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

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.
  • 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: what belongs in the kernel, the plugin contract, the hot-reload model, and the build order (M0M4). Nothing has shipped yet — this document is the thing to argue with before code gets written.

License

MIT

S
Description
A modular, plugin-first game engine: a small frozen kernel that is a shared language, everything else — including the editor — a plugin.
Readme MIT
1.9 MiB
Languages
C# 93.6%
C 4.5%
Shell 1.2%
CMake 0.7%