Thanks for your replies. :)
@ frob : I just want that my engine can be a wide use engine for every genre.
@ SeanMiddleditch : I saw quake3 engine used quake virtual machine and q3asm code translator(?).

( href = http://fabiensanglard.net/quake3/qvm.php )
If I made an engine like this...
PE functions for instructions
pe_obj_make( Id , &Res , Type ) : Obj_Make Id , "ResDir" , Type
pe_obj_delete( Id ) : Obj_Delete Id
pe_obj_state( Id , StateType ) ; Obj_State:Id
...
In logic code
Obj_Make 0 , "./Res/Pizza.blend" , #3D
Obj_Make 1 , "./Res/Coke.blend" , #3D
Obj_Make 2 , "./Res/Table.blend" , #3D
Obj_Make 3 , "./Res/TV.blend" , #3D
If Obj_State:0 == False
Console_Print( "Error" )
End
...
I think both q3 and above code can make and change logic of a game easily but I don't know how I sketch my engine like this for own code translator.
Some companies dynamically load DLLs with native game code
Also I think it's better solution than biggest structure of own scripting or logic code for cutting down worries , waste of times. :mellow:
anyway I wonder how q3 vm codes are made of.