Implements the v1 direction decided in the RFC as a set of `x` subcommands
plus a small, contained compiler change.
* URL-as-identity, no registry — a dependency is named by its git import
path and a `git tag vX.Y.Z` publishes a version.
* Minimum Version Selection — a `require` is a minimum; the resolver picks
the greatest required minimum per module, then the reachable closure at
those versions. Deterministic, no SAT solver (tools/x/pkg.ludic).
* Content-addressed global store + per-project links — packages live once in
~/.ludic/store keyed by a content hash; each project links them under
ludic_modules/. package.ludic (manifest) + package.lock.ludic (lock).
* Namespace registration for source packages via a module-root import
fallback in the compiler: do_import resolves a non-local, non-absolute
import under $LUDIC_MODULES (default ludic_modules/), so a fetched
package's Ludic compiles into the consumer the way the built-in stdlib
does. Collisions and missing prebuilt targets are hard errors.
Commands: x add / x get / x update / x verify / x vendor. New hermetic suite
`x test-pkg` (stands up throwaway git repos, offline) is gated inside `x test`.
Existing programs compile byte-for-byte identically (the import fallback only
fires when the local path is absent); the C-free bootstrap fixpoint holds and
the seed is regenerated. Full suite: 87 passed, package suite: 12 passed.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
A layered concurrency library, safe by default. The recommended tier is
Job.* / Promise.*: a Job is a future — Job.run(kind, arg) starts a
cooperative background compute that advances each Job.pump(budget) and
finishes after enough frames (heavy work spreads out instead of hitching),
or Job.defer + Job.fulfill/fail/cancel drives one by hand. Poll with
done/ok/failed/cancelled, read result/error, count outstanding work with
Job.pending. Promise.all/race combine handle lists into a group job resolved
on the main thread; Promise.count_done/all_done power a loading bar.
The advanced, opt-in Sync.* tier (mutex/atomic/channel + cpu_count) is the
"here be dragons" surface for engine-level message passing.
The whole thing is a deterministic cooperative scheduler: results are
collected on the main thread and a Job never touches the ECS world, so
lockstep and replays stay bit-exact — same jobs + same budget reproduce
byte-for-byte on every target, and a preemptive OS-thread backend can slot
behind this same API later. Ludic has no closures, so a Job carries a
compute kind + int arg (or a hand-driven defer) rather than fn()->…, and
Promise progress is polled rather than chained through then.
Written in Ludic and spliced on demand (like Regex/Dict/Numeric): a program
that never mentions Job.*/Promise.*/Sync.* compiles byte-identically and the
C-free bootstrap fixpoint is untouched. New: runtime/native/jobs.ludic,
emit_ns_call dispatch, parse-time splice, examples/library/jobs.ludic (31
self-asserting checks), 33 docs pages + inventory, changeset.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Extend `enum` from named int constants to a tagged union: a variant may
carry a payload (`enum Tile { Empty, Wall, Door(int), Portal(int, int) }`).
Such enums box to a heap record (an i32 tag at offset 0, then one 8-byte
slot per payload position); an all-bare enum keeps its zero-cost compile-
time-ordinal representation, byte-for-byte unchanged (every golden render
and the bootstrap fixpoint still hold).
- Parser: variant payload declarations, stored as N_PARAM kids on the
variant node.
- Construction: by name — `Door(3)`, `Portal(x, y)`, bare `Empty` — resolved
ahead of the function-call fallback and boxed with the payloads coerced to
their declared types.
- match: destructures a tagged scrutinee, switching on the tag and binding
each arm's payload names in a scoped local frame.
- Checking pass: a tagged `match` must be exhaustive (cover every variant or
end in `_`), and constructor/pattern arities and binding forms are checked
— all reported where the scrutinee's type is known.
Adds selfhost/tests/enums.ludic to the regression suite and documents the
feature in LANGUAGE.md and the enum/match pages.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
A const reference lowered to `val(itoa(g.a.ival), "int")` in emit_call.ludic —
the initializer's raw integer bits, hardcoded as `int`. For a fixed const like
`const X: fixed = 10.0` that yielded the Q16.16 bits (655360) typed as int, so
every fixed comparison/arithmetic against it silently broke (it caused an
infinite loop in runtime/native/numeric.ludic, previously worked around with
inline literals).
