Getting started meant cloning the repository, bootstrapping a compiler and
learning a task runner called `x`. That is a contributor's workflow handed to
everyone who wants to try the language.
Installing is now one command:
curl -fsSL https://workshopsoft.pages.workshopsoft.io/ludic/install.sh | sh
install.sh puts a complete toolchain — compiler, CLI, engine runtime, bundled
ludic.* packages, formatter, language server — in ~/.ludic and adds it to PATH.
Prebuilt artifacts are checksum-verified; where a platform has none, or the
release predates this layout, it bootstraps from the compiler's own IR seed with
clang. The docs site publishes the script beside the pages that quote it, so the
page and the script can never come from different releases.
`x` becomes `ludic`, and the surface splits by audience. A user of the language
sees `new`, `run`, `build`, `test`, `add`, `fmt`, `lsp`, `doctor`, `upgrade`;
`ludic new` scaffolds a project that builds and plays as it stands. Everything
the toolchain repo needs moved under `ludic dev` — build, test, reseed,
bootstrap-cfree, docs-gen, release — unchanged apart from the namespace. Those
tasks read arguments one position further along, so dispatch_dev sets a shift
and commands use arg_n()/arg_total() rather than each knowing its own depth.
Release artifacts become complete install roots (bin/ beside runtime/, packages/
and VERSION) rather than bare binaries, which is what the installer unpacks.
`ludic dev test` asserts the whole shape: it stages an install, puts it on PATH
with no LUDIC_HOME, and runs new -> build -> test through it.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
- every scratch file lives in `$TMPDIR/x_<pid>/` (tmp_dir/tmp_path in
prelude.ludic), removed by main's new dispatch() → tmp_cleanup();
X_KEEP_TMP=1 keeps it. `x test` and `x check-*` may now run together.
- `x test-lsp` (tools/x/lsp_test.ludic) replaces tools/test-lsp.py: the
whole request stream is framed into one stdin file, the server runs to
`exit`, and the response stream is parsed back by request id; adds a
check that ludicc's own error is published on save
- tools/x/forgejo.ludic replaces tools/ci/forgejo_release.py (curl with a
0600 header file; the token is no longer on the command line;
LUDIC_FORGEJO_API for forks)
- `x docs-palette --check` regenerates into scratch and compares, so the
drift guard judges the working tree rather than git HEAD; the generator
no longer emits a trailing blank line the formatter rejects
- `x test-tools`: exit 2 from test-lsp / test-grammar.js is a visible
skip, never a pass; the widget-prop test uses the `id: Root` syntax
- tools/test-grammar.js: current vocabulary (property/model/handler/
prefab/scene/event/become/@Queries), LUDIC_NODE_MODULES, exit 2 on skip
- tools/atlas.ludic rewritten in the current language (it did not compile)
- operators.ludic / os.ludic registered in the suite
- json.ludic: j_quote() writer helper
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Registry-izes the two hooks that made stdlib namespaces and engine systems
compiler-hardcoded, so a package registers them with no compiler edit — the
Phase-1 prerequisite for shipping the controller libraries (#58–#61) as real
packages rather than in-repo stdlib.
- Engine systems are a data-driven registry (component, esys-fn, phase). The
core three (SpriteAnim/Motion — Update, Light2D — Render) are seeded in that
exact order, so uses_engine_systems / emit_engine_systems_for_phase are now
registry-driven with byte-identical output (verified: anim_ecs, light_ecs,
snake IR unchanged; 87/0 golden renders; C-free fixpoint holds). A package
appends with `@EngineSystem(Component, Phase)` on its esys function.
- Namespaces are a registry too: a package marks a provider with
`@Namespace(Foo)`, and emit_ns_call aliases an otherwise-unknown Foo.method to
the bare foo_method (the same generic path the core namespaces use) — after
every hardcoded core block, so core dispatch is untouched.
- Both annotations are keyword-free (like #64's @System), so no vocabulary /
grammar churn.
Proven end-to-end (hermetic, source path, runs everywhere): a package registers
Score + esys_score via @EngineSystem and coach_bonus via @Namespace; a consumer
game imports it and prints "4 99" — the engine system ran each Update and
Coach.bonus() dispatched, with no compiler edit for the package. Package suite
18/0.
Core stdlib namespaces stay on their optimized hardcoded blocks by design
(byte-identity + determinism); the generic path is proven to carry a namespace
and packages ride it.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The package-manager half of prebuilt binary packages, on top of the compiler
foundation (dynamic system registration + --emit-module).
- x build-lib [module.ludic]: compile a package's module to a per-target native
dylib under lib/<target>/, with an @rpath install name so a consumer resolves
it from the content-addressed store.
- x link-flags: print the clang flags (the dylib, an rpath to its store dir,
-export_dynamic) so any build system links a project's prebuilt module dylibs;
x app splices them automatically for in-repo builds.
- kind prebuilt is resolved + linked like any dependency; a missing build target
stays a hard error.
Proven hermetically (macOS-gated, since dylibs are native): a module exporting a
component + an @System(Update) + a function is built with x build-lib, fetched
as a prebuilt dep, and linked into a consumer game that never saw its source —
the module's system mutates the shared world and its function is callable
("3 42"). Package suite 17/0; full suite 87/0.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Locks in the source-package guarantee: because Ludic is AOT, a package's
property (component), model, @OnSpawn handler (system) and plain function all
compile into the consumer's compile-time ECS with no ABI seam. The new case
fetches such a package and runs a game that spawns the imported model, reads the
imported component via reflection, relies on the imported system, and calls the
imported function — asserting "50 7".
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The content-addressed store keys an entry by its hash-named directory, so
`x get` trusts one that already exists and will not silently overwrite it.
The tamper check now drops the entry before re-fetching and asserts `x verify`
goes green again, rather than relying on a no-op restore.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>