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 |
What you get
Section titled “What you get”- 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,
Backgroundwork 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 security posture, in one paragraph
Section titled “The security posture, in one paragraph”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.
How to read these docs
Section titled “How to read these docs”- 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.