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Software architecture
Responsibilities
Hex firmware samples and classifies local sensors, renders the OLED, and communicates with the main board. The Hex Manager handles device lifecycles and polling. The board model removes electronics-specific IDs from downstream data. Reconciliation compares observed pieces with expected placements.
The game engine owns rules and state transitions. Networking exposes commands and filtered views to clients. Firmware management is a future subsystem, not a prerequisite for early sensing experiments.
These are logical modules, not a promise that every module fits on a selected MCU. Base Board coordination is intended; game-engine language, execution location, persistence, API hosting, and transport details remain open. React and TypeScript are likely web technologies, not selected implementation requirements.
Interaction example
A player requests a build through the mobile app. The engine checks the command and produces the resulting expected placement. A physical placement is sensed and mapped to the same global position. Reconciliation can then clear the placement prompt. The precise order of payment, confirmation, and placement remains a game-flow design question; observing a resistor alone does not authorize spending resources.
The public screen receives only public views. Mobile clients receive the appropriate player's private view.