Repository-cleanup / DX pass folding three tracker items into one coherent change, verified green end to end (`bin/x test` 49/0, `bin/x selfhost-test` 29/0, `bin/x test-tools` 29/0). #28 — curate & categorise examples/ - 42 flat entries regrouped into intent-revealing subdirs: games/, rendering/, ecs/, events/, networking/, lang/, library/ (was lib/). - chronorift dir-vs-file duplication resolved: the entry file and its import modules now live together under games/chronorift(.ludic). - Every path reference updated repo-wide (test runner, editor-tool drivers, docs/site, design docs). - New examples/README.md indexes the whole set with run commands. - Showcase examples without a self-asserting entry (hello, events, net_rt) now get a compile-only rot guard in `bin/x test`, so nothing here rots silently. #30 — text-diffable golden baseline - The 4 binary selfhost/golden/*.ppm blobs are replaced by a single selfhost/golden/renders.sha256 manifest (SHA-256 per render). Hashes are byte-identical to the old PPMs, so the baseline is unchanged — only its form. - game_case now compares framebuffer hashes; a regression shows as a changed hex line in review, not "binary files differ". - New `bin/x golden` regenerates the manifest deliberately (review with `git diff selfhost/golden/renders.sha256`). #27 — PPM & asset handling - Headless renders now write build/out.ppm, never the repo root; `x app`, `x clean`, messaging and .gitignore updated to match. Nothing is written to the working root any more. - Redundant local Kenney .zip archives removed (the art ships extracted; .gitignore already excludes *.zip). CC0 License.txt files retained. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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README.md
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README.md
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@ -48,9 +48,9 @@ self-hosted native toolchain.)
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| `runtime/web/platform.js` | the browser's window — the same five `win_*` functions `cocoa.ll` implements, against a `<canvas>` |
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| `runtime/web/index.html` | the page a web build is served from |
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| `tools/ludic-web/run.mjs` | runs a headless wasm build under Node, so native and wasm output can be diffed |
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| `examples/chronorift.ludic` | the JRPG written in Ludic (multi-file via `import`, model-based) |
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| `examples/menu.ludic` | a retained-UI title screen (9-slice, TrueType, focusable buttons) |
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| `examples/snake.ludic` | a second, unrelated game — proves the language is general (same toolchain, no engine hardcoding) |
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| `examples/games/chronorift.ludic` | the JRPG written in Ludic (multi-file via `import`, model-based) |
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| `examples/games/menu.ludic` | a retained-UI title screen (9-slice, TrueType, focusable buttons) |
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| `examples/games/snake.ludic` | a second, unrelated game — proves the language is general (same toolchain, no engine hardcoding) |
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| `bin/x` | the task runner — `bin/x app examples/<name>.ludic` compiles a program; `bin/x help` lists every command |
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| `bin/x test` | regression suite: builds the compiler, compiles/runs all examples, checks save/load + diagnostics |
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| `tools/ludic-tools/` | the editor toolchain, **in Ludic**: `ludic-fmt` (source formatter) and `ludic-lsp` (language server) — one lexer and one vocabulary shared by both |
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@ -74,14 +74,14 @@ to machine code via LLVM IR; see **[COMPILING.md](COMPILING.md)** for the
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pipeline and the runtime protocol.
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```bash
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bin/x app examples/chronorift.ludic
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bin/x app examples/games/chronorift.ludic
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./build/chronorift # opens a native window
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```
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Headless render (for testing / CI):
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```bash
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bin/x app examples/chronorift.ludic --headless
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bin/x app examples/games/chronorift.ludic --headless
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printf 'ddddwww' | ./build/chronorift_headless # writes out.ppm
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sips -s format png out.ppm --out frame.png
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```
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@ -141,7 +141,7 @@ same highlighting, checking and formatting as the source tree.
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## The game: Chrono Rift
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A playable co-op JRPG in `examples/chronorift.ludic`, using CC0
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A playable co-op JRPG in `examples/games/chronorift.ludic`, using CC0
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[Kenney](https://kenney.nl) sprites (Tiny Town + Tiny Dungeon), decoded from
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PNG at runtime by the Ludic-written PNG/DEFLATE decoder — no zlib, no external
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dependency on any target.
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