Commit Graph
6 Commits
Author SHA1 Message Date
EmilandClaude Sonnet 5 f040f71045 Implement World: GameObject hierarchy, components, type-indexed queries
First real piece of M0 rather than scaffolding. GameWorld : IWorld owns
GameObject creation/destruction, a type-indexed Dictionary<Type,
HashSet<GameObject>> backing Query<T>(), and hierarchy bookkeeping
(roots list, parent/children, cycle rejection on SetParent).

Two corrections to the design doc found while implementing:

- WorldMatrix can't be cached on Transform as described — Transform is
  a plain struct with no reference to the hierarchy it would need to
  compose against. Moved to GameObject.WorldMatrix, computed from the
  parent chain on read; docs/kernel-contract.md and the §3 example
  updated (go.Transform.WorldMatrix -> go.WorldMatrix).
- The concrete World class collided with its own containing namespace
  (Engine.Kernel.World.World), which makes the bare name ambiguous for
  every consumer. Renamed to GameWorld; IWorld and the World folder/
  namespace are unaffected, and the doc never named the concrete class
  either way, so nothing there needed to change.

Also fixed a real correctness bug caught while writing World.Destroy:
a GameObject can carry more than one component of the same type, so
removing one from the type index has to check whether any others of
that type remain before dropping the GameObject from the index set —
tested directly (Query_Still_Finds_A_GameObject_With_A_Duplicate_
Component_After_One_Removal).

12 tests in Engine.Kernel.Tests cover creation, hierarchy (including
cycle rejection), component add/remove/query, destroy cascading
through a subtree, and WorldMatrix composition (verified against a
worked-through parent+child translation, not just asserted).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01N1qPfzq8TDCUMFMV3UwV5N
2026-09-02 00:33:18 +03:00
EmilandClaude Sonnet 5 1459657408 Scaffold the .sln and M0 project structure
Buildable skeleton matching docs/kernel-contract.md:

- src/Engine.Kernel — the frozen kernel. Interfaces and data types only
  (World, Component, GameObject, Transform, ISchedule, IServiceRegistry,
  IEventBus, ILogger, IPlugin/IPluginContext, plugin.json and project.json
  manifest models). No PluginHost/Scheduler/World implementation yet —
  that's M0's actual work, not scaffolding.
- src/Engine.Host — the CLI runtime entry point, placeholder for now.
- plugins/sandbox.echo — a minimal two-assembly plugin (Contracts in
  Default ALC, implementation in collectible ALC) that exists only to
  exercise the reload loop end to end once PluginHost exists.
- tests/Engine.Kernel.Tests, tests/Engine.ConformanceHarness — wired up
  with one Skip-marked placeholder test each, naming what M0 needs to
  make them real (including the 200-cycle ALC leak test from §4). The
  harness references the sandbox plugin with
  ReferenceOutputAssembly="false" so it loads it dynamically by path
  instead of linking its types into its own Default ALC.
- samples/EmptyProject — a starter project.json.
- Directory.Build.props centralizes shared settings across every
  project, including AllowUnsafeBlocks=false to enforce the §7 rule at
  the build level rather than by convention.

Solution builds clean and `dotnet test` runs both placeholders as
Skipped (not failing) — confirms the wiring, not the engine.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01N1qPfzq8TDCUMFMV3UwV5N
2026-09-02 00:26:08 +03:00
EmilandClaude Sonnet 5 7fe966e42f README: state that development is primarily agent-driven
Surfaces the constraint that already shapes several kernel decisions
(GameObject/Component over ECS, explicit registration, the headless
introspection surface) instead of leaving it only in the internal spec.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01N1qPfzq8TDCUMFMV3UwV5N
2026-09-02 00:19:50 +03:00
EmilandClaude Sonnet 5 ae6c4aba33 Final review pass: fix regressions, close a real spec gap
- Restore scheduler parallelism (dropped by accident in the ECS ->
  GameObject/Component rewrite; nothing about the object model
  actually prevents parallel execution of systems with disjoint
  declared access), plus the structural-change queuing that makes
  that safe.
- Rename leftover ECS-era `Entity` references to `GameObject`.
- Add per-project plugin configuration (project.json): the doc had no
  mechanism backing the "configurable per project" requirement, even
  though the README already claimed it.
- State the indie/small-team scope explicitly — it's the unstated
  premise behind several tradeoffs already in the doc (GC, GameObject
  over ECS, no custom RHI).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01N1qPfzq8TDCUMFMV3UwV5N
2026-09-02 00:19:19 +03:00
EmilandClaude Sonnet 5 03ca9c62b7 Switch World model from ECS to GameObject/Component
Match the more familiar Unity-style object model instead of a
struct-of-arrays ECS: GameObject hierarchy with type-indexed component
queries, Transform inlined as the one performance-motivated exception.
Data/behavior stay split the same way ECS required it, so hot-reload
safety is unaffected.

Also fixes an inconsistency in the previous reload sequence, which
described migrating live component data on a contract change even
though the Default ALC hosting contracts never unloads. Contract
changes now explicitly require an editor restart instead.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01N1qPfzq8TDCUMFMV3UwV5N
2026-09-02 00:12:36 +03:00
EmilandClaude Sonnet 5 043ff432e2 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
2026-09-02 00:04:01 +03:00