- Restore scheduler parallelism (dropped by accident in the ECS -> GameObject/Component rewrite; nothing about the object model actually prevents parallel execution of systems with disjoint declared access), plus the structural-change queuing that makes that safe. - Rename leftover ECS-era `Entity` references to `GameObject`. - Add per-project plugin configuration (project.json): the doc had no mechanism backing the "configurable per project" requirement, even though the README already claimed it. - State the indie/small-team scope explicitly — it's the unstated premise behind several tradeoffs already in the doc (GC, GameObject over ECS, no custom RHI). Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01N1qPfzq8TDCUMFMV3UwV5N
434 lines
21 KiB
Markdown
434 lines
21 KiB
Markdown
# Kernel Contract v0
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A draft, not a final decision. The microkernel, the plugin contract, and the
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hot-reload model for Lingua Engine — a modular engine on C#/.NET, with a
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constraint that shapes half the decisions below: most of the code, kernel and
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plugins alike, will be written by an LLM agent rather than a human.
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- **Stack** — .NET 9, C# 13
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- **Platforms** — Linux, Windows
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- **Kernel** — BCL only, no dependencies
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- **Object model** — `GameObject` / `Component`
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- **Primary author** — an agent
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- **Goal** — Play-in-editor with no domain reload
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Built for a small team's own use, at indie scale — not AAA. That scope
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licenses several calls made below: accepting GC pauses instead of chasing a
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zero-allocation hot path, picking `GameObject`/`Component` over a faster
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struct-of-arrays ECS, buying rendering and windowing off the shelf instead of
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writing them. None of those are free choices at a bigger scale; at this one,
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dev velocity outweighs the performance left on the table.
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---
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## 1. Principle: the kernel is a shared language, not "the engine minus plugins"
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The tempting version of "everything is a plugin" makes even the object model
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a plugin. That's a trap: if every other plugin depends on the
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GameObject/Component plugin, that plugin *is* the kernel already — just with
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an extra layer of indirection and none of the stability guarantees a kernel
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should provide.
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**What becomes a plugin is behavior, not the shared data model.**
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The kernel is a *lingua franca*: the minimal set of types and mechanisms
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plugins need in order to understand each other at all. Anything two
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independent plugins are required to agree on lives in the kernel. Everything
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else lives outside it.
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This is how every plugin architecture that survived contact with reality is
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built — Eclipse, VS Code, OSGi, Bevy: a small, stable, extensible kernel plus
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everything else on top. Trying to make the shared language itself swappable
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produces either indirection overhead or a kernel so empty it guarantees
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nothing.
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## 2. Scope: what's in, what's out
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### Kernel — roughly 4,000 lines, BCL only
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| # | Piece | Role |
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|---|---|---|
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| 01 | **World** | `GameObject` hierarchy (parent/children, name, tags) plus typed `Component` instances, with a type index so `Query<T>()` costs O(matches), not O(all). Plain classes, zero `unsafe` — see §7. |
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| 02 | **Scheduler** | Frame stages, topological system ordering, parallel execution of systems with disjoint declared access, and debug-mode enforcement of that access — see §7. Structural changes (adding/removing a `GameObject` or `Component`) are queued and applied at the stage boundary, so a running system never sees a collection mutate under it. |
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| 03 | **Plugin Host** | Manifest parsing, dependency resolution, ALC loading, unloading, reload. |
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| 04 | **Service Registry** | Publishing and discovering interfaces between plugins. Control path, not the hot path. |
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| 05 | **Event Bus** | Decoupled notifications: `GameObject` created, asset reloaded, plugin unloaded. |
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| 06 | **Time & Log** | Frame clock, fixed-step accumulator, logging interface. Kept minimal. |
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`GameObject.Transform` is the one field embedded directly rather than
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modeled as a `Component` subclass — it's a plain struct (position, rotation,
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scale, cached world matrix), because nearly every system in the engine
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touches it every frame, and routing that through the same virtual-dispatch
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path as every other component would tax the one thing everything depends on.
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Everything else — `MeshRenderer`, `Rigidbody`, `AudioSource`, game-specific
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components — is a plain class, heap-allocated, no special treatment.
