Maroon Lake's launcher watcher - a process that only spawns the game and waits - held 58 MB, 48 MB of
it MALLOC_SMALL. Measured with malloc stack logging it was not the state defaults but L_grow: every
program sized every property type's per-entity store to MAX_ENT (1024) slots at start, 1,583 stores,
entities or none. And every state record was made with its defaults in L_init_globals before Boot.
- emit_lazy.ludic: a program's (not the runtime's) state global is left out of L_init_globals, and
every read of it calls @S_<global>(), which makes it on first call from its own initializer - after
every registry and plain global, so a default may read them (the init-order crash cannot come back
through a state). What a getter makes is declared (@lp_fdecl): a state first touched in play is made
once and not judged as a frame's keep. A function value's trampoline calls the getter too.
- L_grow starts the stores at ECS_FIRST (8) and doubles as entities come, as it always did past MAX_ENT.
The watcher (with the game's watch step moved before the systems' defs): 57 MB -> 11 MB; the only
state it makes is UiState (14 KB). What is left: AppKit's window, opened by rt_init before main for any
windowed program (~4 MB), and the runtime's font, image and 2D inits (~1.2 MB).
Goldens: the arena, fence, value and json goldens; the 36 ui examples; 30 of the 32 ECS test cases
(sprite_render and sprite_atlas time out under a plain runner with the toolchain before this too).
Package tests: ludic.base, save, settings, i18n.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
keep(x) copies a string, a slice (header and elements) or a record (shallow) onto the heap; intern(s)
hands back one heap string per distinct text from a fixed table in the runtime (FNV-1a, 65536 slots,
copied the first time; past 49152 only copied). Both are how frame code keeps what it made on purpose:
the escape analysis takes the copy as the heap's and leaves the argument LOCAL.
The analysis now records why a class escapes (the store, the event, the global it reached) and
ludic deps lists every allocation frame code makes and keeps - fkeep lines, 'ludic deps --keeps',
the frame_keeps number --check ratchets - leaving out what is under @alloc_ok and a push's growth
(25.5's capacities). --arena-strict (or 'arena strict') makes each an error naming the store, before
anything is emitted. A test: a template stored into a state is the one error; keep and intern of the
next two, an @alloc_ok push and a scratch temporary are not; 195 frames of arena resets under
R3D_ARENA_CHECK=1 later the kept and interned texts read as made, and intern gives the same string.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Behind ludicc --arena (or 'arena on' in the program's package.ludic): the escape analysis runs and a
LOCAL site's allocation raises @lp_want for that one call, so it comes from the frame's arena. Two
halves in one mmap reservation (R3D_ARENA_MB each, 256 by default), bump-allocated with a 16-byte
size header, flipped at each frame mark: a frame's scratch is good through the next frame, then its
half is started again (R3D_ARENA_CHECK=1 fills it with 0xDD first). The heap takes over when no frame
is running, off the main thread, or past the half's end; lp_free ignores an arena block and
lp_realloc copies one out. R3D_ARENA=0 turns it off at run time; the census reports each half's
high-water mark. A program that builds text, a list and a record per frame: 29998 heap blocks made
and 18002 freed without it, 8 and 8 with it and 544 bytes of scratch a frame, the same output.
A dispatch's 'new' fills the queue's kept record (E_NEW.b), so 25.2 no longer counts it and 25.3
treats its fields as kept. '@frame' is keyed by property and field: a 'run' field is a root only in
a property that marks it, and 'tick' stays a System's.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Every allocation the compiler emits goes through @lp_malloc/@lp_calloc/@lp_realloc/@lp_free, and a
Ludic-level one first stores its site (function, file, line, kind) in @lp_site. Off, that is one load
and a predictable branch (30 M allocations: 0.87-0.91 s against 0.87-0.90 s on leaks2).
On (the default in a headless build, and windowed under R3D_DEV), tracking starts at the first frame
on its own and judging once R3D_ALLOC_WARM frames in a row kept nothing (600) or R3D_ALLOC_WARM_MAX
after (re)start; Mem.play()/Mem.rewarm() sends a load back to its warm-up. A judged frame that ends
holding more than it began with is reported by site with its callers (the unwinder, taken only once
judging) and fails the run with exit 86 (R3D_ALLOC_FENCE=off|count|warn|fail). R3D_ALLOC_CENSUS
writes the totals and top sites at exit. The build's defaults are --fence=, --fence-warm=,
--fence-census= or a fence line in the program's package.ludic; the environment overrides them.
