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 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>
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 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>
Completes the transform/state-based rendering #23 tracked as blocked on new
renderer state. All of it threads through the two framebuffer chokepoints every
draw primitive already funnels through (rt_put_px / rt_fill_rect), so one place
gives the whole draw API a camera, a clip rect, and a blend mode. Defaults are
neutral — camera (0,0), clip = full screen, blend = replace — so every existing
golden render is byte-identical (the 60+ render tests still pass unchanged).
New renderer state (runtime/native/core.ludic):
- Screen.camera(x, y) / Camera.set(x, y) world-space draw offset; a world
point draws at (wx-x, wy-y). Moves
everything — reset to (0,0) for a HUD.
- Camera.follow(x, y, lerp) ease the offset toward centring a
target (fixed lerp 0..1)
- Camera.shake(amount) +/- amount jitter from the seeded RNG
(replay shakes identically); 0 clears
- Screen.clip(x,y,w,h) / clip_reset() screen-space clip rectangle
- Screen.blend_mode(m) 0 = replace, 1 = additive (clamped)
New primitives:
- Screen.oval(x, y, rx, ry, color) axis-aligned ellipse outline (midpoint)
- Screen.measure_text(text) -> int advance width in the 5x7 font
- Screen.pixel(x, y) -> int read a framebuffer pixel (0x00RRGGBB)
Everything stays integer and deterministic (the camera, shake, and blend all
reproduce exactly under identical inputs), so headless renders remain diffable.
Camera.follow interpolates in the fixed domain (fixed*fixed then floor) to avoid
the int*fixed coercion trap.
Screen.pixel makes the whole surface testable by reading rendered pixels back:
examples/library/render.ludic asserts 18 cases — pixel round-trip, camera and
Camera.set/follow offsets, clip in/out + reset, additive blend with 255 clamp,
oval extremes vs hollow centre, and text measurement — all verified against the
actual framebuffer, not just that the call compiled. Wired into x test (now 65
passed). Docs: 7 new Screen pages + a Camera section with 3 pages,
inventory/coverage green. Seed reseeded; the C-free bootstrap fixpoint holds.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Completes the half of #24 that was explicitly deferred as blocked: entity-space
queries to sit alongside the grid-space Grid.*/pathfinding that shipped in
07e5a20. Query.* answers questions about the live entities that carry a
property, built directly on the EV2 reflection ABI (world_query_next/world_get):
- Query.count(prop) -> int how many live entities carry prop
- Query.first(prop) -> int the lowest-id bearer, or -1
- Query.nearest(prop, pos, xf, yf, x, y) the bearer closest to (x,y), or -1
- Query.within(prop, pos, x, y, r, xf, yf) -> []int every bearer within r
prop is a property id (World.prop_id); the spatial forms read a position from a
coordinate property `pos` at two int field ids (World.field_id), so `prop` can be
a discriminating tag distinct from the position component ("nearest Enemy"), or
the same id to query the coordinate component itself. Distances are exact squared
integers (no sqrt), ties break to the lower entity id, and `within` returns
entities in ascending id order — so every answer is deterministic and replay-safe.
The engine (runtime/native/query.ludic, ~55 lines of Ludic, C-free) is a linear
scan over the entity table — ample for the entity counts Ludic targets, the same
reasoning as the grid pathfinder's open set; a bucketed/quadtree index is a
future optimisation, not a correctness need. It is spliced on demand when the
parser sees Query.* (g_uses_query), which also force-emits the reflection ABI so
a Query program needs no @events of its own (previously the ABI required them).
examples/library/query.ludic asserts 18 cases over five entities at known
positions (count/first with a component filter, nearest with a separate tag vs
position property, within radii incl. r=0 and the empty-property case), wired
into x test (now 63 passed). Docs: a Query section + 4 per-symbol pages,
inventory/coverage green. Seed reseeded; the C-free bootstrap fixpoint holds.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Grid.* operates on the Map tilemap (Map.size/Map.row): a cell is passable unless
it is out of bounds or holds the caller's `wall` tile (a char code, e.g. '#'), so
any impassable glyph works. Everything is integer and deterministic.
- Grid.line(x0,y0,x1,y1) -> []Cell Bresenham line cells (LOS/raycast base)
- Grid.blocked(x,y,wall) -> bool the shared passability test
- Grid.line_of_sight(x0,y0,x1,y1,wall) unobstructed straight line?