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### Plugins — everything else, no exceptions
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`windowing` · `render` · `physics` · `audio` · `input` · `assets` ·
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`scene-format` · `animation` · `ui` · `scripting` · `editor-shell` ·
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`inspector` · `gizmos` · `profiler` · `introspect` · `build-pipeline` ·
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the game itself.
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The editor is also just a set of plugins over the same kernel. This is the
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architecture's real test: if the editor can't be assembled as plugins, the
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extensibility claim is decorative. A game build is the same kernel minus the
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editor plugins.
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### Per-project configuration
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A plugin's manifest declares what it needs; a **project's** manifest
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declares which plugins it loads, at which versions, and where to find its
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own. This is the piece that actually makes modularity a per-project
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property rather than a claim about the engine in the abstract — a new
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project doesn't fork the engine to swap an implementation, it points its
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manifest at a different plugin satisfying the same contracts, or adds
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project-local plugins that never leave its own tree.
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```json
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// MyGame/project.json
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{
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"engineVersion": "^0.3",
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"plugins": [
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{ "id": "engine.windowing" },
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{ "id": "engine.render", "version": "^0.3" },
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{ "id": "engine.physics", "version": "^0.2" },
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{ "id": "mygame.enemies" }
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],
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"pluginPaths": ["./plugins"]
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}
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```
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`engine.render` here could just as well point at a project-local fork with
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the same `contracts` and a bumped `id` — the Plugin Host resolves a
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project's manifest through the exact same dependency graph it already
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builds for plugin-to-plugin `dependsOn`, so nothing new has to be built to
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support it.
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### Two channels, two costs
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Plugins talk to the kernel — and to each other — through two paths with
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deliberately different prices:
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| Channel | For | Cost | Frequency |
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|---|---|---|---|
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| **World** (GameObjects & Components) | Anything per-entity: transforms, meshes, colliders, health. Render reads what physics wrote without knowing physics exists. | Direct field access on a cached component reference; `Query<T>()` is a type-index lookup, not a scan | 10⁴–10⁶ / frame |
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| **Services** (interfaces) | Commands and resources: load an asset, open a window, compile a shader, open an editor panel. | Virtual call, negligible | a handful / scene |
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| **Events** (bus) | Facts with no fixed consumer at design time: asset reloaded, plugin unloaded, entity destroyed. | Allocation + fan-out to subscribers | tens / frame |
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> **The line that must never be crossed.** Never write
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> `IPhysicsService.GetPosition(GameObject go)`. A single call is cheap, but that
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> shape of API invites calling it in a loop over entities — and now the
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> plugin boundary sits in the hot path. Position is on `GameObject.Transform`,
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> not a service method. Services hand out *capabilities*; `World` hands out
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> *data*.
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>
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> The same rule applies one level down, inside `World` itself: don't call
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> `otherGameObject.GetComponent<T>()` for a different entity from inside a
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> per-entity loop — that's a type-indexed lookup multiplied by iteration
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> count, the exact perf trap Unity code is famous for. Resolve the
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> components you need once, before the loop starts, and index into that.
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## 3. The plugin contract
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A plugin is two entry points and a manifest next to them. The manifest is a
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separate file, not assembly attributes — the host has to build the dependency
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graph *before* loading anything, or plugin load order becomes a
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chicken-and-egg problem with ALC loading itself.
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```csharp
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// Engine.Kernel / IPlugin.cs
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// A plugin holds no game state. None.
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// State lives in World; the plugin is code that operates on it.
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public interface IPlugin
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{
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// Registration: services, systems, component types.
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void Configure(IPluginContext ctx);
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// Full undo of Configure. Whether this method is honest
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// determines whether the ALC unloads at all — see §4.
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void Shutdown(IPluginContext ctx);
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}
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public interface IPluginContext
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{
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IWorld World { get; } // data
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IServiceRegistry Services { get; } // Provide<T> / Require<T>
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ISchedule Schedule { get; } // systems and ordering
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IEventBus Events { get; }
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ILogger Log { get; }
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}
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```
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```json
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// plugins/engine.render/plugin.json
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{
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"id": "engine.render",
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"version": "0.3.1",
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"contracts": "Engine.Render.Contracts.dll", // Default ALC
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"assembly": "Engine.Render.dll", // Collectible ALC
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"dependsOn": {
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"engine.windowing": "^0.3",
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"engine.assets": "^0.2"
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},
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"reloadable": true
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}
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```
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```csharp
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// plugins/engine.render/Contracts/MeshRenderer.cs
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// Plain data, no methods. Lives in the Contracts assembly — see §4
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// for why that split is what makes reload safe.