The runtime is IR (emit_fence_ir.ludic, generated from a template); tracking is a side table in one
calloc'd region, so no block carries a header and pointers crossing to natives stay safe. Examples
alloc_fence, alloc_fence_leak and alloc_fence_auto with cases in ludic-dev test; reseeded.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
s[a .. b] is always a copy, so it is freed once a +, a comparison or print has read it. Reseeded.
string_temps.ludic adds a slice compared and a slice concatenated each round (960 KB over 20,000
before, 0 after) and a kept slice read after its +.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The left half of a + chain, a template's pieces and holes, a number's text and a side made only to be
compared are marked fresh and freed after the +, ==, != or print that reads them. lp_int_str and
lp_long_str move their digits to the start of the buffer, so the pointer they return is the one
malloc gave. Reseeded. examples/lang/string_temps.ludic: kept intermediates stay good, and 20,000
rounds grow the heap 0 bytes (2.9 MB before).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
dispatch lowered to ludic_act_push(k, new A { ... }): a fresh record every dispatch, and an input
system dispatches Move and FrameTime every frame. The queue now keeps a list per action
(kept<k>, used<k>); ludic_act_new__A hands out the next (made only when all are queued), new's
emitter fills it field by field as it fills a fresh one (every field, default or given), and
drain_actions sets every used<k> back to 0 once the queue is empty. A reducer only ever reads
its action during the drain, so nothing sees a record after it is reused. Actions are visible
to the program's file, where the queue lives, as reducers already were.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Every per-entity store (@S_ components, @H_ flags, alive, kind, freelist, owners) is a heap block
L_grow doubles from 1024 as L_alloc hands out a slot past it, the new slots zeroed; each site loads
the store's base where it indexes it (ecs_base, its registers %ecsb* so a raw function's t0 labels
cannot collide). Prop.has bounds against @L_cap, Pool.capacity answers it, a mod's registered
stores grow with the rest, every main grows the stores once before anything reads them. A snapshot
records its slot count first and a load grows to it before reading back. The overflow stop of
1c7ce84 is gone with the wall. ludic-dev test 305 passed, selfhost-test 33 passed; 1000 / 5000 /
100000 entities spawn and count.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
It lowered to an i32 compare of two pointers, which the IR refused. Two strings with the same text
are equal now, a null only to a null, and a failure says expect_eq failed (got "camp", want
"lake"). examples/library/testing_strings.ludic (two tests fail on purpose, and the output is
checked); ludic.base's actions_test uses it again.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
action Name { fields } is a typed record; reducer State on Action(s: mut State, a: Action) { ... }
in the module that owns the state takes exactly that state and the action (a second state is
refused); dispatch Action { fields } queues one from anywhere, the queue supplied by the runtime.
The queue is drained at the end of every phase of the frame loop, after every phase of ludic.base's
core_tick_all, and by drain_actions(): in dispatch order, each action's reducers in the order of
their states' names, an action a reducer dispatches queued behind, a queue still growing after 64
rounds stopped with the action named. Examples actions/pack, phases, runaway; rejects for a second
state, a reducer on a non-action and an unknown dispatch; ludic.base's actions_test; LANGUAGE.md.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A template literal nested in a {...} hole crashed the parser: the outer
literal ended at the inner backtick. The lexer (and ludic-fmt's) now
reads a hole as code, taking strings, chars and templates in it whole.
A decimal literal past 2147483647, or a hex one of more than eight
digits, was wrapped into a negative int; it is a long with its value
now, and giving one to an int is refused. Reseed.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A scene is an entry in the open registry LabScenes, shown on a plate: a
flat lit disc, the package's own small sky with the sun at one hour, and
a frame clock. Headless each camera (lab_shot, lab_shot_at) settles and
is written as build/lab/<scene>/<shot>.png (a stored PNG, written here);
in a window N and P step through them. tools/lab/run.sh and sheet.py
make the contact sheet; tools/lab/plate_build.py makes plate/.
