A second AI session read the whole codebase in parallel (read-only, no code changes) and left a handoff doc. Addressed the correctness findings: - PhysicsWorld.Sync's early return compared _bodies.Count to live.Count, not their contents — same size, different membership (destroy one tracked GameObject, gain one untracked-because-no-collider one; or any Restore where the scene has both a Rigidbody+collider object and a Rigidbody-without-one) skipped cleanup entirely, leaking the native Box3D body forever. Fixed by checking the actual stale set. Two new regression tests reproduce the review's own two scenarios via a new Lingua_GetBodyCount native export, asserting on the native table's own count rather than PhysicsWorld's C#-side bookkeeping. - TryCreateBody stored handle -1 (native shim refused: invalid world, or its 8192-slot body table full) as if it were real — every later GetBodyTransform on it silently teleported the GameObject to the origin with a degenerate rotation, no error anywhere. Now checked and warned once, same as the missing-collider case. - PluginHost.Load didn't roll back anything when Configure threw partway through: Schedule.Add/Events.Subscribe registrations it already made stayed forever, and its ALC was never unloaded — neither loaded (no _loaded entry) nor cleanly unloadable. Fixed with try/catch: best-effort Shutdown (the only thing that knows which services this plugin provided), RemoveAllFrom on both Schedule and EventBus, best-effort ALC unload, rethrow. New fixture plugin (sandbox.failing-configure, mirrors sandbox.echo's own real-load pattern) registers a system against a shared Ping component then throws, so FailedConfigureRollbackTests can assert the dangling system actually stops firing — an earlier version tried to prove this via AssemblyLoadContext.All instead, which passed even against the deliberately-reverted buggy code (the ALC turned out to get collected either way once its only references went out of scope); watching the dangling system is what actually distinguishes rolled-back from not, confirmed by deliberately reverting the fix and watching this specific test fail before restoring it. - Engine.Host's "r <id>" left a plugin unloaded on a failed reload with no honest indication of that, and retrying threw "not loaded" instead of ever reaching Load again. Added PluginHost.IsLoaded so the handler only calls Unload when there's something to unload, and the failure message now says the plugin is unloaded, not just "failed." - AssetService.ReloadWithRetry's `when (attempt < 4)` guard meant the 5th and final IOException fell out of the loop and propagated from a discarded fire-and-forget Task — no log, no event, nothing. Now logged. - EditorState.Selected kept pointing at a GameObject Restore had already destroyed after ExitPlay, so Inspector/gizmo would silently keep editing something no longer in the world. EditorPlugin.DrawUi now compares IsPlaying against its own previous frame (not just reacting to the Stop button) so this is caught whether Play was exited via the button or the "stop" stdin command — the same stdin-vs-real-control gap already hit once earlier this session — and re-resolves the selection by name. - README.md and kernel-contract.md's Event Bus/Time rows had fallen a milestone behind (still said "no asset system yet" and "no fixed-step accumulator yet" after both shipped). Full suite: 98 tests. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01N1qPfzq8TDCUMFMV3UwV5N
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8.0 KiB
Markdown
143 lines
8.0 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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**M2 done.** `World` actually saves and loads now (`SceneFormat`,
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replacing the old introspection-only `WorldDumper` — there was never a
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real reason for "what an agent reads to check a frame" and "what a scene
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file is" to be different shapes). Verified beyond round-trip unit tests:
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two separate CLI runs against the same scene file, second one picking up
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right where the first left off, component state and all.
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`engine.assets` hot-reloads textures from disk — the actual "done when"
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for M2. `engine.render`'s triangle became a textured quad; swap the PNG
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file on disk while the app is running and the picture changes with no
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restart, no manual reload command, just a `FileSystemWatcher` noticing
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and `IEventBus` carrying `TextureReloaded` from `engine.assets` to
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`engine.render`. Verified the same honest way as M1 — real screenshots,
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before and after, same running process — plus two things caught and fixed
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along the way rather than papered over: a PNG decoder was needed (no
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`SixLabors.ImageSharp`, same licensing reason as the encoder — it's a
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second, independent implementation of the format, tested against all five
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PNG filter types, not just the one this codebase's own writer produces),
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and a real hang, not a hypothetical one: `SwapBuffers` blocking forever
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once VSync had nothing to wait on — reproduced by locking the screen,
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fixed by turning VSync off, since nothing here needs frame pacing yet.
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**M3 done.** The editor is `engine.editor`, a plugin like any other — no
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special-cased editor layer in the kernel. An ImGui overlay (Silk.NET.OpenGL.
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Extensions.ImGui) draws over the live scene; getting it to actually appear
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in the same frame (not delayed by one) needed splitting `engine.render`'s
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old Draw-then-SwapBuffers system in two, so a new `Stage.Present` could run
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the swap after every `Stage.Render` system — this plugin's draw and
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`engine.editor`'s ImGui pass both — had drawn into the same back buffer.
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See the "Frame stages" resolution in
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[`docs/kernel-contract.md`](docs/kernel-contract.md) for why adding a stage
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was still the right call under a "fixed, kernel-defined" rule.
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Hierarchy and Inspector both work off reflection, not per-component-type
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code: `HierarchyPanel` walks `IWorld.Roots` directly, `InspectorPanel`
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enumerates a selected `GameObject`'s `Transform` and every attached
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`Component`'s public fields via `FieldInfo`, live-editable for
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int/float/bool/string/`Vector3`. A brand new component type in any plugin
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gets an Inspector for free the moment it's attached.
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Play/Stop is `IWorld.Snapshot()`/`Restore()` — a scene-format dump taken on
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Enter, restored on Exit — plus `Engine.Host` skipping `Stage.Update` outside
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Play. Nothing here is a domain reload; see
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[`docs/kernel-contract.md §5`](docs/kernel-contract.md#5-play-mode-without-domain-reload).
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M3's actual "done when," entering Play in under 100ms, is proven twice: a
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kernel-level timed test and a real editor run logging 13ms.
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The gizmo is a real 3-axis translate handle, not a flat 2D overlay — chosen
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deliberately over a scoped 2D version specifically so a screen-space drag
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means something: it projects the selected `GameObject`'s world position
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through the actual camera's View/Projection and reads the drag back the
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same way. The underlying math (`GizmoMath`) has no GL or ImGui dependency
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and is unit-tested on its own — including the case a screenshot can't
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easily catch, dragging an object parented under a non-uniformly-scaled
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parent.
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**M4 in progress.** `engine.physics` wraps Box3D and `engine.audio` wraps
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miniaudio, both through a deliberately narrow C shim — neither library's
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own config structs (large, with function pointers and, for Box3D, at
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least one type that "cannot be directly copied") cross the P/Invoke
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boundary, only plain scalars and handles do. `samples/PhysicsDemo` ties
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physics, audio, input, and rendering together in one running project with
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`engine.editor` deliberately left out of its `project.json` — the
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shippable configuration, not the dev one. `.github/workflows/build.yml`
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builds and tests both native shims and the full solution on real
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`ubuntu-latest` and `windows-latest` runners, since nothing on a single
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Linux dev machine can otherwise verify the Windows half of M4's own "done
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when." Still open: the build pipeline hasn't actually run on GitHub yet
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(pending a `workflow` OAuth scope grant), and M4's "one small game"
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target is the physics demo so far, not yet a scored 20-minute one.
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See the build order (M0–M4) in
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[`docs/kernel-contract.md`](docs/kernel-contract.md) for the rest.
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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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