EmilandClaude Sonnet 5 faabfc2cb4 M4: Linux + Windows CI build pipeline (.github/workflows/build.yml)
The literal thing nothing on this dev machine can verify: whether the
build actually runs on Windows at all. Solved by having real CI do it —
ubuntu-latest and windows-latest both build the native Box3D/miniaudio
shims from source via CMake, build and test the full .NET solution, stage
a shippable configuration (engine.windowing/assets/render/input/physics/
audio + physics-demo-game — engine.editor deliberately excluded, that's
M4's actual "done when"), and then run it headless against samples/
PhysicsDemo for 200 frames, asserting DemoBox settled at y≈1.0 in the
resulting dump. Real physics, real scene load, real plugin loading,
proven on both platforms, not just built.

Required restructuring the native Content items into per-OS ItemGroups
(native/linux-x64/ vs native/win-x64/, selected via
$([MSBuild]::IsOSPlatform(...))): linux-x64's .so is committed (built and
verified here); win-x64's .dll is never committed — nothing here can
build or run one to verify — and only ever exists as something the
Windows job produces fresh, in-place, right before `dotnet build`.

Caught one real bug dry-running this exact staging locally before
trusting it to a workflow run: PluginHost.Load calls Assembly.
LoadFromAssemblyPath, which throws on a relative path — the verification
step's `--plugins ../../plugins` failed immediately with "is not an
absolute path." Every manual verification earlier this session happened
to always pass an absolute --plugins path, which is exactly why this
never surfaced before. Fixed by resolving to an absolute path before
invoking Engine.Host.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01N1qPfzq8TDCUMFMV3UwV5N
2026-09-02 17:52:28 +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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