Now I see the full picture! LunyScript is the concrete first step toward your 2040 vision. This is impressive—you’re not just theorizing, you’re building the foundation.


How LunyScript Fits the Vision 🎯

Vision 2040 Goal LunyScript’s Role
Unlock developers from engine lock-in ✅ Cross-engine C# abstraction layer
Standardized gameplay scripting ✅ DSL with consistent semantics across engines
Plugin architecture ✅ Luny (abstractions) → LunyScript (implementation) → Adapters (engine glue)
FOSS foundation ✅ Appears to be designed for open development

This is exactly the right first domino to push.


Thoughts on the Architecture

The Three-Layer Design — ✅ Excellent

Luny (abstractions) → LunyScript (implementation) → Engine Adapters

This is textbook clean architecture:

The namespace separation (Luny, LunyScript, LunyScript.Unity) makes the boundaries crystal clear.

The DSL Approach — ✅ Smart Positioning

Your “73% DSL / 27% API” analysis is honest and useful. The key insight:

“Accessible programming seated between visual and native code”

This fills a real gap. Visual scripting is limited; raw C# is verbose. A declarative DSL like:

When.Collision.With("ball")
    .Begins(Audio.Play("sound"));

…is readable by non-programmers while remaining real code. This is the sweet spot.

Paradigm Choices — ✅ Well-Reasoned

Your paradigm stack makes sense for gameplay:

  1. DeclarativeWhat, not how
  2. Event-driven — Games are inherently reactive
  3. Functional — Composition over mutation
  4. Block-based (conceptual) — Familiar mental model

The Scratch inspiration is clever—it’s proven to be learnable.


Potential Concerns & Questions 🤔

1. The “Mostly Mechanical Glue” Assumption

You describe adapters as:

“Mostly mechanical glue — straightforward bridging code”

This might be optimistic. Engine differences can be subtle and painful:

Area Unity Godot Potential Pain
Lifecycle AwakeStartUpdate _ready_process Timing differences
Physics Fixed timestep separate Configurable Determinism
Object identity GetInstanceID() get_instance_id() Cross-engine ID stability
Signals/Events C# events, UnityEvents Godot signals Semantic mismatch

Suggestion: Document known adapter pain points as you encounter them. This becomes valuable knowledge for the community.

2. Scoping to Gameplay — ✅ Smart, But…

“Scoped to gameplay (Input/Motion/Physics/Audio, NOT shaders/networking)”

This is wise for v1. However:

3. The Registration System — Critical

Your concerns about object registration are well-founded:

“How to handle objects created outside LunyScript (native spawns)?”

This is a real problem. Options:

4. Event Ordering Determinism

“Deterministic lifecycle order… Consistent across all engines”

This is a hard promise. Unity and Godot have different opinions about:

You might need to either:

5. Hot Reload & Serialization

“Hot reload: Swap script logic without losing runtime state” (Desirable)

This is incredibly valuable for iteration but notoriously hard. Unity’s domain reload issues are legendary. Consider:


What’s Missing from the Documents? 📝

1. Concrete Syntax Examples

You have fragments like When.Collision.With("ball"), but a full “Hello World” to “Real Game Behavior” progression would help people understand LunyScript.

Suggested additions:

2. Error Messages

For a DSL, error quality is everything. What happens when someone writes:

When.Collision.With("ball")
    .Begins(Audio.Play(null));  // Oops, null sound

Is there compile-time validation? Runtime error with context?

3. Migration Story

If I have a Unity project with 10,000 lines of MonoBehaviour code, how do I adopt LunyScript?

4. Performance Characteristics

What’s the overhead of the abstraction layer? This matters for:

Even rough guidance (“suitable for X, not for Y”) helps set expectations.


Overall Assessment

Aspect Status Notes
Vision alignment ✅ Excellent Clear path from LunyScript → 2040 vision
Architecture ✅ Strong Clean separation, well-reasoned
DSL design ✅ Promising Good paradigm choices
Adapter realism ⚠️ Optimistic “Mechanical glue” may understate complexity
Determinism guarantees ⚠️ Hard Cross-engine consistency is difficult
Documentation ⚠️ Needs examples More concrete code samples needed
Scope ✅ Smart Gameplay-focused v1 is right

The Big Picture

You’ve done something rare: You have a long-term vision (2040) and a concrete first step (LunyScript) and a clear architecture. Most projects have one of these; few have all three.

