feat: modular HAL, Raylib backend, PBR shading, textures, 60 unit tests
- Replace hardcoded SDL3 windowing with IWindow/IInputState/Key abstractions - Each render backend owns its window (Raylib GLFW, SDL3 for Vulkan) - Raylib backend: DrawModelEx, custom GLSL shader with Fresnel, ACES tonemapping, gamma correction, hemisphere ambient - Fix backface culling, mesh memory (NativeMemory.Alloc), texture loading - Camera controllers use backend-agnostic Key enum (inverted yaw/strafe) - Demo scene: 8 cubes, 7 spheres, torus knot OBJ with checker texture - Extract ProceduralMesh + MeshMath from Program.cs to Engine.Graphics - Vulkan backend deferred (compiles, untested, IWindow-compatible) - 60 unit tests: ObjLoader, camera controllers, AiCommandProcessor, RenderBackendFactory, Timing, ProceduralMesh, MeshMath, Transform - AGENTS.md for opencode integration
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#!/usr/bin/env bash
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# Run the Cortex Engine.
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# Examples:
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# ./scripts/run.sh # run with defaults
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# ./scripts/run.sh --mcp-port 5000 # run with MCP HTTP server
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# ./scripts/run.sh --camera-tour # capture screenshots and exit
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# ./scripts/run.sh --mcp-stdio # run headless stdio MCP server
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ENGINE_DIR="$(cd "$(dirname "${BASH_SOURCE[0]}")/.." && pwd)"
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export DISPLAY="${DISPLAY:-:0}"
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export DOTNET_ROOT="${DOTNET_ROOT:-$HOME/.dotnet}"
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export PATH="$DOTNET_ROOT:$PATH"
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cd "$ENGINE_DIR"
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exec dotnet run --project "$ENGINE_DIR/src/CortexEngine.App/CortexEngine.App.csproj" -- "$@"
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