Initial commit: project scaffold and kernel contract v0

Lay out the design that everything else builds on: a small frozen
kernel plugins treat as a shared language, the plugin contract, the
two-assembly hot-reload model, and the build order through M4.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01N1qPfzq8TDCUMFMV3UwV5N
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Emil
2026-09-02 00:04:01 +03:00
co-authored by Claude Sonnet 5
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# Lingua Engine
A modular, plugin-first game engine built around one idea: the kernel is a
shared language, not a shared implementation. Everything the engine can do —
rendering, physics, audio, even the editor itself — is a plugin that speaks
that language. The kernel only defines the vocabulary plugins use to
understand each other.
Built for Linux and Windows, in C#/.NET, with two goals that shape every
design decision:
- **Fast iteration.** No Unity-style domain reload. Plugins hot-reload their
compiled code without resetting game state, because state never lives in
plugin code to begin with — see [`docs/kernel-contract.md`](docs/kernel-contract.md).
- **A small, frozen kernel.** Everything else — including the parts most
engines treat as core — is a plugin, versioned and replaceable per project.
## Status
Pre-implementation. The current design is written up in
[`docs/kernel-contract.md`](docs/kernel-contract.md): what belongs in the
kernel, the plugin contract, the hot-reload model, and the build order
(M0–M4). Nothing has shipped yet — this document is the thing to argue with
before code gets written.
## License
[MIT](LICENSE)