- Grid.flood(x,y,wall) -> []Cell 4-connected reachable region (BFS)
- Grid.a_star(x0,y0,x1,y1,wall) -> []Cell shortest 4-connected path (A*,
Manhattan heuristic), empty if unreachable
The engine (runtime/native/grid.ludic, ~150 lines of Ludic, C-free) is spliced
into a game via core.ludic since it reads the tilemap runtime; returned Cell
slices are ordinary Ludic slices (`len` / `[i]`; each cell has `.x` `.y`).
Pathfinding lives under Grid rather than a `Path` namespace — that name is
already the filesystem-paths library (#10).
Verified against Python references: a 1500-case fuzzer over random maps agrees
exactly on A* path length (optimal, == BFS), flood-fill count, and line-of-sight.
examples/library/grid.ludic asserts the behaviour and is wired into `x test`
(now 61 passed); docs: a Grid section + 5 per-symbol pages, inventory/coverage
green. Seed reseeded; the C-free bootstrap fixpoint holds.
Scope: this lands the Grid.*/pathfinding half of #24. The ECS Query.* helpers
(count/first, and nearest/within which want a runtime spatial index) remain the
tracked follow-up the issue calls out as blocked.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
A regular-expression library with PCRE/PECL-compatible syntax, implemented as a
Thompson NFA / Pike VM so a bad pattern from a modder can NEVER cause
catastrophic backtracking — matching is O(n·m), never exponential. `(a+)+$` on
40 non-matching chars, `(a*)*b`, `(.*a){20}b` all run in microseconds; a 50 KB
input scans in ~7 ms.
The engine (runtime/native/regex.ludic + regex_vm.ludic, ~700 lines of Ludic, no
C) parses a pattern to a small bytecode program — an unanchored lazy `.*?` prefix
makes a plain search match anywhere — and the VM runs every alive thread in
lockstep per input byte, deduped by program counter and carrying capture slots
(save/restore, leftmost-greedy priority). Supported: literals, `.`, classes
`[...]` (ranges, negation, `\d \w \s` and their negations), anchors `^ $`,
alternation `|`, capturing and `(?:…)` groups, and `* + ? {n} {n,} {n,m}` in
greedy or lazy form, plus the common escapes; numbered capture groups. Errors are
values — an invalid pattern compiles to null, never a crash. Backreferences and
look-around are out of scope for a linear engine, and on the degenerate case of a
nullable subpattern under an unbounded quantifier positions may differ from a
backtracking engine (the price of the linear-time guarantee) — documented.
Surface (Regex.*, aliased in emit_call.ludic to the regex_* functions):
compile / valid / matches / test / find / exec / next / replace / group /
group_count / start / end / ok.
The runtime is spliced on demand: the parser sets a flag when it sees `Regex.`
and maybe_splice_runtime imports the engine — so it costs nothing in a program
that doesn't use it and works in a plain tool (not just an ECS game).
Verified against Python's `re` as an oracle: a 20k-case grammar fuzzer agrees
100% on realistic patterns (0 / 15000 with capture groups) and 99.8% on group-0
spans across the full pathological grammar, the residual being the documented
nullable-quantifier case. examples/library/regex.ludic asserts the behaviour
(wired into `x test`, now 60 passed); docs: a Regex section + 13 per-symbol
pages, inventory + coverage green. Seed reseeded; the C-free bootstrap fixpoint
holds.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
De-abbreviate the two bare fixed-point conversion builtins:
flr(f) -> int -> floor(f) -> int (fixed -> int, flooring)
fx(i) -> fixed -> fixed(i) -> fixed (int -> fixed; mirrors how the
stringify builtin is `string`)
Updates the compiler dispatch, all call sites, the grammars/LSP/JetBrains
tokens, and the docs (fn-flr -> fn-floor, fn-fx -> fn-fixed). Reseeded;
C-free fixpoint holds; all suites green (45/24/29); site + check.py OK.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Expand the abbreviated pointer types to full words on the language surface:
ptr -> pointer (a raw address / FFI handle)
ptrs -> pointers (a buffer of pointers)
The Ludic type name is distinct from LLVM's own `ptr` spelling: llty() maps
`pointer`/`pointers` to LLVM `ptr`, and the emitted IR keeps `ptr`, so only
the Ludic-level surface changes. Rewrites type annotations across all
sources, the 8 hardcoded pointer type-tags, the `pointers`-buffer indexing
in emit_addr, the grammars/LSP/JetBrains tokens, and the docs
(type-ptr -> type-pointer, type-ptrs -> type-pointers). int/bool keep their
conventional short spelling (like Math).
