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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 no MonoBehaviour/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) and Clock() (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).