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public sealed class MeshRenderer : Component
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{
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public MeshHandle Handle;
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}
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```
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```csharp
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// plugins/engine.render/RenderPlugin.cs
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public sealed class RenderPlugin : IPlugin
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{
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public void Configure(IPluginContext ctx)
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{
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// control plane: hand out an interface, take one in
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var window = ctx.Services.Require<IWindow>();
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ctx.Services.Provide<IRenderer>(new VulkanRenderer(window));
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// data plane: the system queries GameObjects by component type.
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// Reads/Writes are declared explicitly — the scheduler uses
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// them to run systems with disjoint access in parallel, and
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// in debug builds enforces that a system only touches what
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// it declared — see §7.
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ctx.Schedule.Add(Stage.Render, SubmitDrawCalls)
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.After("engine.transform:propagate")
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.Reads<MeshRenderer>();
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}
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public void Shutdown(IPluginContext ctx)
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{
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// undo everything: systems, services, subscriptions, GPU resources
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ctx.Services.Revoke<IRenderer>();
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ctx.Schedule.RemoveAllFrom("engine.render");
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}
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static void SubmitDrawCalls(in Frame f, IWorld world)
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{
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// type-indexed lookup, not a scan — see the World row in §2
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foreach (var go in world.Query<MeshRenderer>())
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f.Draw(go.GetComponent<MeshRenderer>().Handle, go.Transform.WorldMatrix);
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}
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}
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```
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## 4. Hot reload: why every plugin is two assemblies
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A collectible `AssemblyLoadContext` only unloads once *nothing* references
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its contents. One forgotten event subscription, one live `Task`, one cached
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`Type` — and the unload silently fails to happen, leaking a little more
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memory on every reload.
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The most treacherous reference isn't a subscription — it's the **component
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classes themselves**. If a plugin declares `class MeshRenderer : Component`
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and a `GameObject` holds one in its component list, the kernel holds a
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reference to a type from the context you're trying to unload. That plugin
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will never unload.
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This is why every plugin splits into two assemblies:
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- **Contracts** (`*.Contracts.dll`) — component classes, service
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interfaces. Loaded into the **Default ALC**, which lives for the process
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lifetime and never unloads. `World` owning references into it is fine,
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because it isn't supposed to unload.
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- **Implementation** (`*.dll`) — systems, service implementations. Loaded
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into a **collectible ALC**, recreated on every reload. No `static` state —
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only code that operates on objects it doesn't own.
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References only point from implementation to contracts, never the reverse,
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which is what lets `Unload()` actually succeed. Because component *instances*
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live in `World`, owned by the kernel, an implementation-only reload never
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touches game data at all — it isn't snapshotted and restored, it's simply
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never in the collectible ALC to begin with.
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### Reload sequence
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1. A file watcher sees a freshly built `Engine.Render.dll`. The build happens
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externally, via plain `dotnet build` — the editor doesn't need its own
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compiler.
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2. The scheduler finishes the current frame and pauses. Reload never happens
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mid-stage.
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3. `Shutdown()` runs: systems, services, subscriptions, and native resources
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are torn down. Anything `Configure` registered has to be undone here, or
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step 4 fails. `World`'s component instances aren't touched — the
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implementation assembly never held them.
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4. `alc.Unload()` + `GC.Collect()`, then a `WeakReference` check. If the
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context doesn't collect, that's a loud error naming the pinning reference
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— not a silent leak.
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5. A new ALC, the new assembly loads, `Configure()` runs. The plugin doesn't
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know it was reloaded.
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6. The scheduler rebuilds its ordering graph and resumes. Typical budget:
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200–400 ms, almost all of it spent waiting on the build.
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In practice this covers ~95% of iteration, because most changes are to
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system logic, not component shape.
