Files
lingua-engine/README.md
T
EmilandClaude Sonnet 5 cd8f221ddd Fix real bugs from independent review (docs/review-handoff.md)
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
2026-09-02 20:57:08 +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`](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`](docs/kernel-contract.md#7-written-by-an-agent-not-a-human).
## 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`](docs/kernel-contract.md#7-written-by-an-agent-not-a-human)
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`](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`](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`](docs/kernel-contract.md#5-play-mode-without-domain-reload).
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.
**M4 in progress.** `engine.physics` wraps Box3D and `engine.audio` wraps
miniaudio, both through a deliberately narrow C shim — neither library's
own config structs (large, with function pointers and, for Box3D, at
least one type that "cannot be directly copied") cross the P/Invoke
boundary, only plain scalars and handles do. `samples/PhysicsDemo` ties
physics, audio, input, and rendering together in one running project with
`engine.editor` deliberately left out of its `project.json` — the
shippable configuration, not the dev one. `.github/workflows/build.yml`
builds and tests both native shims and the full solution on real
`ubuntu-latest` and `windows-latest` runners, since nothing on a single
Linux dev machine can otherwise verify the Windows half of M4's own "done
when." Still open: the build pipeline hasn't actually run on GitHub yet
(pending a `workflow` OAuth scope grant), and M4's "one small game"
target is the physics demo so far, not yet a scored 20-minute one.
See the build order (M0–M4) in
[`docs/kernel-contract.md`](docs/kernel-contract.md) for the rest.
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](LICENSE)