ludic.render3d gains r3d_plate_mode (no terrain, grass or water is made)
and r3d_sky_path. quit() in a program with no frame loop links. The
example takes ~120 MB resident, 417 MiB peak footprint. Reseed.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
On a float or double they emitted an i32 compare and clang refused the
IR; they compare as the wider float kind now and a failure prints the
numbers with %g. Reseed.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A directory stands for its *_test.ludic files and the files straight
inside any tests/ under it. The runner answers --list and runs one test
by name, and ludic test runs every block in a child process, so tests
no longer share globals. A failed expect names the file it is written
in (the path the compiler was given) and its line. Reseed.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A `view Name { field = x; function q(..); on e(..) }` declaration is the one bridge between a
program and its UI: it writes view_<name>() -> UiView, whose model is a Value of every field and
whose call runs a query or an event by name.
ludic.ui is a template runtime:
- HTML-shaped XML screens and components, loaded at run time;
- {expression} bindings, if/else/each, props, slots, per-instance state;
- on-press / onclick actions (event, set, emit);
- component libraries (export="true", <import src as>).
Styling:
- stylesheets in <style> or importable .lss files (@import);
- CSS selectors (#id, .class, [attr=v], descendant and > combinators, :hover, :disabled,
:first-child, :last-child, :nth-child, :not) weighed by specificity;
- the box model and flex under CSS's property names.
Also:
- default parameters, and positional-then-named calls;
- Value gains a float kind;
- a function shadowing a runtime one is refused;
- an index is evaluated before the slice is read;
- runtime errors name the right file.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The typed buffers are slices: words/floats/fixeds/doubles/pointers(n) make
zeroed, bounds-checked []int/[]float/... and the type names mean them. buffer(n)
is a []byte, with text_of, Fs.read_bytes/write_bytes and view(xs, start, n).
bytes(), indexing a raw pointer or bytes, free, resize, Memory.*, raw file calls,
data_of and C externs are refused outside unsafe { } / unsafe function, and a
project's own files may write unsafe only with --unsafe; the runtime and packages
are the platform. A slice passed to an extern goes as its data.
What the change found: Sync's atomics on a slice header, words(n) uninitialised,
input's fixed axes in ints, truetype's fixed outlines as ints, skin matrices
typed int, gl_shader's source table made from raw bytes. render3d gets safe
entry points (safe_api.ludic). Rendering is byte-identical; a frame costs the same.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
`alias meth(labels) = target` in a namespace block makes Ns.meth a call to
target with those labels (the target's own parameter names without a list). The
engine's 41 table-driven namespaces - 438 methods: Http, Udp, Process, Json,
Value, Screen, Input, Audio, World, Tiled, ... - leave emit_ns_call for
runtime/native/namespaces.ludic, spliced into every program; 532 lines of
compiler go and the seed shrinks by 23k lines of IR. The game's IR is byte
identical. The checker checks an alias call's arguments against its target.
Still built in: the inline namespaces (Math, Text, List, Vector, Color, Time,
Date, ...) and the methods that pick a target by argument type.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
selfhost/check/ walks every function, the entry, tests, globals' initializers and
@On listeners with real scopes, and refuses mixed number kinds, text and numbers,
two record types, mismatched slices and fn types, wrong argument counts, wrong
returns and wrong push elements - every mix-up at once, each at its line.
LUDIC_CHECK_REPORT=1 lists them by category. pointer stays untyped (L7's).
What it found is fixed: render3d's HDR scan calling the float-bits extern f_lt
with floats; ludic.shooter's right-stick aim overflowing past half a push;
prof.ludic storing longs in []int; extern arguments now coerced to their
parameters. Text-returning runtime functions say string; Assets.ready says bool.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A barrel's 'module NAME' makes its directory a module; a declaration other modules
use says 'export'. Private use from another module is an error naming the module
and where to mark it; 'friend module' sees everything (a test harness); a file in
no module is public and a package keeps its own module. LUDIC_VIS_REPORT=1 lists
every violation instead of stopping, so a codebase can be given its exports first.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
fn(int, float) -> bool is a type, fn name is any top-level function's value, and a call through
a local, a global, a record field, a slice element, a parameter or a result of a function type
is an indirect call; two function types mix only when equal, a call checks its argument count,
and a value may be null (examples/functions/values.ludic). Job.parallel_for keeps its worker
check.
