The last piece of the agent loop from docs/kernel-contract.md §7:
- WorldDumper serializes a World to JSON — every GameObject, its
transform, its components (arbitrary plugin-defined classes, so this
leans on System.Text.Json's own reflection with IncludeFields=true,
since components are public fields, not properties). Components are
a list of {type, data}, not a dictionary keyed by type name:
AddComponent<T>() doesn't enforce uniqueness, so a GameObject can
carry two components of the same type, and a dictionary would throw
on exactly that case — tested directly.
- PluginHost.LoadProject reads a project.json and resolves each
referenced plugin id against engine + project-local search paths,
finally putting ProjectManifest/PluginReference to use — they'd sat
unused since the very first scaffold commit.
- Engine.Host is a real CLI now: `engine run --headless --plugins <dir>
--project <project.json> --frames <n> [--dump <path>]`. --scene and
--assert are explicitly rejected with a message pointing at why
(no scene format yet — that's M2; no query DSL was ever actually
specified for --assert, and jq over a plain JSON dump already covers
that need), rather than silently ignored or generically rejected.
Same for `engine diag why-pinned`: nothing has ever failed to unload
in testing, so there's nothing to build that against yet.
- EchoPlugin now seeds one Ping-bearing GameObject in Configure() —
sandbox.echo is documented as a test fixture, not a real subsystem,
and there's no scene format yet to seed content any other way.
Verified by hand, not just by unit tests, since Program.cs itself
isn't covered by any: assembled a real flat plugin directory
(plugin.json + both built DLLs) and actually ran the CLI against
sandbox.echo end to end — 3 frames in, Ping.Count came back 3 in the
dump. Also checked every "not implemented" path (--scene, `diag`,
missing required args) prints its intended message rather than a
generic error.
32 tests total now (26 in Engine.Kernel.Tests, 6 in
Engine.ConformanceHarness), all green on a clean build.
README's Status section updated — M0 was the whole reason this
project exists (fast iteration without Unity's domain reload), and
that claim is no longer just architecture on paper.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01N1qPfzq8TDCUMFMV3UwV5N
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.
How this gets built
Most of the code here — kernel and plugins alike — is written by an LLM
coding agent rather than by hand. That's not incidental: it's a design
input. It's why the object model is GameObject/Component instead of a
hand-rolled ECS, why registration is verbose and explicit instead of
convention-based, and why the engine has a headless, scriptable
introspection surface no classic editor bothers with — see
docs/kernel-contract.md.
Status
M0 done. The kernel — World (GameObject/Component, type-indexed
queries), Schedule (stage execution, conflict batching, debug-mode access
enforcement), PluginHost (two-ALC load/unload, verified leak-free over
200 cycles), and a headless CLI (engine run --headless ... --dump) — all
exist and are tested. The full agent loop from
docs/kernel-contract.md#7
runs end to end. No window, no rendering, no physics yet — see the build
order (M0–M4) in docs/kernel-contract.md for
what's next.
Design and implementation are argued over in the same place: the doc is still the thing to disagree with before code changes to match.