EmilandClaude Sonnet 5 3c60e2cd45 Close the kernel's four open questions
Real decisions with real code behind them, not just answers written
into the doc:

- Time and Log: both stay in the kernel, both on IPluginContext.
  Log was already built this way by accident; Time (DeltaTime,
  ElapsedTime, FrameCount) ships now, split into ITime (plugin-facing,
  read-only) and Time (host-facing, an internal Tick(deltaTime) only
  Engine.Host calls) — the same split Schedule/ISchedule already
  established. The fixed-step accumulator from the original kernel
  scope is explicitly NOT included: nothing exists to test it against
  yet (no physics), so building it now would be exactly the kind of
  untested speculative machinery this project has avoided everywhere
  else. It arrives with M4, alongside the Stage.FixedUpdate it would
  drive — a "FixedUpdate" stage with no real fixed-timestep semantics
  behind it would be actively misleading, not just incomplete.

- Event Bus: real Publish/Subscribe/RemoveAllFrom, not events-as-
  World-entities (a worse fit for GameObject's persistent identity
  than for a disposable-entity pure ECS). Given a real consumer
  immediately rather than shipped as an unused API: PluginHost now
  publishes PluginLoaded/PluginUnloaded, and sandbox.echo subscribes
  to PluginLoaded for real, cleaning up in Shutdown() via
  Events.RemoveAllFrom — mirroring exactly how Schedule.RemoveAllFrom
  was proven. The 200-cycle leak test in AlcUnloadTests now exercises
  this cleanup path too, not just Schedule's; still green, stable
  across repeated runs. GameWorld does NOT auto-publish on every
  GameObject/Component change — a publish on every structural change
  would tax the hot path for listeners that usually don't exist.

- Frame stages: fixed, kernel-defined, not plugin-extensible — a
  stage is part of the shared vocabulary the host's loop and every
  plugin rely on. Set stays {Update, Render} until FixedUpdate earns
  its place alongside the accumulator in M4.

- Data-oriented fast path: left open on purpose, but with a trigger
  condition instead of a deadline — revisit when a concrete system
  (particles, the standing example) needs tens of thousands of
  GameObjects updated per frame AND profiling, not intuition, shows
  GameObject/Component overhead is the actual bottleneck.

PluginHost's constructor changed shape: takes EventBus (concrete, not
IEventBus — it needs RegisterPlugin, same reason it already took
Schedule instead of ISchedule) and ITime. NullEventBus is gone;
every call site now constructs a real EventBus. Engine.Host advances
Time each frame — real wall-clock delta in --windowed (via the
window's own Native.Time), a fixed nominal 1/60s in --headless, which
has no wall clock to measure and needs to stay deterministic anyway.

48 tests total now (40 in Engine.Kernel.Tests, 8 in
Engine.ConformanceHarness), all green on a clean build. Verified by
hand too: headless run against sandbox.echo now logs "[sandbox.echo]
observed load of 'sandbox.echo'" — the EventBus subscription actually
firing, not just compiling.

docs/kernel-contract.md's open-questions footer rewritten to record
each decision and why, plus the kernel scope table (§2) and the
IPluginContext listing (§3) updated to match what's actually built.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01N1qPfzq8TDCUMFMV3UwV5N
2026-09-02 04:57:38 +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.

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.

M1 done. engine.windowing, engine.render (a real shader-drawn triangle, not just a clear color), and engine.input all exist over Silk.NET. The milestone's actual claim — edit a plugin's code, rebuild just it, reload it while a real window stays open, see the change with no app restart — is proven against a live GL context: two PNGs of the same running window, before and after a live reload, orange triangle then green, same process the whole time. IScreenCapture (engine.render) reads the frame back from the GPU and writes it to a file with a hand-rolled PNG encoder — no SixLabors.ImageSharp (its license isn't MIT/Apache) and no desktop screenshot tool, so this is checkable without a screen at all, exactly the introspection story docs/kernel-contract.md#7 argues for.

No physics yet — see the build order (M0M4) 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.

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.
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