Reseeded; C-free fixpoint holds; all suites green (45/24/29); site + check.py OK.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Expand the abbreviated string type and its conversion builtin to the full
word everywhere:
str -> string (the immutable-string type)
str(x) -> str -> string(x) -> string (the stringify builtin;
what `{…}` interpolation calls)
Types are recognized by identifier, and llty maps both spellings to LLVM
`ptr`, so this is an atomic source rewrite: type annotations, the Ludic
type tags, the builtin name/dispatch, and the interpolation desugar, plus
the grammars, LSP, docs (type-str -> type-string, fn-str -> fn-string), and
inventory. int/bool stay (universally accepted, like Math).
Reseeded; C-free fixpoint holds; all suites green (45/24/29); site + check.py OK.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Expand the function-declaration keyword to the full word across the whole
language and toolchain:
fn name(...) -> T { ... } -> function name(...) -> T { ... }
Done as a self-hosting migration: teach the parser both spellings, reseed,
rewrite every .ludic definition to `function`, then drop `fn`. The compiler
now rejects `fn`. Touches the parser, all selfhost/tools/runtime/example/test
sources, the grammars (TextMate shared+vscode, ludic_syntax.h, JetBrains
LudicTokens.kt), the LSP and formatter, the Python doc/vocab tools
(check-impl, check-docs, validate, palette, test-lsp), and the docs
(fences, prose, kw-fn -> kw-function).
Reseeded; C-free bootstrap fixpoint holds. All suites green (45 regression,
24 self-host, 29 tool); the docs site generates and check.py passes.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Implement the bulk of the namespaced-stdlib proposal (workshopsoft/ludic#2):
156 namespace methods across Math, Text, List, Ease, Collide, World, Net,
Sys, Save, Mem, extended Screen, Color functions, extended Random, and Time.
All deterministic fixed-point; self-hosting (C-free bootstrap fixpoint holds).
Compiler (selfhost/):
- Math.*: sqrt/sin/cos/tan/atan2/asin/acos (fixed-point runtime prelude —
bit-by-bit isqrt, 256-entry interpolated sine table, Ross atan2), plus
hypot/dist/dist2/deg_to_rad/rad_to_deg/posmod/wrap/ping_pong/snapped/
move_toward/smoothstep/lerp/remap/sign/floor/ceil/round.
- Text.* (complete): upper/lower/trim/repeat/pad, split/join/replace,
and the libc-backed queries.
- List.* (complete): insert/remove_at/remove/sort plus the earlier ops.
- Ease.* (in/out/in_out/back/bounce) and Collide.* (rects/point_rect/
circles/rect_circle).
- Phase 3: World/Net/Sys/Save namespaced over the bare builtins (byte-
identical IR) and Mem.* (bytes/words/copy/fill/peek/poke).
- Screen.* extended (line/circle/fill_circle/triangle/fill_triangle via new
runtime primitives; sprite/sprite_scaled aliases), Color.* functions,
Random.* (value/int/sign), Time.* (frame/delta/elapsed/now — new
game-loop frame counter).
- Fix a lexer bug: fixed-point literals with >4 fractional digits overflowed.
Docs & tooling:
- 129 new per-symbol doc pages; gen.py made data-driven (namespaces
discovered from the docs, no hardcoded list); new check-impl.py enforces
that every implemented namespace method / keyword / type / phase has a
doc page, wired into `x test-tools`. Document the previously-undocumented
keywords (break/continue/where/entry/new/public + and/or/not tokens).
- LSP: namespaced signature help (ns_method_sig) covering every namespace.
Tests: 12 new self-host/regression tests + a golden render for the drawing
primitives. All suites green (selfhost 21, regression 45, tools 29).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
An opinionated, game-facing surface for the language:
- Color.<Name>: 221 named colors resolved to 0xRRGGBB at compile time
(selfhost/emit_color.ludic).