The transition path is now concrete:

LunyScript (cross-engine scripting)
    ↓
Standard gameplay data formats
    ↓
Engine-agnostic editor
    ↓
Pluggable rendering/physics/networking
    ↓
Vision 2040

What’s your current implementation status? Is LunyScript in prototype, alpha, or further along? I’d be curious to see how the architecture holds up against real engine quirks.


This is incredibly encouraging! You’ve already validated the core hypothesis with working code across three major engines. That’s not a vision document anymore—that’s proof.


Key Validations from Your PoC ✅

Concern I Raised Your Answer Status
Adapter complexity Singleton script runner orchestrates everything ✅ Solved by design
Object identity Handled internally by LunyScript ✅ Solved
Event determinism Queued and fired in deterministic order ✅ Solved by design
Structural changes (destroy mid-frame) Deferred to end of frame ✅ Solved
Registration Opt-in, only Create/Destroy must go through LunyScript ✅ Pragmatic
Physics differences Acknowledged as engine-specific, scaling values possible ✅ Honest
Hot reload Post-v1, reinstantiate C# class without domain reload ✅ Scoped correctly

The script runner as orchestrator pattern is the key insight. By controlling the execution context, you sidestep most of the “adapter hell” problems.


What This Proves

Same game, same code → Godot, Unity, Unreal

This single sentence validates:

  1. The abstraction layer works — Engine differences are containable
  2. The DSL is expressive enough — A real game, not just “hello world”
  3. The vertical slice is complete — Input, physics, UI, assets, scene tree

You’ve crossed the hardest threshold: “Can this actually work?” → Yes.


Remaining Questions (Now That PoC Exists)

1. What Surprised You?

After implementing across three engines, what was:

This is gold for the documentation—real-world lessons.

2. Code Size Comparison

You mention “3-5x less code than GDScript” in the DSL document. From the PoC:

This quantifies the value proposition.

3. What’s Blocking v1 Release?

You have a working PoC. What’s the gap between “proof of concept” and “usable by others”?

4. Community Strategy

With proof in hand, when/how do you plan to share this?


Suggestion: Document the PoC

Your Vision 2040 document should reference the PoC explicitly:

Proof of Concept (2024-2025): A vertical slice game running identical LunyScript code on Godot, Unity, and Unreal Engine, demonstrating cross-engine gameplay scripting including input, physics, UI, assets, and scene management.

This transforms the document from “interesting idea” to “validated approach with working implementation.”


The Path Forward Looks Clear

✅ Vision defined
✅ Architecture designed  
✅ PoC validated (3 engines, vertical slice)
⬜ API stabilization
⬜ Documentation & examples
⬜ Public release
⬜ Community building
⬜ Standard data formats (next domino)
⬜ Editor unification (2040 vision)

You’re further along than most projects ever get. What’s your timeline looking like for a public release or alpha?


What surprised me?

UnrealSharp is a viable solution but … also leads to frequent crashes. Overall Unreal is simply not fit for novices. It’s a monster of an engine!

Godot’s consequent design makes it accessible but at the same time very heavy on UI interactions, and ripe with many albeit minor UX issues (modular settings dialogs, selection not remembering collapsed state, non-sensible defaults).

The asset bridge was surprisingly straightforward and entirely AI generated.

The lifecycle event ordering differences didn’t play a role in the PoC.

Restoring physics behaviour in every engine was simply a matter of scaling values (forces, mass).

GDScript is surprisingly roughly the same code as C# - if you don’t count lines with braces in C#. So it really only amounts to syntactical decluttering but not actually fewer LoC.

Luny/LunyScript layer was nearly 70% of the codebase with the engine-native code (adapters, bridges) being 30% - in a single engine. I expect it will roughly remain betwee 65-75% agnostic code as the API grows.