- @PerMap registry R of T from "file.lres" reads <maps root>/<map>/file.lres at run time
(package.ludic's new `maps` line, default assets/maps); @Chunked(n) one file per chunk,
{cx}/{cz} in its name. No as PREFIX, no constants, no def, never open.
- permap_gen: state R, r_load/_clear/_find/_path; chunked: RChunk, r_in/_out/_slot/_find/
_clear/_path; a typed reset and fill per record over lres.ludic, rows, lists and list
records pooled per table / chunk slot, @alloc_ok on what grows at high water.
- permap_consts: lres_consts__(), the program's int and float constants by name.
- permap_check: ludicc --check reads every map directory (fields, types, constants, fn,
@OneOf/@Range/@Ref, cross-row @Ref keys in the same map, a key twice); --no-maps skips.
- @Ref(PerMapTable) is refused on a non-string field; the schema says scope/chunk per
registry and scope map on such a Ref, and lists the canonical @Unit spellings; any other
@Unit spelling is a warning naming the canonical one.
- reseeded (mac + win seeds; bootstrap-cfree out.ll == seed.ll).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A flat pooled tree (parallel lists reused from file to file), the file's bytes in a
buffer that grows only for a bigger file, strings unescaped into a kept scratch and
interned, the path built in a kept buffer, the program's constants by name (a sorted
table the compiler writes), and an open-addressing key hash rebuilt in place. Nothing
allocates past its high water; only an error's message is made, when a file is wrong.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ground_density_bake(path, key, version, hash, pngs) cuts each layer's PNG (R the chance a cell keeps one,
G an optional scale) into the terrain's 64 m tiles, one layer decoded and let go at a time, as a bake's
file; ground_density_open(...) reads it - or, when it is missing or stale, a dev build's own copy cut from
the PNGs - a tile at a time into a 256-tile clock, never a layer whole. ground_fill(s, cx, cz, band, g)
places a GroundFill row's instances in a stream chunk: a candidate per cell of the band's step, jittered,
kept when a hash of (layer, chunk, band, cell) falls under the density (times the game's trample,
r3d_on_ground_trample, where the row asks); scale, yaw, seed and wind from the same hash. Nothing calls
it yet: behaviour unchanged.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The seat height, the horse's walk, gallop, acceleration and turn (VE_HORSE_*), its stamina (a gallop
over 6 m/s spends 6 a second, a walk gives back 3, 5 needed to gallop) and hay (0.02 a metre,
VEHICLE_HAY_MIN), the boat's stroke, turn and wind (VE_ROW, VE_ROW_TURN, VE_WIND) and where a rider
gets off (the horse's 1.2 m flank, the boat's 1.25 m wade) move into VehicleSpec (spec.ludic), held
per kind in VehiclesState.ve_specs and kept across a reset. vehicles_spec(kind, spec) sets one,
vehicle_spec(kind) asks it; a kind with no spec cannot be called. VEHICLE_HORSE and VEHICLE_BOAT stay
the kinds. The tests hand Maroon Lake's numbers in, and a new one holds a spec's walk and seat_h.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A prebuilt tool, bin/ludic-ui-preview (built by ludic-dev build, shipped beside ludic-lsp, run as
`ludic ui-preview [--font DIR]`): ludic.ui with a backend that records every draw call as a line,
and mock component classes the studio describes (load / model / calls). frame t runs ui_show at
interface time t; text is measured on the CPU with the game's font.json metrics; locale goes
through ludic.i18n; tree / box / rules inspect the frame. No game code, no GPU, no network. The wire
protocol is frozen as tools/ui-preview/protocol-v1.md; smoke.txt is a transcript to run.
ludic.ui gains, all additive: UiClass.make_of, UiBackend.said / emitted, UiRule.text / at (with
comment line breaks kept so rule lines count true, and a class's styles read under its .lss path),
and ui_root, ui_find, ui_rules_of, ui_rule_value, ui_building, ui_class, ui_class_load,
ui_file_forget, ui_errors_clear; ui_nine_cuts_into exported.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Each UI component: module, place, doc, xml and lss paths, props and state
(type, default as written, place, doc), states_read (the header's states),
derived fields with their types, functions and events as the template calls
them (states and instance stripped), and the native tags its template uses.
