feat(core): #77 ship canonical Position/Body/Collider from ludic.core package
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The engine-owned esys_move (#65) reads Position/Body/Collider/Solids by name,
but no package defined them — every game and example re-declared identical
bundles by hand. Ship them as the source package ludic.core; games import
instead of copy-pasting, and extend by composition (attach their own
components on the same model). AOT → compiles into the consumer's ECS with no
seam; integer + Q16.16 deterministic. Adds examples/library/core_components
(driven by esys_move, composed with a game Health component) as a
controller_case (104/0).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-02 06:46:06 +03:00
parent 7f55554ae2
commit 5af5bdd060
6 changed files with 119 additions and 0 deletions

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@ -0,0 +1,3 @@
bump: minor
type: feat
Canonical engine-ABI components (#77) — the shared `Position` / `Body` / `Collider` / `Solids` bundles the engine-owned movement system (`esys_move`, #65) reads by name are now shipped from a base source package, **ludic.core**, instead of being re-declared by hand in every game and example. A game `import "ludic.core/components.ludic"` and the engine moves and collides its entities for free; extend by *composition* (attach your own components on the same model). AOT means the properties compile straight into the consumer's compile-time ECS with no ABI seam, and everything stays integer + Q16.16 deterministic (lockstep / replay / `world_save` hold). Example: `examples/library/core_components.ludic`.