Fix: a const reference now emits its initializer expression via emit_expr(g.a),
which carries the initializer's real type (E_FLOAT->fixed, E_BOOL->bool,
E_STR->string) and even handles computed initializers. Every existing const is
an int literal, for which this is byte-identical to the old immediate — the
C-free bootstrap fixpoint and all golden renders are unchanged.
- selfhost/tests/const.ludic + sh_case pin fixed/int/bool const behaviour.
- runtime/native/numeric.ludic restored to named fixed consts (HUGE_TEN etc.),
which the workaround had inlined; the numeric example (20 assertions) still
passes, validating the fix under runtime splice.
All suites green: x selfhost-test 31/31 (fixpoint holds, goldens byte-identical),
x test 85/85, x test-tools 30/30.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Types phase 3 — the option/result safety pair. result/ok/err/try shipped in
#46; this adds its companion option:
- some(v) -> option (present value; any i32-width scalar)
- none() -> option (empty; no magic -1 sentinel)
- is_some / is_none -> bool
- unwrap_or(o, fallback) -> int
A heap %Option = { i32 present, i32 value }, bare builtins guarded by find_fn
(a user fn of the same name still wins), gated by g_uses_option so unused
programs compile byte-identically — same idiom as result.
Wired: emit_call codegen + %Option decl (emit_decl) + g_uses_option (emit_core),
reseeded seed, vocabulary sync (header/JetBrains/TextMate), builtin docs +
inventory, and a self-asserting example (examples/library/optionresult.ludic +
feat_case). All suites green incl. golden renders byte-identical and the
bootstrap fixpoint.
Tagged-union enums (variant payloads + binding match + exhaustiveness) are the
deep type-system feature, split out to #56.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Types phase 5 (polish). A splice-on-demand numeric runtime
(runtime/native/numeric.ludic, built on the inline Math.* trig) behind three
namespaces:
- Huge.* — idle big numbers (normalized mantissa x 10^exponent): from/add/
sub/mul/neg/cmp/sign/mantissa/exp/str (scientific 1.23e45). Display-scale,
not lockstep-exact (BigInt/Decimal for exactness).
- Angle.* — auto-wrapping radians: from_degrees/to_degrees/wrap/sin/cos/add/
diff (shortest signed rotation)/lerp (shortest arc).
- Percent.* — clamped [0,1]: clamp/of/lerp/apply.
Remaining phase-5 items are already covered (duration=Duration.*,
rune=Unicode.*, i64=long) or need a type-checking pass (handle, typed name,
other sized ints) — tracked for later.
Wired: parser splice trigger (g_uses_numeric), emit_call dispatch, reseeded
seed, a self-asserting example (examples/library/numeric.ludic + feat_case),
per-symbol docs + inventory. All suites green incl. golden renders byte-
identical and the bootstrap fixpoint.
NOTE: fixed `const`s lower to raw-int-typed values (emit_call N_CONST), which
breaks fixed comparisons — the runtime uses inline fixed literals instead.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Types phase 4 — containers. A splice-on-demand open-addressing hash table
(runtime/native/dict.ludic, FNV-1a, linear probing, tombstones, grow at 0.7)
behind two namespaces:
- Dict.* — string -> int map: new/set/get/get_or/has/remove/size/clear/keys.
Resource counts, id/name registries. O(1) average vs a linear list scan.
- Set.* — set of strings: new/add/has/remove/size/clear/members. Tags,
unlocked achievements, visited tiles. Shares the same table.
Values are int (also an entity handle / small id); Value.* covers richer
maps. [T; N] inline fixed arrays remain future work — typed buffers and []T
slices already cover heap-backed arrays.
Wired: parser splice trigger (g_uses_dict), emit_call dispatch, reseeded seed,
a self-asserting example (examples/library/containers.ludic + feat_case), and
per-symbol docs + inventory. All suites green incl. golden renders byte-
identical and the bootstrap fixpoint.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Types phase 2 — the "money problem". A splice-on-demand bignum engine
(runtime/native/bignum.ludic, self-contained, only intrinsics) exposed as
two namespaces:
- BigInt.* — arbitrary-precision integer (sign-magnitude, base-1e9 limbs):
from/parse, add/sub/mul/pow, div/mod (by int), cmp/eq/is_zero, to_int, str.