- Namespaced builtins Screen.* / Input.key / Random.* / Map.*, so calls read as
subject.action; present() -> Screen.show(), clear -> Screen.clear,
fill_rect -> Screen.fill_rectangle, etc.
- Named arguments, e.g. Screen.fill_rectangle(x:, y:, width:, height:, color:),
reordered to the callee's parameters at emit time.
- machine/become can run over a named program-scope var, not just a register.
- Migrate examples off numeric registers to named vars; snake/menu/chronorift
render byte-identical to the goldens and the bootstrap fixpoint is preserved.
- Regenerate the checked-in seed (selfhost/ludicc.seed.ll).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Groups B and C of the leftover-primitive cleanup — renames, not new machinery,
and deliberately NO unsafe_ prefix (a __-prefix is itself a C convention, and an
`unsafe` marker carries no signal in a fully-manual-memory language with no safe
subset to contrast against).
memory: mem_free -> free mem_realloc -> resize mem_set -> fill
ptr_add -> offset
process: os_argc -> arg_count os_arg -> arg os_exit -> exit
os_system -> run os_getenv -> getenv read_byte -> read_char
dead: mem_copy, os_time, write_byte (0 uses) — deleted
Two reseeds: accept both old and new names in the intrinsic dispatch, then
migrate every call site and drop the old names. file_open/read/write/seek/tell/
close are left as-is — they're the domain-prefixed syscall layer wrapped by
read_file, not the argc/argv-style C-ness the audit targeted; a `File` type is a
separate, larger design if wanted.
test.sh's CLI smoke updated (os_exit -> exit); check-vocabulary's grammar marker
moved off the deleted names. Reseeded (22243 lines); C-free fixpoint holds;
goldens identical; 18/18; vocab + doc-fences clean.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The last peek/poke pairs were the same "typed buffer access wearing a C name" as
peek8/peek32, so they become indexing too:
peekf(sc_x, i) -> sc_x[i] (a `fixeds` buffer -> a fixed)
pokep(gc_bmp, s,b) -> gc_bmp[s] = b (a `ptrs` buffer -> a pointer)
str_len(s) -> len(s) (len is polymorphic since 7f; str_len was dead)
Two new element-typed buffers join words: `fixeds` (32-bit fixed) and `ptrs`
(pointer, 8-byte stride). emit_index_addr dispatches on the base type; IR is
byte-identical to the old intrinsics.
The peekf/peekp buffers (ed_x0/ed_x1/ol_x/sc_x fixed coords; gc_bmp/img_px/
tt_data/ui_text pointer arrays) were retyped scope-aware, then the 33 sites
migrated to indexing. Two bugs found via a menu golden diff / a link-time type
error and fixed: the buffer-name regex truncated digit suffixes (ed_x0 -> ed_x),
and the char-literal brace-miscount skipped a few module declarations (same class
as 7j).
Reseeded (22371 lines); C-free fixpoint holds; goldens byte-identical; 18/18;
vocab (fixeds/ptrs types in, 5 intrinsics out) + doc-fences clean.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Allocation reads as intent, not malloc:
mem_alloc(64) -> bytes(64) (64 bytes -> a byte buffer)
mem_alloc(w * h * 4) -> words(w * h) (w*h 32-bit words)
bytes(n) mallocs n bytes and returns a plain pointer (byte-indexed); words(n)
mallocs n*4 bytes and returns a `words` pointer (int-indexed). Since words(X) and
mem_alloc(X*4) allocate the identical number of bytes, the migration cannot change
any allocation size — the `* 4` factor just moves from the argument into the
allocator name, pairing naturally with the Phase-7j `words` retyping
(`var fb: words = words(w * h)`).
Migrated 102 sites (mem_alloc(E*4) -> words(E), else bytes(E)); deleted the
mem_alloc intrinsic. mem_realloc/free/copy/set stay as the low-level
reallocation/free family. Reseeded (22565 lines); C-free fixpoint holds; goldens
byte-identical; 18/18; vocab + doc-fences clean.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
32-bit word access is indexing now, not peek32/poke32:
peek32(ui_rx, i) -> ui_rx[i] (reads an int)
poke32(rt_fb, i, c) -> rt_fb[i] = c (writes an int)
A buffer typed `words` (a pointer whose elements are i32) indexes with `w[i]`
as a full int; a plain `ptr`/`str` keeps byte indexing. emit_index_addr picks the
element type from the base's type — byte-identical IR to the old intrinsics, so
the migration reproduces the compiler and every golden render exactly.
