Projects & lineage

The Laplace project is the endpoint of a lineage. Two early projects proved out the ideas; a third unified them; and the kernel gave them a home in ring-0.

LplKernel

core

A from-scratch i686 kernel written in C, C++23 and assembly: GDT/IDT, paging with a determinism-first physical memory manager, SMP bring-up over APIC/IOAPIC, PCI enumeration, PS/2 input with switchable layouts, and — the point of the whole exercise — LplPlugin compiled natively into kernel space.

github.com/MasterLaplace/LplKernel ↗

LplPlugin

active

The dual-build (client|server) engine: graphics, physics, and an ECS with a Structure-of- Arrays memory model. It started as the "best-architecture-possible" successor to Engine-3D and Flakkari, and grew into a complete engine that supersedes both — now embeddable directly into the kernel for a zero-copy data path.

github.com/MasterLaplace/LplPlugin ↗

The origins

These two are older, each with its own history, and were the premises of something larger. They aren't archived — they're the foundations that prove the evolution.

Engine-3D

legacy · origin

The first graphics engine. Pure C with CSFML only for pixel output — all the 3D maths and rasterization were hand-written, alongside a minimalist physics core. It was a playground for every feature that looked interesting at the time, and the place where the appetite for doing the low-level work yourself began.

github.com/MasterLaplace/Engine-3D ↗

Flakkari

legacy · origin

A game server with an integrated ECS and minimalist physics, able to host several game instances at once over its own protocol. Systems and components were varied enough that a JSON scene file declared which systems to enable, which entities to pre-register with which components, and supported entity templating — the direct ancestor of LplPlugin's server build.

github.com/MasterLaplace/Flakkari ↗

Want the technical story of how these merged and moved into ring-0? Read the papers & postmortems.