render3d's scene is registered rather than required by name: r3d_on_draw, r3d_on_casters and
r3d_on_stream_fill (hooks.ludic). The two rendering examples register theirs - and had defined
scene_draw_casters with no parameter while the renderer passed one, which nothing checked.
render3d declares numbers float itself; smooth.ludic is converted to floats and returns when
r3d_init fails instead of running on into a segfault. Noise.* check their argument count (a call
one short crashed the compiler). selfhost-build says why it failed. The migration tool reads a
declared float as evidence. Seed regenerated.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A numbers float file adapts decimal literals to a fixed operand or slot, and refuses to
promote a computed int to a float implicitly: there it is almost always float bits. Explicit
float(x) is always allowed.
render3d's numbers are float, converted by tools/migrate/floatbits.py - a whole-program
inference of which ints carried IEEE bits (union-find over flows, calls, returns, buffers,
nested buffers and lexical scopes) and a rewriter to operators, Math.* and float literals,
with float_bits / float_from_bits left only where bits really cross (runtime scratch
buffers, mixed buffers). Seed regenerated.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Input.text, App.monitor_count / window_to_monitor / window_fixed,
gl_sleep_us, and the grass and collide changes, uncommitted on main and
depended on by the game; carried here so the language work starts from
what the game actually uses. main's working tree is untouched.
Process.spawn/poll/kill/free - non-blocking child processes with no shell: posix_spawn on
macOS (process.ll), CreateProcessW with MSVC-quoted arguments and no console window on
Windows (process_win.ll), linked only when a program uses Process.*.
Http.save_to streams a response body into a file (NSURLSession with a run-time delegate
class on macOS, the WinHTTP read loop on Windows); Http.received / Http.expected report
progress while it is pending. Freeing a pending request cancels it and parks the slot
until the worker has finished.
App.window_hide / App.window_show take the game's window off the screen and back without
closing it; the run goes on while hidden. Docs, examples, tests and a changeset.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Udp.open/port/send/recv/from_ip/from_port/close/resolve/local_ip/ip/ip_text, native
BSD sockets (udp.ll) and Winsock (udp_win.ll, -lws2_32), linked only when a program
uses Udp.*; example, docs and tests.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
`float` (32-bit) and `double` (64-bit) with + - * / %, comparisons and unary minus.
Decimal literals take their type from context and stay `fixed` elsewhere; int and long
promote implicitly (LUDIC_WARN_FLOAT_PROMOTE=1 lists every promotion). float(), double(),
int(), long() and fixed() convert; floats(n)/doubles(n) buffers; float fields, globals,
constants and parameters; Math.* computes in float for float arguments; string/print
write the shortest round-tripping decimal; float_bits/float_from_bits expose the bits.
@deterministic code may not use floats. The f_* runtime helpers stay as they are.
Editors know the new type words; the JetBrains plugin is 1.5.0.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The Windows runtime keyed the held set by the character MapVirtualKeyA gave a
virtual key, so a game's WASD belonged to whatever the active layout put there,
and with an input method on every letter arrived as VK_PROCESSKEY. The typing
block is now read from the scancode (the arrows, numpad and F-keys still by
virtual key); macOS reads keyCode the same way. Input.key_label(key) names a key
in the player's own layout (Windows) or as its US character elsewhere.
Verified on Windows with SendInput into a live window: VK_Z carrying W's scancode
holds 'w', VK_PROCESSKEY carrying A's holds 'a', Caps Lock changes nothing.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
- `fn name` names a top-level function as a value (E_FNREF, lowers to @fn_<name>); the worker
entry point for Job.parallel_for, which checks it takes (int, pointer-like) and returns void.
- runtime/native/threads.ll (pthreads) and threads_win.ll (Win32 SRWLOCK/CONDITION_VARIABLE): a
pool of one worker per core but one, parked between batches; every thread claims chunks by
compare-and-swap. Linked only into programs that use Job/Promise/Sync, by `ludicc -o`,
`ludic build` and the test suite's build helper.
- Sync.* is real: native mutexes, atomics as cmpxchg retry loops (neither clang takes atomicrw,
the PC's rejects seq_consistent), mutex-guarded channels, Sync.cpu_count from the OS.
- spawn/despawn on a pool thread stop the program with a located panic.
- examples/library/threads.ludic and its test; docs for fn, Job.parallel_for, Job.is_worker.
