Phase 6b (cont.): fix ECS-construct 'system'->'handler' in COMPILING/BOOTSTRAP prose

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-08-27 18:52:40 +03:00
parent dfc17398cf
commit 415f77e242

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@ -216,7 +216,7 @@ python3 -m http.server -d build/web 8000 # then open http://localhost:8000/
itch.io — and the game runs. It needs no server-side anything, and no
cross-origin isolation headers.
**No game logic passes through JavaScript.** The systems, the queries, the
**No game logic passes through JavaScript.** The handlers, the queries, the
fixed-point arithmetic, the PNG decoder, the TrueType rasteriser and the UI are
all compiled Ludic executing as wasm. `platform.js` is 300 lines and implements
the same five-function window protocol `cocoa.ll` implements, plus the host
@ -248,7 +248,7 @@ A browser tab cannot be held inside that loop — it would never paint, and the
key events the loop is waiting on would never be delivered. So a web build
exports those four functions instead of `main`, and `platform.js` calls
`ludic_frame` from `requestAnimationFrame`. Both targets emit the four from the
same code in `ll_emit_loop_parts`, so the systems that run, and the phase order
same code in `ll_emit_loop_parts`, so the handlers that run, and the phase order
they run in, are identical; only the owner of the loop differs.
### The floor