- Each "world" is an indpendently simulated thing
- Active world can be toggled with a key
- Change 2d and 3d views with a compile flag
- Game object separate from any particular engine
- State pattern for each Actor, making addition of new ones relatively easy
- Command pattern to separate Action creation and execution
- 2D viewer with One Lone Coder pixel game engine
- 3D viewer with Qt6::3DExtras
- Look at Screenshots folder for images and videos
- Inspired by the questions
- "If I had to write a CAT scan or MRI scan viewer for volumetric data could I do it?"
- "Can I abstract a Game object so that multiple renderers/UI libs can be hooked up in the same codebase?"