- Reseeded (bootstrap-cfree: out.ll == seed.ll). 141/141 on macOS; jobs, threads and the guard
pass on Windows from the reseeded Windows seed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
ludic-dev vkgen reads vk.xml into runtime/native/vk_api.ludic (constants, every struct's
<Struct>_sizeof and <Struct>_<field> offsets, one extern per command) and vk_thunks.ll.
Every size and offset was compiled against the SDK's C headers; `ludic-dev test` checks the
tracked files against the registry wherever the Vulkan SDK is installed.
vk_win.ll (vulkan-1.dll) and vk_mac.ll (libvulkan.1.dylib, MoltenVK) open the loader at run
time, so a program built with Vk.* starts on a machine without Vulkan. ludicc and ludic
build link both for any program that uses Vk.*. The seeds are regenerated for the new
compiler.
vk_probe reports what a machine's Vulkan can do; vk_compute dispatches a Slang compute
shader and reads the picture back, clean under the validation layer on an RTX 3070 Ti and
on an M4 Pro through MoltenVK.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
--target <triple> (default: the host, from OS=Windows_NT) selects the Windows
runtime. emit_win.ludic defines the POSIX names the backend already calls over
the UCRT and Win32 in IR, so rename replaces an existing file, ftell is 64-bit,
and fopen is binary. Known folders follow %APPDATA% / %LOCALAPPDATA% / %TEMP%,
and the driver speaks cmd.exe, writes .exe outputs and finds LLVM's clang.
Verified: macOS three-stage fixpoint, ludic-dev test 135/135, and on Windows
the Mac-emitted Windows IR and the Windows-built compiler's IR are identical
through two generations.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
`ludic bundle` builds an AppIcon.icns and macOS reads it out of the .app, so a
shipped game has an icon. `ludic build` produces a bare executable: no bundle, no
CFBundleIconFile, and so no icon at all - macOS draws the generic green "exec"
tile. That is the build a developer runs every day, which is why "the game has no
icon" can be true for months while the bundle is perfect. It was here: the .app's
icns validated against iconutil, the plist was right, the signature was right,
and NSWorkspace rendered the artwork - and the binary beside it still had the
exec tile.
App.set_icon(path) takes the bytes through lp_pak_open, so a packed path and a
loose one both work and this does not repeat Audio.load's trick of taking a
filesystem path only. NSData copies them, so the buffer goes straight back. A
missing or undecodable image leaves the existing icon alone rather than clearing
it; a bundled app is unaffected; headless links no AppKit and compiles it away.
Verified the Cocoa sequence against an ObjC twin doing the same message sends:
before, a bare binary's applicationIconImage is the generic 128x128 tile; after,
it is the 1024x1024 artwork.
Backend change, so selfhost/ludicc.seed.ll is reseeded: the bootstrap fixpoint
and the C-free rebuild from the seed both pass.
Three things a game could not say, each of which had been worked around.
Audio.play_at(id, gain:, pitch:, pan:) fires a one-shot with its own gain,
pitch and stereo position. Audio.volume and Audio.pitch are global - they are
the options screen - so a game placing a sound in the world was fighting them,
and distance attenuation was simply not expressible. The backend already took
volume and rate per call; this adds setPan: alongside them and stops routing
through the master state.
ludic.render3d gains outline_model(model, mat, width, r, g, b): a rim around
something that is not an Actor. The outline pass walked the actor list and
stopped, so instanced scatter - a forest - could not be highlighted at all. It
is a queue flushed by the same pass, which is what gets the depth test right
when the caller does not control pass order.
And terrain_coast(cx, cz, margin, fall), the other way to make an island:
the sea around the survey's own edge rather than cut out of the middle of it.
terrain_island measures a radius from a centre, which drowns two thirds of a
real survey to make an island of the rest; this measures inward from the
boundary, so everything the data covers stays land and the coast is where the
data runs out. Both modes gained a strand - the last few metres of height
either side of the water line compressed, which stretches a cliff plunge out
into beach and shallows.
132 regression tests and the self-host fixpoints pass.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
`ludic build` produces a program. Double-clicked it opens a Terminal window, it
wears the generic executable icon, it calls itself whatever the file is called,
and it carries none of its assets. `ludic bundle` produces an application.
