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
HasXsurfaces
Current family status¶
games: reference integrated mechanic familyprogression: strong kernel/runtime foundationassembly: constrained optimization foundationdemographics: profile/domain facet under modernizationpresence/wearableandpresence/ornaments: reusable presence primitivespresence/look: redesign target with a first explicit description/media payload facadesandboxandcredentials: incubating compositions
See also¶
Mechanics Families for the current architecture note
Game mechanics integration for the reference integrated family