feat(cli): install in one command, and call the CLI ludic
Getting started meant cloning the repository, bootstrapping a compiler and
learning a task runner called `x`. That is a contributor's workflow handed to
everyone who wants to try the language.
Installing is now one command:
curl -fsSL https://workshopsoft.pages.workshopsoft.io/ludic/install.sh | sh
install.sh puts a complete toolchain — compiler, CLI, engine runtime, bundled
ludic.* packages, formatter, language server — in ~/.ludic and adds it to PATH.
Prebuilt artifacts are checksum-verified; where a platform has none, or the
release predates this layout, it bootstraps from the compiler's own IR seed with
clang. The docs site publishes the script beside the pages that quote it, so the
page and the script can never come from different releases.
`x` becomes `ludic`, and the surface splits by audience. A user of the language
sees `new`, `run`, `build`, `test`, `add`, `fmt`, `lsp`, `doctor`, `upgrade`;
`ludic new` scaffolds a project that builds and plays as it stands. Everything
the toolchain repo needs moved under `ludic dev` — build, test, reseed,
bootstrap-cfree, docs-gen, release — unchanged apart from the namespace. Those
tasks read arguments one position further along, so dispatch_dev sets a shift
and commands use arg_n()/arg_total() rather than each knowing its own depth.
Release artifacts become complete install roots (bin/ beside runtime/, packages/
and VERSION) rather than bare binaries, which is what the installer unpacks.
`ludic dev test` asserts the whole shape: it stages an install, puts it on PATH
with no LUDIC_HOME, and runs new -> build -> test through it.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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LANGUAGE.md
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LANGUAGE.md
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@ -1021,24 +1021,28 @@ literal; test any pointer/record/slice with `x == null` / `x != null` (an unset
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## Tooling
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```bash
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ludicc app.ludic -o build/app # native binary (windowed for a game)
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ludicc app.ludic --headless -o app # headless build (renders out.ppm; reads stdin)
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ludic new mygame # a project that builds and plays as it stands
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ludic run # compile src/main.ludic and run it
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ludic build --headless # headless build (renders out.ppm; reads stdin)
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ludic test # compile and run the project's `test` blocks
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ludicc app.ludic -o build/app # the compiler directly: a native binary
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ludicc app.ludic --emit-llvm -o app.ll # stop at LLVM IR
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ludic app.ludic # compile AND run (forwards the exit code)
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```
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`ludicc` (compile) and `ludic` (compile-and-run) are one multi-call binary built
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by `bin/x build-cli`. **[COMPILING.md](COMPILING.md) is the authoritative CLI
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reference** — the full flag set (`-o`, `--windowed`, `--headless`, `--emit-llvm`,
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`--save-temps`, `--run`), the `LUDIC_HOME` / `LUDIC_CC` environment variables,
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and the IR-to-stdout bootstrap contract (no `-o`, invoked as `ludicc`) that
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`bin/x app` / `bin/x reseed` rely on. The default mode is auto: a file with `handler`s
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links windowed, otherwise headless; an explicit flag always wins.
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`ludic` is the CLI (`ludic help`); `ludicc` is the compiler it drives, built from
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the IR seed by `bin/ludic dev build-cli`. **[COMPILING.md](COMPILING.md) is the
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authoritative CLI reference** — the full flag set (`-o`, `--windowed`,
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`--headless`, `--emit-llvm`, `--save-temps`, `--run`), the `LUDIC_HOME` /
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`LUDIC_CC` environment variables, and the IR-to-stdout bootstrap contract (no
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`-o`) that `bin/ludic build` / `bin/ludic dev reseed` rely on. The default mode
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is auto: a file with `handler`s links windowed, otherwise headless; an explicit
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flag always wins.
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The retired C driver's `--shared`, `--fmt`, `-c`, cross-compile (`--target`) and
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wasm modes are **not** on the self-hosted toolchain (see "Not yet implemented").
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Source formatting now lives in the standalone `bin/ludic-fmt` (below), not a
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compiler flag.
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Source formatting now lives in the standalone formatter — `ludic fmt` (below) —
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not a compiler flag.
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The self-hosted compiler is intentionally permissive: it has no separate
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validation pass yet, so unknown types lower to `ptr` and call arity is not
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@ -1049,7 +1053,7 @@ duplicate types, unknown fields, arity) are future work.
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### Editors
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```bash
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bin/x tools # -> bin/ludic-fmt, bin/ludic-lsp
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bin/ludic dev tools # -> bin/ludic-fmt, bin/ludic-lsp
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bin/ludic-fmt -w src/ # format in place (keeps comments)
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bin/ludic-fmt --check . # CI: exit 1 if anything is unformatted
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bin/ludic-lsp --stdio # the language server, for any editor
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@ -1076,7 +1080,7 @@ Emacs, Sublime and Zed, are in `tools/editors/` — see
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- `examples/games/snake.ludic` — Snake, no assets — same compiler, proving generality.
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```bash
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bin/x app examples/games/snake.ludic && ./build/snake
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bin/ludic build examples/games/snake.ludic && ./build/snake
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```
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## Not yet implemented
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@ -1103,7 +1107,7 @@ self-hosting; their lowerings are in
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> **Implemented (S0).** `scene`, `layer`, and the `on enter` / `on exit` hooks
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> compile; [`examples/lang/scenes.ludic`](examples/lang/scenes.ludic) runs and is checked
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> by `bin/x test`. A scene lowers to a `machine` the compiler writes for you: one
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> by `bin/ludic dev test`. A scene lowers to a `machine` the compiler writes for you: one
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> implicit active-scene register, states numbered by declaration order, and
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> `become` as two direct calls plus a store. Richer scene features (the overlay
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> stack, scene-owned entities, scene-local state, transition parameters) are
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