feat(bundle): ship a game as a macOS .app, with a splash it controls
`ludic build` produces a program. Double-clicked it opens a Terminal window, it wears the generic executable icon, it calls itself whatever the file is called, and it carries none of its assets. `ludic bundle` produces an application. Everything it needs is in package.ludic, so the command takes no arguments: an Info.plist and PkgInfo from `app` lines, an .icns built by sips and iconutil at all ten sizes macOS asks for from a single source PNG, the asset pack in Contents/Resources, and an ad-hoc signature - which is not optional on Apple silicon, where an unsigned binary is killed rather than warned about. The bundle identifier falls back to the package path reversed, so a project that never thinks about it still gets a defensible one instead of two apps sharing a key Launch Services hangs the Dock, saved state and permissions off. A bundled game is moved to ~/Library/Application Support/<name> before main, because Finder starts a .app with its working directory at "/" where no save could ever be written. Reads come out of the pack, writes land somewhere real and per-user, and the game's save code needs no change and no platform knowledge. The splash is the other half of looking like an application. A game that loads 165 MB spends a visible moment doing it with nothing on screen, which from the outside is indistinguishable from a launch that failed. splash_show puts a borderless window up from the same constructor that mounts the pack - before main, so it appears while the process is still starting rather than after the slow part it exists to cover - and reads the artwork out of the pack like any other asset. It turns the run loop enough times to be mapped and composited there and then; once composited the backing store survives a busy main thread, so it stays up for the whole load. Nothing hides it automatically. Only the game knows when its first real frame is ready, and a splash that vanishes before that leaves the same black gap it was covering, so the game calls App.splash_hide(). Headless there is no splash and the call lowers to nothing. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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README.md
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README.md
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@ -60,9 +60,9 @@ ludic run # compiles src/main.ludic and opens a native window
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```
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`ludic new` writes a manifest, a program that already moves something on screen,
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and a test. `ludic build` stops at the binary — one self-contained executable
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with nothing to ship beside it. Rendering is deterministic, so a frame can be
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produced without a window, which is what CI diffs:
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and a test. `ludic build` stops at the binary; `ludic bundle` goes on to the
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thing you can actually give someone. Rendering is deterministic, so a frame can
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be produced without a window, which is what CI diffs:
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```bash
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ludic test
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@ -114,6 +114,28 @@ bin/ludic-dev test # the regression suite
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[API reference](https://workshopsoft.pages.workshopsoft.io/ludic/api.html)
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documents every symbol on its own page.
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## Shipping
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A built binary is a program, not an application: it opens its assets by a path
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relative to the working directory, so it runs from the project root and nowhere
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else, and it wears the generic executable icon.
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```bash
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ludic pack # every asset the game opens, into one .lpak
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ludic bundle # ...and that, the binary, an icon and the metadata, as a .app
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```
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Nothing about how the game is written changes. `gltf_load("assets/kit/hiker",
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…)` reads a file during development and a run of bytes inside the bundle once
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shipped, and cannot tell which — the pack is spliced in at `file_open`, the one
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place every asset in a Ludic program comes through. A bundled game also gets a
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boot splash it controls (`App.splash_hide()`) and a writable home under
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Application Support, because Finder starts a `.app` at `/` where no save could
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be written.
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Without a pack beside it — which is every `ludic run` — nothing mounts and every
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open goes to the filesystem exactly as before. See [docs/SHIPPING.md](docs/SHIPPING.md).
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## Packages
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Dependencies are identified by URL, resolved with minimal version selection, and
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