The ~60 word buffers (rt_fb, tt_*/gc_* font tables, png_px/spr_px pixels, ui_*
layout arrays) were retyped from `ptr` to `words` scope-aware (per-function, so
the s/out/p byte-vs-word name collisions across functions stay correct), then the
254 peek32/poke32 sites migrated to indexing. A scope-analysis miss left 12
buffers (gc_*, sc_d, ui_rx/ui_ry) un-retyped — caught as a menu golden diff and
fixed. No true mixed byte+word access exists on any one variable, so a per-buffer
element type is sound.
Reseeded (22527 lines); C-free fixpoint holds; goldens byte-identical; 18/18;
vocab (byte/words types in, peek32/poke32 out) + doc-fences clean.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Raw byte access is now indexing, not C-style peek/poke:
peek8(src, i) -> src[i] (reads a byte, widened to int)
poke8(out, j, r) -> out[j] = r (narrows the int to a byte)
E_INDEX on a non-slice pointer/string lowers to a `getelementptr i8` + load/zext
(read) or trunc/store (write) — byte-identical to the old peek8/poke8, so the
migration reproduces the compiler exactly. A "byte" element type (llty i8) drives
the widen/narrow. The compiler's own byte work now reads naturally, e.g.
`is_slice_ty` is `t[0] == 91 and t[1] == 93`.
Subtlety fixed on the way: g_addr_ty (the out-param carrying the indexed element
type) must be set AFTER evaluating the index expression, since a member/index in
the index would otherwise clobber it — doing it early made a byte read load a
full pointer from a byte address and crash the self-compile.
Two reseeds: add byte-index support keeping peek8/poke8, then migrate 148 call
sites and delete the intrinsics (+ the now-dead emit_gep_i8). Vocabulary drops
peek8/poke8. Reseeded (22604 lines); C-free fixpoint holds; goldens identical;
18/18; vocab clean.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
`null` is now a real pointer literal and null-tests are comparisons, instead of
`ptr_null()` and `ptr_is_null(x)`:
ptr_null() -> null
ptr_is_null(x) -> (x == null)
not ptr_is_null(x) -> (x != null)
Mechanics: a new E_NULL primary (`null`, like true/false) lowers to the `null`
pointer; emit_bin's comparison path now picks `ptr` vs `i32` from operand type
(via llty), so `==`/`!=` work on any pointer/record/slice. The two intrinsics are
deleted.
Two reseeds: (A) add the literal + ptr comparison keeping the intrinsics; (B)
migrate all 182 call sites (compiler + runtime, via a balanced-paren script that
skips string-literal args and rewrites `not ptr_is_null` to `!= null`) and delete
the intrinsics. Node/Val/Buf/Tok field defaults now read `ptr = null`.
Vocabulary drops the two from LUDIC_INTRINSICS; `null` joins true/false as a
language constant (grammar + ludic_syntax.h). LANGUAGE.md notes the literal.
Reseeded (21664 lines); C-free fixpoint holds; goldens identical; 17/17; vocab +
doc-fences clean.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
First step of the "stop feeling like C" pass. Bitwise ops were functions
(`band(x, MASK)`, `shl(a, 3)`); they are now real operators:
band -> & bor -> | bxor -> ^ shl -> << shr -> >> bnot -> ~
Precedence is Go-style so the C footgun is gone: `<<`/`>>`/`&` bind like `*`,
`|`/`^` like `+`, both tighter than comparison — `flags & MASK == 0` parses as
`(flags & MASK) == 0`. `>>` is logical (lshr), matching the old `shr`.
Mechanics: lexer tokenizes `<< >> & | ^ ~`; p_mul takes `<< >> &`, p_add takes
`| ^`, p_unary takes `~`; emit_bin routes them through the existing int arith
path (arith_code gains and/or/xor/shl/lshr) and E_UN handles `~`. The six
intrinsics are deleted.
Delivered as two reseeds: (A) add the operators keeping the intrinsics, (B)
migrate every call site to operator form (85 lines across compiler + runtime,
via a balanced-paren call->operator script; two multi-line big-endian reads in
image/truetype done by hand) and delete the intrinsics. Vocabulary drops the six
from LUDIC_INTRINSICS (ludic_syntax.h, grammar, LudicTokens.kt) and the grammar
gains a bitwise-operator rule. LANGUAGE.md precedence table rewritten.