For idle counters and exact huge currencies that overflow a 32/64-bit int.
- Decimal.* — exact base-10 fixed point (BigInt mantissa + decimal scale):
from/parse, exact add/sub/mul, cmp/eq, scale/rescale (truncate), str.
So 0.10 + 0.20 is exactly 0.30 — no binary rounding.
Both exact => deterministic; no f32/f64. Wired: parser splice trigger
(g_uses_bignum), emit_call dispatch, reseeded seed, a self-asserting example
(examples/library/bignum.ludic + feat_case), and per-symbol docs + inventory.
All suites green incl. golden renders byte-identical and the bootstrap fixpoint.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Phase 1 of the fuller type-system proposal: two by-value spatial types
that lower to packed integers (no heap, copy like scalars).
- IVec2 — integer 2D vector, a pair of int packed into one i64, for tile
and grid coordinates: make/zero/x/y/add/sub/scale/dot, the grid distance
manhattan, equal, and to_vector (widen into the fixed-point Vector).
- Rect — axis-aligned rectangle, four Q16.16 fixed components packed into
one i128, for HUD boxes and hitboxes: make/x/y/w/h, the derived
right/bottom/center, and the contains (point) / intersects (overlap) tests.
Both are exact and deterministic, bit-identical on every platform. Vector
and Color already cover phase 1's other 2D primitives.
Wired end to end: emit_core llty (IVec2->i64, Rect->i128), emit_call
dispatch, the FRAGS list + reseeded seed, a selfhost test (types2d),
per-symbol docs + type pages + inventory, and the vocabulary/editor sync
(header, JetBrains, TextMate, LSP).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Adds the Http.* namespace and its transport, the HTTP client from #6. The JSON
companion the proposal called for already shipped as Json.* (#44).
- runtime/native/http.ll: the macOS transport — NSURLConnection driven through
the objc runtime C ABI (no ObjC/C source), run on a detached pthread so the
frame never blocks; TLS is the system's, on by default. A fixed slot pool holds
each in-flight request; the worker publishes status/body/response behind an
atomic done flag (release/acquire). Spliced + Foundation linked only when a
program uses Http.*.
- runtime/native/http.ludic: the Http.* runtime — get/post/request, the
open/set/body/send builder, poll/status/ok/text/body_len/header/free, plus a
pure-Ludic response parser (Http.parse + case-insensitive header lookup) that
is transport-independent and portable.
- compiler: Http.* dispatch, g_uses_http splice, hs_* transport intrinsics +
declarations, the conditional Foundation link, and a new \r string/char escape
the protocol needs.
- docs: a full docs/language/http section (16 pages); check-impl/check-docs green.
- test: examples/library/http.ludic self-asserts the parser offline (Darwin-gated
build via the canonical path, since it links Foundation).
Verified end to end against real endpoints: HTTPS GET (200 + headers + body) and
POST (body + custom header). HTTP is out-of-band and never feeds the
deterministic sim. Reseeded; suites green (81 + 29).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Adds the Audio.* namespace and its platform backend, the audio subsystem #22 was
blocked on.
- runtime/native/audio.ll: the macOS backend, AVAudioPlayer driven through the
objc runtime C ABI (no ObjC/C source), same style as cocoa.ll — snd_load /
play / stop / playing / set_volume / set_rate. Spliced and linked with
AVFoundation only when a windowed build actually uses Audio.* (needed_framework,
since AVAudioPlayer is reached by name).
- runtime/native/audio.ludic: the Audio.* runtime — a handle table, master
volume/pitch, a single music channel. load/play/play_sound/play_music/stop/
stop_music/stop_all/volume/pitch/is_playing. Every native call is
is_windowed()-guarded, so a headless build carries the API as no-ops (load
returns 0, is_playing false) and needs no audio device.
- compiler: Audio.* namespace dispatch, g_uses_audio splice, snd_* intrinsics +
declarations, and the conditional AVFoundation link in both the canonical
(main.ludic) and dev-runner (x app) paths.
- docs: a full docs/language/audio section (10 method pages); check-impl green.
- test: examples/library/audio.ludic self-asserts the headless no-op path.
Playback is out-of-band and never feeds the deterministic sim, but triggers are
frame-driven so replays fire the same sounds. Reseeded; suites green (80 + 29).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Wire the macOS platform side of the #50 device layer, feeding the same state
buffers the read APIs consume — no API changes, purely OS glue.
