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Introduction

ChloeKernel is a Roblox game framework with an OS-style architecture: a genre-agnostic kernel (scheduler, processes, services, IPC, hooks) plus server-side drivers for networking, persistence, replication, anti-exploit, and commerce. Game code registers as services and communicates through kernel primitives — the kernel contains no game rules.

The analogy is load-bearing, not decorative:

OS concept ChloeKernel equivalent
Kernel One Kernel per machine — server and client each boot one
Processes Coroutines with PIDs, lifecycles, and exit signals, stepped by the scheduler
Scheduler Priority queues drained under a per-frame budget
System calls Network intents through fail-closed validation chains
IPC Topic pub/sub bus + typed signals
Drivers NetDriver, DataDriver, ReplicaService, AntiExploit, Commerce — server-side, privileged
Userspace Your services, kits, and Bootstrap code
  • Priority-scheduled work under a frame budget. Everything the framework does per frame drains through the Scheduler — frame-aware budgets on the server, a fixed slice on the client, Background work only on spare budget. Hot paths are measured in nanoseconds and published in Benchmarks.
  • Server-authoritative networking. Clients send intents, never state. Every intent passes a fail-closed hook chain: a crashing validator rejects the action, and a handler-bearing channel with no validator rejects every payload — missing permission is not permission. Buffer-packed serialization at every boundary keeps the wire small.
  • Loss-hardened persistence. DataDriver wires session locks, atomic retried writes, schema migrations, and rotated backups with automatic restore — and a failed load kicks instead of substituting defaults, because defaults overwriting a real record is how data wipes happen.
  • Genre kits. Weapons, melee, spells, movement abilities, inventory, loot, crafting, shops, quests, rounds, teams, parties, NPCs — each one is server-validated gameplay wired through the same primitives, usable in a few lines and replaceable without touching the kernel.
  • A media stack. Bone physics, automatic hair rigging, voxel dissolve, audio, animation and IK, all budgeted per device by DeviceBench.
  • 505 specs on every boot. Pressing Play in Studio runs the full spec suite at server boot. Verification status is documented per feature — what is spec-proven and exactly what still needs a published place.

The client is a renderer with opinions. Everything privileged lives in ServerScriptService where it cannot be decompiled; nothing the client says is trusted; validation chains fail closed; rate limits are per-player, per-channel; hit validation is lag-compensated server-side. Client code is always readable by exploiters — the defense is never trusting it, not hiding it. The full model is in Architecture & Security.

  • Getting Started boots the framework and your first service.
  • Core Concepts is the five-minute mental model: kernel, services, sessions, hooks, bus. Read it before anything else.
  • The Cookbook is task-first — “I want to save player data”, “I want to validate hits” — complete, copyable recipes that link into the deep pages.
  • Kernel / Networking / Data / Systems / Kits sections go module-by-module into how each system actually works: the internals, the API surface, the hooks and bus topics, the sharp edges.
  • Press Ctrl+K anywhere. The search index covers every page.