natives: every ui_native / ui_native_input call with a literal tag - tag, via,
handler, place. schema_version stays 1; the lists are additions.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
impostor_from_baked / impostor_refill read a bundle of two DX10 .dds (albedo, normal: BC7_UNORM, every
level) through tex_load_dds_at and gpu_tex_compressed - no gpu_tex_mips - and check each is the
impostor's size; sampled as a painted atlas is (clamped, no anisotropy). No BC on the GPU, or a bake
that does not fit, and the caller paints RGBA8 and makes mips as before; the fog re-open reads the BC7
file again. The handles and every draw are unchanged. Compile-only: nothing run.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
GrassKind (grass_kind.ludic) carries what grass.ludic, grass_gpu.ludic, grass.vert, grass_cull.comp and
model.frag's BLADE path held as constants: the cell, s0 / d0 / radius, the row bands and rows, the blade
profile (neck, root, swell, tip, bend), the heights, clumps, widths and arch, where it grows (slope, snow,
the photograph's test), the root / tip / gone-to-seed colours, the far tufts, the root occlusion, the
roughness, the sheen and the wind. Its defaults are those constants exactly, so a game that sets nothing
draws as before. The shaders read them as u_gk_* (the cull as five more Params vec4s, 288 bytes);
grass_reset.comp writes each band's index count so a kind of other rows reaches the draw in order.
grass_quality holds the kind to a settings tier (never denser, never farther); R3D_GRASS_* still win.
grass_profile_w / _bend are the one profile, for the meshes and a game's preview. grass.mesh takes only
the cell: the rest of it is an older copy that already differs from grass.vert, left as it draws.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ludic.lab: lab_png_write / lab_png_write_from (raw 8-bit, 1-4 channels, stored deflate) in png_write.ludic,
importable alone with its own LabPngState; png_convert.ludic's previews of float textures (R32F min..max,
RG16F x255, HDR x/(1+x) + sRGB); lab_ppm_to_png on the same encoder.
render3d: bake_load.ludic - impostor_from_baked / impostor_source / impostor_refill (a fog re-open reads
the bake), sky_baked_in and sky_precompute trying the bake at the start yaw (sky_compute is the
convolution, and sky_ibl_bytes always uses it), carpet_from_baked / carpet_bytes / carpet_finish,
bake_part_count / _len / _off. Compile-only: nothing run.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A package on ludic.base alone. DevlinkNet is the transport (a game binds Udp, the test a fake);
DevlinkWorld's members are the verbs, each defaulting to "not offered" (err unbound): ping, hello (with
Build.schema_hash as 16 hex digits), cam_get / cam_set / cam_release, goto, map_load, time, weather, shot,
pause / resume / step. One request a frame, parsed in place from a fixed 8 KB buffer and answered into
another; map_load, shot and step answer later by id, one at a time, 5 s at most. Loopback senders only,
opened only when enabled() (dev_tools), co-op refuses everything but ping and hello. tests/devlink_test:
each answer byte for byte, bad arguments, a stranger dropped, co-op, the late answers and their timeout,
a closed build that never opens. Compiles; not run (the Master runs the package tests).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
gltf_factors reads pbrMetallicRoughness.baseColorFactor, metallicFactor, roughnessFactor and the
emissiveFactor into the primitive (pr.fac), and prim_factors hands them to every program that draws its
textures (actors, the scatter's meshes and levels, the impostor bake) as 1 - factor, so a program never
given them - or a material that gives none (pr.fac null) - multiplies by 1 and draws as before. An
untextured material with a colour (or a metal/roughness) samples a pure white for it, so the factor is
exactly what it draws: horse_cornea is its own colour, not the 200 grey every untextured part had.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Both constants were worked out by hand and a byte off each: the tiles' bake wrote "LAAK" and "LDT2", which
ludic bake --check refuses, and r3d_baked_read, holding the same wrong constant, would have refused
ludic.base's correct files (the sun's shadow among them) while accepting its own. Now 0x4B41424C and
0x3254544C, checked against the strings; the unused LTT1 constant is gone. A re-bake is needed.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>