- mouse: cocoa.ll reads the live cursor via mouseLocationOutsideOfEventStream,
converted to framebuffer pixels and y-flipped, so windowed games get
Input.mouse_x/y without injection (W_mx/W_my were never written before).
- gamepad: win_pad polls GCController.controllers each frame, packing extended-
gamepad buttons (SDL_GameControllerButton order) and thumbsticks (16.16 fixed,
Y negated for SDL convention) into in_pad_*. Windowed builds now load
GameController via -needed_framework (its classes are reached by name, so a
plain -framework link dead-strips it); DCE'd in headless builds.
- touch: the view's NSTouch phase handlers snapshot the touching set into
in_touch_* (normalizedPosition -> framebuffer pixels).
Web platform.js gains zero-fill stubs for win_held/mouse/pad/touch so a windowed
wasm build resolves the device-layer imports. New test asserts the windowed link
loads GameController. Reseeded; full + selfhost suites green (79 + 29).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The raw device layer the input proposal sketched, over the action maps +
record/replay of #7. Beyond one key per frame, gameplay can read:
- Multiple simultaneous held keys: Input.key_down / key_pressed / key_released,
with clean rising/falling edges (hold left AND jump).
- Analog from keys: Input.axis(neg, pos) and a normalized Input.vector(l,r,u,d)
(diagonals scaled by 1/sqrt(2)), plus Input.strength(action).
- Mouse: Input.mouse_x/y, mouse_dx/dy (per-frame delta), mouse_down(btn), wheel.
- Gamepads: Input.pad_connected/pad_button/pad_axis (SDL-order buttons, -1..1
sticks); touch: Input.touch_count/touch_x/touch_y.
The held set is fed by the platform when windowed — cocoa.ll now tracks
keyDown/keyUp into a 256-bit held-key bitset (win_held) and the mouse
buttons/wheel (win_mouse), gated so headless builds DCE the native calls — and
by the Input.press / Input.set_mouse / Input.set_pad / Input.set_touch injection
on every target (Godot-style action injection: replays, AI, network-fed input).
Input.record / replay now snapshot the full per-frame device state (held set +
mouse), extending #7's single-key tape.
Everything is integer and deterministic, so the same inputs reproduce the same
frame on every run and headless. The gamepad/touch native hardware bindings
(GameController.framework / NSTouch) feed the same injected state and are the one
remaining platform-glue follow-up; the software layer, semantics and replay are
complete and driven deterministically today.
Worked example + regression: examples/library/input_device.ludic
(1 1 0 1 0 1 71 -71 5 1 3 1 2 1 0 0 1, injection-driven headless). 23 new
docs/language/input pages. Full suite 78 passed, self-host C-free fixpoint
intact, no golden drift; cocoa.ll assembles and a windowed build links.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The ergonomic layer over the engine-owned SpriteAnim/Motion systems (#43):
- Named clips: Anim.clip("run", frames, fps, mode) registers a clip by name and
Anim.play(entity, "run") plays it; Anim.play(entity, fps, frames, mode) sets
the clip directly. A name-keyed registry in systems.ludic.
- Frame events: Anim.on_frame(entity, frame) arms optional SpriteAnim
event_frame/event_fired fields; the engine flags the tick the clip first lands
on that frame, and Anim.fired(entity) reads it — the game reacts, so it stays
inside the no-runtime-dispatch event model.
- Motion.to(entity, from, to, dur, ease) starts a value tween over the Motion
component in one call (reflection-ABI writes, resetting the timer).
- Fluent Tween handles (runtime/native/tween.ludic): Tween.to / Tween.chain /
Tween.delay build a sequenced, disposable handle advanced by a new engine-owned
system (esys_tween, run each Update tick); Tween.value / Tween.done /
Tween.parallel / Tween.stop read and control it. The 1-arg Tween.done(handle)
is disambiguated from the 2-arg pure Tween.done(timer, dur).
Splicing: g_uses_anim_rt pulls in systems.ludic; g_uses_tween_rt pulls in
tween.ludic and inserts esys_tween into the Update phase. All integer and
deterministic, so animation and motion reproduce exactly under replay/lockstep.