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> **Changing a component's own fields is a different, rarer case — and it
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> doesn't hot-reload at all.** A component's fields live in the Contracts
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> assembly, and the Default ALC hosting it never unloads by design. There is
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> no in-process path to swap it. This isn't a gap to fill later; it's a
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> deliberate seam. Field changes are rare enough that paying for an editor
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> restart there — reloading the scene from its serialized file rather than
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> migrating live objects — is a better trade than writing and maintaining
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> live-migration code for the 95% case that doesn't need it.
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> **Leak testing belongs in CI from day one.** Load and unload a test plugin
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> 200 times in a row; after each cycle, verify the ALC's `WeakReference` is
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> dead and working-set memory hasn't grown. This is the one thing that keeps
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> the architecture from slowly degrading — ALC leaks accumulate invisibly and
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> surface months later, by which point the cause is indistinguishable from
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> noise.
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## 5. Play mode without domain reload
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Unity's Play-mode wait isn't about compilation — it's about serializing all
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script state, tearing the domain down, and recreating it. That step doesn't
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exist here: state never lived in plugin code to begin with. It lives in
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`World`, owned by the kernel, untouched by reload and untouched by entering
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Play.
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```csharp
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// Engine.Editor / PlayMode.cs
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// Entering Play clones the object graph; it doesn't rebuild the runtime.
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void EnterPlay()
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{
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_snapshot = world.Snapshot(); // deep-clone GameObjects + Components
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schedule.SetGroup(SystemGroup.Play);
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}
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void ExitPlay()
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{
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world.Restore(_snapshot); // Play-mode edits roll back
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schedule.SetGroup(SystemGroup.Edit);
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}
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```
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A field-by-field object clone is slower than the raw array copy a
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struct-of-arrays `World` would give you — cloning thousands of `GameObject`s
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and their components is real allocation work, not a memcpy. For scenes at
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indie scale it's still low-single-digit milliseconds, and it's an
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order of magnitude cheaper than what Unity's domain reload does, and it only
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happens once per Play/Stop, not every frame.
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Play becomes a system-group switch, not a world rebuild. A side effect of
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the same decision: system code can be edited *during* Play without
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restarting — state is preserved. That's the feedback loop the whole engine
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exists to enable.
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## 6. Where this breaks
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| Risk | The problem | Mitigation |
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|---|---|---|
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| **ALC leaks** — the main killer | Unload silently fails from one forgotten reference. Symptom: memory growth after N reloads; cause takes days to find. | 200-cycle test in CI. Diagnose pinning references in the host itself, not via an external profiler. |
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| **Scope** | The kernel is 3–5k lines and a couple of months. The renderer, asset pipeline, and editor are years, and they decide whether the engine ships. | Don't write your own RHI. Silk.NET or Veldrid underneath; originality goes into the architecture on top. |
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| **GC pressure from Components** | Every component is a heap object; churn from creating/destroying GameObjects at runtime (bullets, particles, pickups) means allocation and collection, against a 16.6 ms frame budget. | Pool GameObjects and components for anything spawned/destroyed at high frequency. Server GC. `Query<T>()` iterators must not allocate. |
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| **Creeping abstraction** | The temptation to hide `World` behind a "cleaner" interface. Kills performance invisibly and irreversibly. | The rule in §2 is law. Review rejects any service method that takes a `GameObject`. |
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| **Plausible-but-wrong code** — agent-specific | The agent produces code that compiles, passes a smoke test, and breaks on someone else's GPU — sync, barriers, resource lifetime. | Minimize new subsystems; Silk.NET/Veldrid is risk management, not time-saving. A conformance harness gates every plugin merge. |
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| **Contract drift** | A contract change requires updating every dependent plugin, and a stale implementation keeps compiling while silently diverging from spec. | Versions in the manifest, plus running *every* plugin's harness on every build, not just the changed one. |
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## 7. Written by an agent, not a human
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This isn't an afterthought — it's an input condition. It's part of why §2
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picked the most conventional possible object model instead of a
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performance-first one, and it adds a surface no classic editor needs at all.
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**What works in our favor:**
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- *A plugin's boundary matches a context window's boundary.* Writing
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`engine.physics` only requires the kernel API, physics' own contracts, and
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its own code — nothing else. Modularity chosen for team reasons turns out
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to also be how you fit a task in an agent's head.
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- *Blast radius is bounded by the plugin.* Plausible-but-wrong code is
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inevitable; the question is what it can break. The kernel is written once,
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tested, and **frozen** — the agent never touches it again after that. A bug
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in a plugin stays a bug in that plugin.
