP)
- C# (it is preferable to use Rider)
Platforms
- Android (Google Play)
- Windows, Linux (GitHub, Itch.io)
A few things worth knowing about the codebase
- Logic is decoupled from Unity where it matters. The core components -
ALU,Register,RegisterFile,Extender,Multiplexer,DataInstMemory- are plain C# classes with noMonoBehaviour/scene dependency. That's deliberate: it means the actual computer-architecture logic can be unit-tested directly, without spinning up a scene. - A shared two-phase clock model. Every stateful component exposes
PreClockUpdate()(buffers what the next value will be) andClock()(commits it). - Localization currently covers English and German.
See Architecture for the deeper structural walkthrough, and Contributing for how changes get made (branching, PRs, what CI checks).