Worked example + regression: examples/library/anim_sugar.ludic
(4 8 2 1 0 100 100 0 0 1 20 20 30 0 1). Twelve new docs pages (Anim, the new
Motion namespace, Tween handles). Full suite 77 passed, self-host C-free fixpoint
intact, no golden drift.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The remaining lighting tiers from the original proposal, all extending the
deterministic accumulation core (light.ludic) — no new ECS plumbing:
- Light.spot: cone / flashlight lights (direction + spread degrees), with a
self-contained integer atan2-in-degrees and a feathered edge.
- Light.falloff: a brightness-ramp exponent (1 linear, 2 quadratic, …) via
repeated fixed multiply.
- Light.soft: soft shadows — an area-sampled light so an occluder edge fades
through a penumbra instead of a hard cut.
- Light.gel + Light.clear_gel: colour cookies — a light gels from its centre
colour to a rim colour.
- Light.normal + Light.clear_normals + Light.height: a normal G-buffer so
surfaces shade by facing (N·L), not distance alone (tier 3).
- Light.time_of_day: a day/night ambient ramp from a single 0..1 value.
The engine lighting system (systems_light.ludic) consumes matching optional
Light2D fields — direction/spread/falloff/softness/gel — each defaulting off so
an older five-field Light2D lights exactly as before. Every tier is integer +
Q16.16 fixed, so scenes light identically on every run and headless.
Worked example + regression: examples/library/light_tiers.ludic (1 1 1 1 1 1 1 1 1).
Nine new docs/language/light pages. Full suite 76 passed, self-host C-free
fixpoint intact, no golden drift.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The two ideas the input revamp leads with, built in Ludic over the
single-key poll every target already provides:
- Action maps: gameplay reads named actions, not physical keys, so keys
are rebindable and a scheme is data. Input.bind(action, key),
Input.down/pressed(action), Input.rebind(action, from, to).
- Deterministic record/replay: Input.poll() is the one per-frame input
read; Input.record() captures the key each frame and Input.replay()
feeds the tape back, so a run reproduces exactly — the seed of lockstep
netcode. "Read input" and "read a recorded snapshot" are the same call.
runtime/native/input.ludic (spliced when the new Input.* methods are used;
pulls in core.ludic for rt_poll). emit_ns_call routes the methods to the
@fn_input_* runtime; parse.ludic gates the splice. Seven docs/language
pages; worked example + regression examples/library/input_actions.ludic
(1 0 1 1 0 1 0). Full suite 75 passed, self-host fixpoint intact, no golden
drift. The device layer (multi-key held, gamepads, touch, analog) needs a
platform key-state backend and is tracked separately.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The ECS-native shape the 2D lighting follow-up asked for, built on the
engine-owned-system hook from #43. A torch is just an entity carrying
Light2D, a wall an entity carrying Occluder, and one Ambient entity sets
the night tint — the engine runs the whole deterministic light pass at the
end of the Render phase (ambient modulate -> carve occluder shadows ->
accumulate additive radial lights) and presents. No Light.* calls wired.
- runtime/native/systems_light.ludic: esys_light2d, consuming the components
through the by-name reflection ABI and reusing the #4 accumulation core
(light_ambient / light_occlude / light_point). Reads position from a
Position component when present, else the light's own x/y.
- Split from systems.ludic so a SpriteAnim/Motion-only game never links the
light pass; spliced (with light.ludic) only when Light2D/Occluder declared.
- emit_main now boots rt_init like the auto-loop/test runner, so an
entry-driven game that renders has its framebuffer allocated (headless:
allocate only, no window, byte-identical stdout for non-rendering games).
Worked example + regression: examples/library/light_ecs.ludic (32 1 32 1).
Full suite 74 passed, self-host C-free fixpoint intact, no golden drift.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Adds the ECS hook issues #43 and #47 named as their real dependency: a
system the *engine* owns, inserted into the frame loop over a component a
game merely declares and carries — no `handler` wired.
- runtime/native/systems.ludic: esys_spriteanim (SpriteAnim frame advance:
loop/once/pingpong) and esys_motion (Motion value tween: linear/in/out/
in-out), both on the by-name reflection ABI, integer + deterministic.
- backend: emit_engine_systems_for_phase inserts the calls after every user
handler in a phase (auto-loop and the drivable tick helpers alike);
uses_engine_systems() drives the systems.ludic splice, the world-table
force-emit, and makes a component-only game count as a systems game.