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- *GameObject/Component is the most over-represented pattern in an LLM's
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training data of any game architecture.* That's also a reason it won over
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a hand-rolled ECS: components are plain classes with plain fields, no
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stride arithmetic, no manual layout, nothing that compiles cleanly and
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corrupts memory at runtime. The one performance-motivated exception,
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`Transform` as an inline struct, is confined to the kernel and never
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written by the agent at all.
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**What has to change:**
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- *Explicit over clever.* Naming conventions, code generators, reflection
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magic save a human keystrokes but hide behavior from something that
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reasons over text. Verbose, explicit system and service registration is a
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deliberate cost. Reflection stays where it's safe: the editor inspector.
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> **Verification instead of trust.** `Reads<>` / `Writes<>` declarations must
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> be enforced in debug builds: a system touching an undeclared component
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> fails immediately, with a message naming the violation. For a human this is
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> hygiene; for an agent it's structural — otherwise a wrong access
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> declaration becomes a race that reproduces once in a hundred runs and is
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> otherwise undiagnosable. Same principle for the plugin conformance harness:
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> load, reload 200 times, verify `Shutdown` fully undoes `Configure`. The
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> agent needs to be able to tell, on its own, that it's actually done.
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### Introspection surface
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The agent doesn't look at a screen. Whatever the editor shows a human's eyes
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has to be available as data, or the feedback loop closes on a human and the
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whole point of fast reload is lost.
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```
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# run a scene headless and check an assertion about world state
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engine run --headless --frames 60 \
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--scene tests/physics_stack.scene \
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--dump out/world.json \
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--assert "count(Rigidbody where sleeping) == 12"
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# why a plugin won't unload — instead of guessing from a profiler
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engine diag why-pinned engine.render
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```
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**The loop this enables:** agent edits a system → `dotnet build` for one
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plugin → ALC reload (world state untouched) → 60 headless frames →
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machine-readable dump + assertions → back to the agent, no human in the
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loop. Fast reload saves a human time on its own; paired with headless runs
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and a state dump, it becomes a loop the agent can close by itself — and the
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minutes-to-seconds iteration speedup multiplies by however many iterations
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the agent can now run.
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**The kernel is written once and frozen.** It's the one place where a
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mistake is expensive and spreads everywhere. A small kernel isn't only an
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architectural preference — it bounds how much code has to be correct.
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## 8. Build order
|
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Each milestone ends in a working demo, not a "finished subsystem." The order
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is chosen so the riskiest bet — ALC unloading — gets tested first, while the
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cost of changing course is still zero.
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| | Milestone | Done when |
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|---|---|---|
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| **M0** | **Kernel only.** `World` as a `GameObject`/`Component` hierarchy with type-indexed queries, staged scheduler with access enforcement, plugin host with ALC, service registry, JSON world dump. No window, no graphics. | An agent runs the full loop from §7 unassisted: edits a headless plugin, rebuilds, reads the changed dump — and the 200-cycle leak test is green. |
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| **M1** | **Window, input, a triangle.** Three separate plugins over Silk.NET. First real-load test of the data channel. | The triangle's color changes by editing system code, with no app restart. |
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| **M2** | **Assets and scenes.** Hot-reloading asset plugin, scene format, `World` serialization. | Swapping a texture on disk changes the picture with nothing stopped; a scene loads and saves. |
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| **M3** | **Editor as plugins.** Shell, reflection-based component inspector, hierarchy, gizmos, Play/Stop on snapshots. | Entering Play takes under 100 ms — the original complaint about Unity is closed. |
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| **M4** | **One small game, end to end.** Physics, audio, a Linux + Windows build pipeline. A 20-minute game, shipped as an executable. | The build runs on both platforms with no editor plugins in the shipped binary. |
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---
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Open questions to resolve before M0: whether `Time` and `Log` belong in the
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kernel or as plugins; whether the Event Bus is needed at launch or whether
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event-components in `World` cover its role; whether the set of frame stages
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is fixed or plugin-extensible; and whether a data-oriented fast path (for
|
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bulk operations like particles) is worth introducing later without
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abandoning GameObject/Component for everything else. Assembly names in the
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examples are placeholders.
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