feat(pack): asset packs, so a built game is a thing you can hand someone
A Ludic game opened its assets by a path relative to the working directory, so `build/mygame` ran only from the project root and there was nothing to give anyone but "the binary, and also this whole tree". A game is not one file, but shipping it has to be. `ludic pack` writes a .lpak: a header, a name-sorted entry table, a name heap and the blobs, 16-byte aligned. Entries are stored rather than compressed - PNG, JPEG and glTF binary arrive compressed already, and a decompressor on the load path would spend CPU to make the file no smaller. The reader is spliced into the compiler at the one place every asset in a Ludic program comes through: file_open. gltf_load, tex_load, Audio.load, Fs.read_text and the renderer's own shader loads all bottom out there, so routing it through @lp_pak_open reaches every one of them without any of them knowing. A read of a packed path becomes an fmemopen over the mapped bytes; everything else is the fopen it always was. Fs.exists and Fs.size consult the packs too, so a game that guards a load with Fs.exists keeps finding its assets once they are packed. The pack is mmap'd rather than read: 165 MB of textures costs one syscall at boot and pages in only what is touched. @lp_pak_boot runs from @llvm.global_ctors, before main, so a pack is mounted before the game's first line - and it reads packs.index, a plain list, so the mount order is explicit and a later pack shadows an earlier one. Without a packs.index nothing mounts and every open goes to the filesystem exactly as before, which is every `ludic run` during development. Packing is a shipping step and is invisible until you ship. The compiler reproduces itself byte-exactly and the C-free bootstrap from the seed still holds. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@ -30,9 +30,16 @@ function emit_intrinsic(name: pointer, e: Node) -> Val {
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let w = emit_bind(`zext i32 {n} to i64`)
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return val(emit_bind(`call ptr @realloc(ptr {p}, i64 {w})`), "pointer")
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}
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# Every asset a Ludic program loads arrives through here — gltf_load, tex_load,
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# Audio.load, Fs.read_text and the renderer's own shader loads all bottom out at
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# file_open — so this one call is where a shipped game's asset pack is spliced
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# in. @lp_pak_open serves the bytes from a mounted pack when the path is in one
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# and falls through to @fopen when it is not, which is every open during
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# development. See selfhost/backend/stdlib/emit_pak.ludic.
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if (name == "file_open") {
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use_pak()
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let p = arg_code(e, 0); let m = arg_code(e, 1)
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return val(emit_bind(`call ptr @fopen(ptr {p}, ptr {m})`), "pointer")
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return val(emit_bind(`call ptr @lp_pak_open(ptr {p}, ptr {m})`), "pointer")
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}
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if (name == "file_read") or (name == "file_write") {
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let f = arg_code(e, 0); let b = arg_code(e, 1); let n = arg_code(e, 2)
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