- A game that declares neither component is byte-for-byte unchanged.
Worked example + regression: examples/library/anim_ecs.ludic. Full suite
73 passed, self-host C-free bootstrap fixpoint intact.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
A self-describing Value node (null/int/fixed/bool/str/list/object) with
constructors, builders (Value.add/put) and accessors (get/at/count/kind/
as_int/as_str/…). Reflect.serialize(entity) walks an entity's whole component
set into a value tree — one member per component, each a sub-object of its
fields — and Reflect.apply(entity, value) writes one back; a fixed field
becomes a fixed node, everything else an int node, so the round-trip is
bit-exact, with the model id under "@kind". Json.encode/parse bridge the tree
to and from compact, stable, diffable text, with fixed written as an exact
terminating decimal that parses back bit-for-bit (verified across the raw
Q16.16 range). Together: a one-call, bit-exact save/load for entities.
Written in Ludic and spliced on demand (runtime/native/value.ludic +
reflect_io.ludic, like Query/Light), so a program that doesn't touch
Value.*/Json.*/Reflect.serialize compiles byte-identically and the C-free
bootstrap fixpoint holds (verified). The general tagged-union/any language type
stays tracked in #1; this ships the concrete value tree the serializer needs.
Adds 21 namespace-method docs pages + Value/Json sections,
examples/library/serialize.ludic, and a regression case. Whole CI set green:
x test 72/72, x test-tools 30/30, check-impl/vocabulary/docs.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
A fallible function returns a `result` value, built with ok(payload) on success
or err(message) on failure. The caller recovers a value with `try EXPR else {
… }`: on ok the whole expression is the payload; on err the else block runs —
with the failure message bound to `error` — and its trailing expression supplies
the fallback. It is a plain branch on the result's tag: no exceptions, no hidden
control flow, nothing unwinds. is_ok(r) / is_err(r) classify without unwrapping.
Payloads are any i32-width scalar (int/fixed/bool/entity). The feature is
additive and only kicks in when ok/err/try are used, so untouched programs
compile byte-identically (verified) and the C-free bootstrap fixpoint holds.
Complements panic/assert from #8 (the unrecoverable half). The optional
top-level frame `recover` stays deferred (needs a frame-abort mechanism); the
full tagged-union/any generalization is tracked in #1.
Adds the `try` keyword and ok/err/is_ok/is_err builtins across the compiler,
the vocabulary header, JetBrains + TextMate/VSCode grammars, the docs inventory
and pages, examples/library/recover.ludic, and a regression case.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Instrument each emitted statement with a per-source-line hit counter, gated
behind a new --coverage flag (default off) so ordinary builds — and the
compiler's own self-compile — stay byte-identical and the C-free bootstrap
fixpoint is untouched. A static line table plus a parallel hit-counter array
are dumped at exit through an atexit hook to $LUDIC_COVERAGE (default
ludic.cov) as a `FILE <name>` header and `<line> <hits>` rows.
bin/x test --coverage compiles the test specs with instrumentation, runs them
into per-file dumps, and aggregates a clean per-file line-coverage report that
names the unreached lines. Adds examples/library/coverage.ludic (a spec whose
tests deliberately miss one branch) and docs. Closes the last open acceptance
item of the testing framework (#12).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
RFC decision (the split the issue recommended): programmer bugs abort loud and
located; recoverable failures become values. This ships the first half.
panic(msg) prints `file:line: panic: <msg>` to stderr and aborts the process with
exit code 1 — a clear, located error instead of a segfault or a silent wrong
result. assert(cond, msg) is the guarded form: it aborts with `file:line:
assertion failed: <msg>` only when cond is false, otherwise execution continues.
The location is baked in at compile time (the call node carries its source line,
g_src_name carries the file); the message is any string.
Both lower in emit_call to an fprintf-to-stderr + exit(1) + unreachable tail
(assert branches on the condition first). @fprintf and the format constant are
declared on demand (g_uses_panic), so a program that never panics is unchanged —
and the compiler's own source uses neither, so the C-free bootstrap fixpoint holds.