Reseeded (21724 lines); C-free fixpoint holds; goldens byte-identical (the PNG
and TrueType decoders lean on these ops); 17/17; vocab + doc-fences clean.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Bindings now signal mutability the way Rust/Swift do, instead of `let` meaning
"local" and `var` meaning "module-level":
- `let x = e` -> immutable binding; a later `x = …` is a compile error
(`cannot assign to immutable 'x' … use var`).
- `var x = e` -> mutable binding, at local OR module scope (position decides
scope; the keyword decides mutability).
- `const` -> unchanged (compile-time).
Immutability is of the *binding*, not the object: `let n = new Node; n.kind = 1`
is fine (mutation through the reference); only rebinding `n` is rejected. The
check lives in emit_assign — a direct `name =` whose target is a `let` local
(loc_mut == 0) errors; field/index targets and `var`/param/loop bindings are
unaffected.
Delivered as three reseeds so the self-hosting compiler never had to compile
source its own rules would reject:
A) add `var` as a local statement + per-local mutability tracking (loc_mut),
no enforcement;
B) migrate every reassigned `let` -> `var` across the compiler, runtime and
examples (337 declarations), driven by a per-function, string/comment-aware
scan (binding targets only, never `x.f =` / `x[i] =`);
C) turn on the check. bootstrap-cfree (compiler vs its own source) and every
golden build (which splices the runtime) then proved zero reassigned `let`
was missed anywhere.
Also folded in: removed leftover debug instrumentation in block() (a `cur=` /
print_int(777…) trace on the separator-error path) and fixed parse.ludic's stale
header comment (no more `struct`). Reseeded (21711 lines); C-free fixpoint holds;
goldens identical; 17/17; vocab + doc-fences clean.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Fixed the naming inconsistencies the cohesion audit flagged, converging on the
domain-first style the bulk of the surface already uses (ui_*, text_*, rng_*,
font_load, image_load):
- load_png -> png_load (asset loaders were split: font_load/image_load
- load_sprites -> sprites_load were domain-first, load_* were verb-first)
- setreg -> set_reg (missing underscore vs ui_set_int/ui_set_text)
Game builtins resolve to their `rt_` runtime function, so the renames are in
runtime/native (rt_png_load, rt_sprites_load, rt_set_reg) plus the ~100 example
call sites; `become` lowering in emit_machine now emits @fn_rt_set_reg. Purely a
surface rename — every renamed call maps to the same runtime symbol, so behavior
and golden renders are byte-identical.
Vocabulary + docs updated (ludic_syntax.h, grammar, LudicTokens.kt, LANGUAGE.md,
README, SYNTAX-REDESIGN). Reseeded; C-free fixpoint holds; goldens identical;
17/17; vocab clean.
Left as-is: os_argc/os_arg (compiler-internal intrinsics, already namespaced and
consistent with each other; renaming would need a bootstrap dance for little
gain). reg/set_reg keep the getter-bare/setter-set_ shape ui_focused/ui_set_int
already use.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The parser now requires a newline or ';' between statements (block() in
selfhost/parse.ludic); two statements may no longer sit adjacent with only
spaces. Also fixed if-without-else swallowing its trailing separator.
Migration: tools/ludic-tools/migrate_separators.c inserts ';' at statement
boundaries corpus-wide (examples, runtime, 25 self-host fragments, ~1100
boundaries). Verified semantically identical — the migrated compiler compiles
itself to IR byte-identical to the pre-migration seed, and every golden game
renders identically. Reseeded to the strict compiler; C-free fixpoint holds;
test.sh 14/14.
Docs: Rule B documented in LANGUAGE.md; BOOTSTRAP.md R1 + stale fences updated;
check-docs green across all docs. Fixed a multi-line string literal in
emit_expr.ludic (byte-identical \n escape) that the C toolchain lexer mis-lexes.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Self-hosted compiler (selfhost/*.ludic), runtime, examples, editor tooling,
and docs. Phase 1 of the syntax-redesign cohesion pass has landed:
edge-system fix, signature-query, when-alias, and the documentation truth-pass.
Suite green (14/14), C-free bootstrap fixpoint holds.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>