Everything it needs is in package.ludic, so the command takes no arguments: an
Info.plist and PkgInfo from `app` lines, an .icns built by sips and iconutil at
all ten sizes macOS asks for from a single source PNG, the asset pack in
Contents/Resources, and an ad-hoc signature - which is not optional on Apple
silicon, where an unsigned binary is killed rather than warned about. The bundle
identifier falls back to the package path reversed, so a project that never
thinks about it still gets a defensible one instead of two apps sharing a key
Launch Services hangs the Dock, saved state and permissions off.
A bundled game is moved to ~/Library/Application Support/<name> before main,
because Finder starts a .app with its working directory at "/" where no save
could ever be written. Reads come out of the pack, writes land somewhere real
and per-user, and the game's save code needs no change and no platform
knowledge.
The splash is the other half of looking like an application. A game that loads
165 MB spends a visible moment doing it with nothing on screen, which from the
outside is indistinguishable from a launch that failed. splash_show puts a
borderless window up from the same constructor that mounts the pack - before
main, so it appears while the process is still starting rather than after the
slow part it exists to cover - and reads the artwork out of the pack like any
other asset. It turns the run loop enough times to be mapped and composited
there and then; once composited the backing store survives a busy main thread,
so it stays up for the whole load.
Nothing hides it automatically. Only the game knows when its first real frame is
ready, and a splash that vanishes before that leaves the same black gap it was
covering, so the game calls App.splash_hide(). Headless there is no splash and
the call lowers to nothing.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
`Gl.*` binds the whole OpenGL 4.1 core API — every entry point of the
platform gl3.h with every GL_* constant, generated by `ludic-dev glgen`
with per-call ABI thunks. Windowed builds get an NSOpenGLContext on the
existing window at Retina resolution; headless builds render into an
offscreen CGL context, so a program that uses Gl.* renders and
screenshots identically under the test harness. It links gl.ll, the
thunks and OpenGL.framework only when used; every other build stays
byte-identical.
packages/ludic.render3d is a physically based renderer written on that
surface: HDRI image-based lighting, GPU-generated terrain with scanned
PBR materials, CDLOD, cascaded shadows, glTF with skinning, instanced
vegetation with impostors, procedural grass, water, SSAO, and an HDR
pipeline with bloom, auto-exposure and ACES.
It also carries this session's work on it: the terrain at half its cost
(10.3 -> 5.4 ms of frame), the streaming hitch that got worse the longer
you played, a resize that emptied the world, and the packaging that lets
a game use the renderer from its own repository — `ludic assets`, the
material manifest shipping with the package, and shader lookup falling
back to the install root. See changes/ for each, with its numbers.
The camping game that drove all of it has moved out to its own
repository, Maroon Lake; examples/rendering/smooth.ludic stays as the
renderer's example here.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
- `[a, b, c]` list literals (E_LIST → emit_list); static_type learns
slice-element, `new T`, list, string and literal kinds
- `x op= y` lowers through the same path as `x = x op y` (emit_bin_vals):
fixed `*=`/`/=` use the Q16.16 64-bit paths, string `+=` concatenates,
int→long widens; unary `-` keeps a fixed operand's type (arith_ty)
- one `unescape()` table for "strings", 'chars' and `interpolation`;
`'\''`, `'\\'`, `'\"'` no longer read as 0; unterminated char literals
and unexpected characters are errors instead of silently skipped
- every diagnostic is `file:line: error: msg` (g_parse_file / g_err_file,
Node.file + Node.line set by node()); tok_desc() in expectation errors;
duplicate `function` names and unknown `phase` names are reported in
source terms (phase_id used to default unknown phases to Overlay)
- interpolation holes skip braces inside string literals
- hand-IR preludes move from the user `@fn_` prefix to `@lp_` so a user
`is_ws` / `str_eq` / `path_join` no longer collides at link time
- `@ClearColor(expr)` accepts any constant expression; `Os.pid()` added
(docs page + inventory); `str_starts()` in support/str
- main.ludic: `else if` flag ladder, char literals, stale script comments
- examples/lang/operators.ludic covers all of the above; os.ludic covers
Os.pid; docs pages for Os.pid and the Overlay phase; ten changesets
- reseeded: selfhost/ludicc.seed.ll is the new compiler's own fixpoint
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Closes the two open issues and lands the pending unreleased batch:
- #90: `Sprite { atlas: 1 }` routes esys_sprite through atlas_draw_ex
(scale/flip/tint), so cell / cell_span / strip ids of any size draw
through the engine sprite-render system. examples/library/sprite_atlas
is the pixel-readback regression.