- panic/assert registered as builtins across the vocabulary (ludic_syntax.h, the
JetBrains lexer, the TextMate grammar) and documented (docs/language/builtins/)
- examples/library/errors.ludic covers the success path (asserts hold, program
runs to the end); a panic_case in the suite covers the failure path (non-zero
exit + the located stderr message). x test is now 69 checks.
Deferred: recoverable failures as `try`/`else` values (needs the tagged-union
type system, #1) and a top-level `recover` for the dev game loop.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
A `test "name" { ... }` top-level block is discovered automatically and run by a
synthetic runner @main — no `entry` to write, nothing to register. Inside a test,
expect(cond) / expect_eq(a, b) / expect_near(a, b, tol) assert; on failure they
print `file:line: <what> failed (got G, want W)` and set a per-test fail flag but
keep going, so one run reports every failure. The runner prints `ok - name` /
`FAIL - name` per test, a `== N passed, M failed ==` summary, and exits non-zero
if any test failed — so `ludic spec_test.ludic` drops straight into bin/x and CI.
expect_near carries the tolerance fixed-point / accumulated-integer game math need.
Frontend: new `test` keyword (parse_test -> N_TEST, collected in g_tests) and the
call node now carries its source line for the file:line messages. Backend:
emit_test_runner synthesises @fn__test_i bodies + the runner @main; the expect*
builtins lower to a branch-print-flag tail (emit_expect_fail). g_src_name (set in
main from the input path) supplies the filename. The compiler's own source has no
`test` blocks, so its self-compiled IR is unchanged and the C-free fixpoint holds.
- `test` wired into the vocabulary (ludic_syntax.h, JetBrains lexer, TextMate
grammar) and documented (docs/language/testing/)
- examples/library/testing.ludic: a passing spec, guarded by a new spec_case in
the regression suite (build, run, require exit 0 + the expected summary)
Coverage instrumentation (the biggest lift in #12) is left as a follow-up.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
A software light pass over the framebuffer, run in a render phase after drawing
the scene: Light.ambient multiplies the scene toward a tint (night/cave mood),
Light.point additively accumulates a radial glow with linear falloff clamped per
channel, and Light.occlude / Light.clear_occluders cast hard shadows by blocking
a light's rays against rectangular occluders. Integer + Q16.16 fixed throughout,
so a scene lights identically every run and in a headless render (diffable).
Engine in runtime/native/light.ludic, spliced on demand (g_uses_light) like the
regex/query runtimes; namespace wired in emit_call.ludic. Ships issue #4 tiers 1
(ambient + additive radial lights) and 2 (hard shadows). Normal-mapped sprites,
soft shadows, a day/night directional light, and auto-consuming Light2D/Occluder
components are follow-ups (the auto-system hook is tracked by #43).
- runtime/native/light.ludic: the light-accumulation engine (isqrt falloff,
segment/occluder shadow test, ambient modulate)
- examples/library/lighting.ludic: 14 pixel-readback assertions
- docs/language/light/: Light.ambient/point/occlude/clear_occluders
- tools/x/test.ludic: lighting.ludic in the regression suite
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The project had no versioning discipline: 0 tags, no CHANGELOG, no way for the
compiler to report a version. Add a lightweight, native release flow.
- Versioning: SemVer, with VERSION as the single source of truth. `ludicc
--version` (and `ludic --version`) read it at runtime — so a bump touches one
file and never reseeds the compiler. `x version` reports it too.
- Changesets: one small Markdown file per user-facing change under changes/
(bump level + type + summary; see changes/README.md). This replaces "remember
to edit the changelog" with a mergeable artifact, no Node changeset tool.
- `x release [major|minor|patch] [--publish]`: fold the pending changesets into a
new CHANGELOG.md section (grouped by type), bump VERSION, commit, and tag
vX.Y.Z. The level defaults to the highest changeset bump. `--publish` also
pushes and creates the Forgejo release with source + toolchain tarballs;
tools/ci/forgejo_release.py is the small stdlib-Python HTTP glue for the
release API (a native Http client is issue #6).
Seed the initial changesets describing the shipped surface; the first `x release`
turns them into the v0.1.0 CHANGELOG. Reseeded for the --version flag; C-free
bootstrap fixpoint holds; suites 56 / 29 / 29 on macOS, 51 / 28 (+skips) on Linux
CI, bootstrap-cfree byte-identical on both.
Part of the repository-cleanup / DX pass (with #32, #34).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>