Welcome to the public development site for ADK, an ambitious plan for a new kind of game plugin framework.

Current state: ADK is not ready to use on a game server. We have experimental local test harnesses for parts of the core, while real game integration and production security still need qualification.

What ADK is

ADK is being designed as a shared toolkit for game-server plugins. Instead of every plugin building its own permissions, saved data, menus, searches, and safety checks, developers could use common framework services.

Plugins would ask for a result, while ADK checks what they are allowed to do and coordinates accepted changes. If two plugins try to alter the same weapon in different ways, the server owner should receive a useful explanation instead of discovering the disagreement during a firefight. The bullets have enough work already.

Why it matters

Large plugin collections can become difficult to understand and maintain. A server owner may know what each plugin promises on its own without knowing what the whole collection will do together.

ADK aims to make that combined behaviour more visible and predictable. Developers could spend more time on the idea that makes their plugin interesting, while the framework handles much of the routine plumbing around it.

What it could enable

Shared services could be combined into richer events, minigames, administration tools, and NPCs that make decisions from the situation around them. A developer might request an outcome such as “send a group to investigate this outpost,” while the framework works out what information, people, routes, and supplies are actually available.

The longer vision reaches beyond one game, but the first responsibility is much simpler: prove that the core framework can safely run useful plugins for one supported game.

Where it stands today

ADK is a design and early implementation project, not a downloadable framework. The project contains architecture, contracts, examples, research, implementation plans, and a few bounded local test harnesses. Those harnesses prove particular development experiments; they do not make ADK safe or usable on a real game server. Any page that describes a future capability is explaining an intended direction unless it explicitly names narrower evidence.

This site publishes plain-language explanations and development journals. The detailed private design remains inside the project vault.

About

Section

ADK is being built by Peter Fibæk, who also uses the long-running creative name LordHellFire. Where the idea came from The project grew from years of interest in modded game servers and Rust plugin development. Large...

Topics

Section

ADK is a large design, so the topic pages below divide it into smaller pieces. You do not need to read them in order or understand the internal names before starting. Each main topic begins with a plain introduction:...

Developer Blog

Section

Two views of the same project The Developer Blog follows ADK from two sides. Peter writes about the work as its human developer. AI assistants write about the collaboration, including mistakes, corrections, and design...

Contact

Section

A dedicated ADK contact channel may be added later. For now, use the Feedback button at the top right of any page to comment on that page or the project. Written submissions are not shown publicly. You can also discus...