Compiled ahead of time
Kalcite lowers source through syntax, HIR and MIR into native-oriented backends.
Kally 0.14 • a language • a scene engine • a smaller runtime
Kalcite is a compiled language and scene engine for people who want direct, understandable tools—from constrained hardware to native desktop development. Its application UI path is explicit about what exists today and what is still planned. The current versioned manual is Kally 0.14.
Why Kalcite
The project puts explicit cost, predictable memory, and approachable syntax in the same room. There is no Kalcite VM or garbage collector hiding in the finished program.
Kalcite lowers source through syntax, HIR and MIR into native-oriented backends.
Fixed-capacity pools and generation-checked handles help keep game memory visible.
A typed, C#-shaped language with explicit declarations and familiar blocks.
The language
Types, capacity, visibility, and intent are all present in the source. The runtime does less guessing, so you can reason about what a program costs.
Explore the language@pool(32)
public class Bullet extend Entity {
public Vec2fx position;
}
private Pool[Bullet; 32] bullets;
private Handle[Bullet] bullet; Applications and UI
Static controls, containers, focus, and signals already share the engine pipeline. Adaptive desktop UI, text, bindings, and accessibility are planned extensions—not marketing claims.
Application UI statusprofile = "ui"
capabilities = "window, keyboard"
// Contract validation is work in progress. Toolchain / workflow
The current compiler pipeline generates a versioned compiled object and routes code to target backends. The NumWorks route produces an EADK Rust project for the official tooling.
Editor and tooling
Kalcite already includes VS Code and Zed syntax tooling, plus an LSP crate. The graphical editor exists as a project crate; its public workflow documentation stays carefully scoped while it evolves.
Tooling status
Targets, honestly
Constrained-hardware reference implementation with EADK integration and `.nwa` tooling.
A native development runner keeps the same logical 320×240 RGB565 framebuffer.
The project roadmap names WebAssembly; a web backend is not documented as available.
Kally
Kally is the little axolotl who keeps watch over the mineral springs beneath the workshop—collecting useful fragments and helping builders find a clear way forward.
Meet Kally
Get started
Read the installation notes, run a first program, or inspect the language and compiler reference.