Lay out the design that everything else builds on: a small frozen kernel plugins treat as a shared language, the plugin contract, the two-assembly hot-reload model, and the build order through M4. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01N1qPfzq8TDCUMFMV3UwV5N
29 lines
1.1 KiB
Markdown
29 lines
1.1 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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## Status
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Pre-implementation. The current design is written up in
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[`docs/kernel-contract.md`](docs/kernel-contract.md): what belongs in the
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kernel, the plugin contract, the hot-reload model, and the build order
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(M0–M4). Nothing has shipped yet — this document is the thing to argue with
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before code gets written.
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## License
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[MIT](LICENSE)
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