Mechanics Overview ================== ``tangl.mechanics`` is best understood as a library of mechanic families rather than a grab-bag of optional subsystems. Each family keeps a broad top-level identity such as ``games`` or ``demographics``, while internally we review it through a shared lens: - **Shape**: what artifacts exist at rest? - **Behavior**: what transitions or computations occur? - **Attachment points**: where does it plug into compiler, VM, media, or service flow? - **Appearance**: what does it project outward as? The current mechanics resurrection work also uses a common internal layer model: - **Kernel**: pure deterministic rule logic - **Domain**: semantic catalogs and vocabulary bindings - **Runtime**: spec, state, offers, intents, records, receipts - **Render**: prose, journal, and media projection - **Writeback**: explicit consequence application - **Facade**: thin author-facing ``HasX`` surfaces Current family status --------------------- - ``games``: reference integrated mechanic family - ``progression``: strong kernel/runtime foundation - ``assembly``: constrained optimization foundation - ``demographics``: profile/domain facet under modernization - ``presence/wearable`` and ``presence/ornaments``: reusable presence primitives - ``presence/look``: redesign target with a first explicit description/media payload facade - ``sandbox`` and ``credentials``: incubating compositions See also -------- - :doc:`../design/story/MECHANICS_FAMILIES` for the current architecture note - :doc:`games` for the reference integrated family