Architecture overview
.klc → kalcite-syntax → kalcite-hir → kalcite-mir → backend ├─ NumWorks / EADK / .nwa ├─ desktop development runner └─ TI routePlatform backends do not parse .klc themselves. The shared logical platform surface includes drawing, input and colors; NumWorks is the reference 320×240 RGB565 constrained target. The desktop runner currently mirrors that game surface. The platform API also exposes a fixed-capacity, generation-checked native-surface ABI so an application surface can host an embedded, resize-aware GPU game view without sharing raw toolkit handles. Pointer hit testing maps parent coordinates into the game, while keyboard routing accepts an adapter-selected focused child and verifies that it is directly embedded; both event contracts remain toolkit-neutral. The renderer emits immutable, sorted command frames bound to those GPU targets, allowing the next game frame to be recorded while an adapter presents the previous one; concrete Metal, Vulkan, Direct3D, OpenGL, and Skia adapters remain future work.
The repository contains crates for syntax, objects, linting, projects, compiler lowering, portable engine/runtime pieces, platform APIs and tooling. Consult Engine architecture for a contributor-oriented map.
See the Applications and UI roadmap for profile and capability-contract work.