Files
lingua-engine/README.md
T
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

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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

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