Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01N1qPfzq8TDCUMFMV3UwV5N
72 lines
3.6 KiB
Markdown
72 lines
3.6 KiB
Markdown
# Lingua Engine
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A modular, plugin-first game engine built around one idea: the kernel is a
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shared language, not a shared implementation. Everything the engine can do —
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rendering, physics, audio, even the editor itself — is a plugin that speaks
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that language. The kernel only defines the vocabulary plugins use to
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understand each other.
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Built for Linux and Windows, in C#/.NET, with two goals that shape every
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design decision:
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- **Fast iteration.** No Unity-style domain reload. Plugins hot-reload their
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compiled code without resetting game state, because state never lives in
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plugin code to begin with — see [`docs/kernel-contract.md`](docs/kernel-contract.md).
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- **A small, frozen kernel.** Everything else — including the parts most
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engines treat as core — is a plugin, versioned and replaceable per project.
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## How this gets built
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Most of the code here — kernel and plugins alike — is written by an LLM
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coding agent rather than by hand. That's not incidental: it's a design
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input. It's why the object model is `GameObject`/`Component` instead of a
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hand-rolled ECS, why registration is verbose and explicit instead of
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convention-based, and why the engine has a headless, scriptable
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introspection surface no classic editor bothers with — see
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[`docs/kernel-contract.md`](docs/kernel-contract.md#7-written-by-an-agent-not-a-human).
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## Status
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**M0 done.** The kernel — `World` (`GameObject`/`Component`, type-indexed
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queries), `Schedule` (stage execution, conflict batching, debug-mode access
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enforcement), `PluginHost` (two-ALC load/unload, verified leak-free over
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200 cycles), and a headless CLI (`engine run --headless ... --dump`) — all
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exist and are tested. The full agent loop from
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[`docs/kernel-contract.md#7`](docs/kernel-contract.md#7-written-by-an-agent-not-a-human)
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runs end to end.
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**M1 done.** `engine.windowing`, `engine.render` (a real shader-drawn
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triangle, not just a clear color), and `engine.input` all exist over
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Silk.NET. The milestone's actual claim — edit a plugin's code, rebuild just
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it, reload it while a real window stays open, see the change with no app
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restart — is proven against a live GL context: two PNGs of the *same*
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running window, before and after a live reload, orange triangle then green,
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same process the whole time. `IScreenCapture` (`engine.render`) reads the
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frame back from the GPU and writes it to a file with a hand-rolled PNG
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encoder — no `SixLabors.ImageSharp` (its license isn't MIT/Apache) and no
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desktop screenshot tool, so this is checkable without a screen at all,
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exactly the introspection story `docs/kernel-contract.md#7` argues for.
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**The kernel is closed.** All four questions the original design left open
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— `Time`/`Log`'s home, whether the Event Bus is real infrastructure or
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event-components, whether frame stages are fixed or plugin-extensible, and
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the data-oriented-fast-path question — are resolved, each with working code
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behind it, not just an answer written into the doc. `Time` and the Event
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Bus (`Publish`/`Subscribe`, leak-safe the same way `Schedule` already is)
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both shipped; `sandbox.echo` subscribes to `PluginLoaded` for real, so the
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200-cycle leak test now proves `EventBus` doesn't leak too, not just
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`Schedule`. See the resolutions in
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[`docs/kernel-contract.md`](docs/kernel-contract.md) — one of the four
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(the fast path) is deliberately still open, but with a concrete trigger
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condition instead of a deadline, not left vague.
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No physics yet — see the build order (M0–M4) in
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[`docs/kernel-contract.md`](docs/kernel-contract.md) for what's next.
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Design and implementation are argued over in the same place: the doc is
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still the thing to disagree with before code changes to match.
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## License
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[MIT](LICENSE)
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