EmilandClaude Sonnet 5 c2bcb9b9fe M4: Stage.FixedUpdate + Time's fixed-step accumulator
Both were explicitly deferred to M4 by ITime and Stage's own doc comments
back when they were written: a FixedUpdate stage with no real accumulator
behind it would be actively misleading, and building the accumulator with
no physics system to test it against would be untested speculative
machinery. engine.physics (next) is the real consumer.

Time.ConsumeFixedSteps accumulates DeltaTime and hands back how many
FixedDeltaTime-sized (1/50s) steps it can pay for, capped at 5 per frame
so a real stall becomes visible lag instead of a catch-up burst of
physics steps. Engine.Host calls it once per frame in both the headless
and windowed loops, running Stage.FixedUpdate that many times before
Stage.Update — gated by IPlayModeController.IsPlaying the same way Update
already is, and only accumulating time while actually playing, so
entering Play doesn't open with a burst of steps for however long Edit
mode had been sitting idle.

3 new tests on the accumulator itself (below-one-step, whole-steps-plus-
remainder, the 5-step cap under a simulated stall). Full suite: 76 tests.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01N1qPfzq8TDCUMFMV3UwV5N
2026-09-02 16:54:08 +03:00

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

M0 done. The kernel — World (GameObject/Component, type-indexed queries), Schedule (stage execution, conflict batching, debug-mode access enforcement), PluginHost (two-ALC load/unload, verified leak-free over 200 cycles), and a headless CLI (engine run --headless ... --dump) — all exist and are tested. The full agent loop from docs/kernel-contract.md#7 runs end to end.

M1 done. engine.windowing, engine.render (a real shader-drawn triangle, not just a clear color), and engine.input all exist over Silk.NET. The milestone's actual claim — edit a plugin's code, rebuild just it, reload it while a real window stays open, see the change with no app restart — is proven against a live GL context: two PNGs of the same running window, before and after a live reload, orange triangle then green, same process the whole time. IScreenCapture (engine.render) reads the frame back from the GPU and writes it to a file with a hand-rolled PNG encoder — no SixLabors.ImageSharp (its license isn't MIT/Apache) and no desktop screenshot tool, so this is checkable without a screen at all, exactly the introspection story docs/kernel-contract.md#7 argues for.

The kernel is closed. All four questions the original design left open — Time/Log's home, whether the Event Bus is real infrastructure or event-components, whether frame stages are fixed or plugin-extensible, and the data-oriented-fast-path question — are resolved, each with working code behind it, not just an answer written into the doc. Time and the Event Bus (Publish/Subscribe, leak-safe the same way Schedule already is) both shipped; sandbox.echo subscribes to PluginLoaded for real, so the 200-cycle leak test now proves EventBus doesn't leak too, not just Schedule. See the resolutions in docs/kernel-contract.md — one of the four (the fast path) is deliberately still open, but with a concrete trigger condition instead of a deadline, not left vague.

M2 done. World actually saves and loads now (SceneFormat, replacing the old introspection-only WorldDumper — there was never a real reason for "what an agent reads to check a frame" and "what a scene file is" to be different shapes). Verified beyond round-trip unit tests: two separate CLI runs against the same scene file, second one picking up right where the first left off, component state and all.

engine.assets hot-reloads textures from disk — the actual "done when" for M2. engine.render's triangle became a textured quad; swap the PNG file on disk while the app is running and the picture changes with no restart, no manual reload command, just a FileSystemWatcher noticing and IEventBus carrying TextureReloaded from engine.assets to engine.render. Verified the same honest way as M1 — real screenshots, before and after, same running process — plus two things caught and fixed along the way rather than papered over: a PNG decoder was needed (no SixLabors.ImageSharp, same licensing reason as the encoder — it's a second, independent implementation of the format, tested against all five PNG filter types, not just the one this codebase's own writer produces), and a real hang, not a hypothetical one: SwapBuffers blocking forever once VSync had nothing to wait on — reproduced by locking the screen, fixed by turning VSync off, since nothing here needs frame pacing yet.

M3 done. The editor is engine.editor, a plugin like any other — no special-cased editor layer in the kernel. An ImGui overlay (Silk.NET.OpenGL. Extensions.ImGui) draws over the live scene; getting it to actually appear in the same frame (not delayed by one) needed splitting engine.render's old Draw-then-SwapBuffers system in two, so a new Stage.Present could run the swap after every Stage.Render system — this plugin's draw and engine.editor's ImGui pass both — had drawn into the same back buffer. See the "Frame stages" resolution in docs/kernel-contract.md for why adding a stage was still the right call under a "fixed, kernel-defined" rule.

Hierarchy and Inspector both work off reflection, not per-component-type code: HierarchyPanel walks IWorld.Roots directly, InspectorPanel enumerates a selected GameObject's Transform and every attached Component's public fields via FieldInfo, live-editable for int/float/bool/string/Vector3. A brand new component type in any plugin gets an Inspector for free the moment it's attached.

Play/Stop is IWorld.Snapshot()/Restore() — a scene-format dump taken on Enter, restored on Exit — plus Engine.Host skipping Stage.Update outside Play. Nothing here is a domain reload; see docs/kernel-contract.md §5. M3's actual "done when," entering Play in under 100ms, is proven twice: a kernel-level timed test and a real editor run logging 13ms.

The gizmo is a real 3-axis translate handle, not a flat 2D overlay — chosen deliberately over a scoped 2D version specifically so a screen-space drag means something: it projects the selected GameObject's world position through the actual camera's View/Projection and reads the drag back the same way. The underlying math (GizmoMath) has no GL or ImGui dependency and is unit-tested on its own — including the case a screenshot can't easily catch, dragging an object parented under a non-uniformly-scaled parent.

No physics yet — see the build order (M0M4) in docs/kernel-contract.md for what's next.

Design and implementation are argued over in the same place: the doc is still the thing to disagree with before code changes to match.

License

MIT

S
Description
A modular, plugin-first game engine: a small frozen kernel that is a shared language, everything else — including the editor — a plugin.
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