Phase 6b (cont.): fix ECS-construct 'system'->'handler' in COMPILING/BOOTSTRAP prose
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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1 changed files with 2 additions and 2 deletions
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@ -216,7 +216,7 @@ python3 -m http.server -d build/web 8000 # then open http://localhost:8000/
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itch.io — and the game runs. It needs no server-side anything, and no
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itch.io — and the game runs. It needs no server-side anything, and no
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cross-origin isolation headers.
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cross-origin isolation headers.
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**No game logic passes through JavaScript.** The systems, the queries, the
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**No game logic passes through JavaScript.** The handlers, the queries, the
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fixed-point arithmetic, the PNG decoder, the TrueType rasteriser and the UI are
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fixed-point arithmetic, the PNG decoder, the TrueType rasteriser and the UI are
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all compiled Ludic executing as wasm. `platform.js` is 300 lines and implements
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all compiled Ludic executing as wasm. `platform.js` is 300 lines and implements
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the same five-function window protocol `cocoa.ll` implements, plus the host
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the same five-function window protocol `cocoa.ll` implements, plus the host
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@ -248,7 +248,7 @@ A browser tab cannot be held inside that loop — it would never paint, and the
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key events the loop is waiting on would never be delivered. So a web build
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key events the loop is waiting on would never be delivered. So a web build
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exports those four functions instead of `main`, and `platform.js` calls
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exports those four functions instead of `main`, and `platform.js` calls
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`ludic_frame` from `requestAnimationFrame`. Both targets emit the four from the
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`ludic_frame` from `requestAnimationFrame`. Both targets emit the four from the
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same code in `ll_emit_loop_parts`, so the systems that run, and the phase order
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same code in `ll_emit_loop_parts`, so the handlers that run, and the phase order
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they run in, are identical; only the owner of the loop differs.
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they run in, are identical; only the owner of the loop differs.
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### The floor
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### The floor
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