- #91: `become` from an @On(Event) listener / global handler / plain
function no longer segfaults the compiler; it emits @L_scene_leave()
(a dispatch on the live scene id) so the leaving scene's on-exit runs.
UI_* handles are readable from any code (widget table built on first
use). examples/library/scene_menus covers it.
- fix: a windowed `ludicc -o` build that reaches the audio runtime only
through the atlas/Assets preload import now links audio.ll +
AVFoundation (the audio backend link was gated on a game-level
Audio.* call, so any windowed game declaring Sprite failed to link).
- the hand-written "Unreleased" CHANGELOG section is converted to
changesets under changes/ so `x release` generates it.
- plus the batch: engine-driven retained UI + UiClicked event, Overlay
phase, TileSkin tilemap-render system, Key.* constants, Font/Ui/File
namespaces, Sprite.strip, prefabs, managers, countdown fields,
enum-typed machines, layer @Queries, ludic.prefs / ludic.dungeon
packages, Ai.seek pathing, Solids.solid2, cursor confine (mode 3)
fix, shooter centre-aim fix, reserved-word function diagnostic.
Verified: x test (124/124), x test-tools, check-impl, check-vocabulary,
check-docs, docs-gen + docs-check, bootstrap-cfree (seed is a fixpoint).
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Ludic's ECS is already pool-based — the allocator recycles freed entity slots
through a freelist (L_alloc pops @L_freen before growing @L_entc), and component
storage is fixed per-entity arrays, so spawn/despawn churn (bullet-hell/horde)
does no per-spawn heap allocation and cannot fragment. Expose that with a Pool.*
namespace so a game can watch reuse: Pool.live (alive now), Pool.free (recycled
slots waiting), Pool.reserved (high-water — stays flat across a steady
spawn/despawn loop, proving reuse not reallocation), Pool.capacity (the fixed
cap). Zero-cost inline reads of the existing counters.
Example pool.ludic proves the key property: after despawn+respawn,
Pool.reserved() stays 3 (freed slot reused) — prints 0 0 3 3 0 2 1 3 0 3 1.
4 docs pages. Full suite 118/0, goldens byte-identical, fixpoint holds.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Assets loaded synchronously in Boot stalled the first frame(s). Adds an
Assets.* preload queue over the #81 atlas: Assets.enqueue(name, path) queues a
named image without loading it, Assets.pump(max) loads up to max per frame
(returns how many), and Assets.total/loaded/ready/progress (0..100) drive a
progress bar. A loading scene pumps a few per frame, draws Assets.progress(),
and becomes the play scene once Assets.ready() — the deterministic, no-threads
form of async preloading (work spread across frames; same enqueue+pump order
loads identically every run). Loaded assets are reachable by name via
Assets.get / Sprite.named.
Example preload (enqueue 3, pump incrementally 0->33->66->100, ready flips, get
by name) prints 3 0 0 0 1 33 66 1 100 1. 6 docs pages. Full suite 117/0,
fixpoint holds.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
`namespace Name { export function foo(...) ... internal function bar(...) ... }`
declares a Name.* namespace once and controls its public surface declaratively,
instead of annotating every function with @Namespace(Name). Inside the block
each `function short(...)` is emitted as `namelower_short`; export (the default)
makes it callable as Name.short(...), internal keeps it a private helper
(emitted, callable by short name from siblings — calls are rewritten — but
Name.internalOne() is a compile error). Block sugar for the per-function
@Namespace annotation; a package's public API reads at a glance. Namespaces
declared the old way are unchanged (gameplay_foundation still passes).
namespace added to LUDIC_KW_DECL + JetBrains/TextMate + docs page + inventory
(vocab/impl/docs checks green). Example namespace_block (export + internal +
sibling calls + internal-visibility compile error verified). Full suite 116/0,
fixpoint holds.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
A windowed action game can hide the OS cursor and lock/confine the mouse to the
window. Input.cursor_mode(mode): 0 normal, 1 hidden (draw your own reticle),
2 locked (hidden + dissociated — the mouse feeds relative motion via
Input.mouse_dx/dy and Input.mouse_x/y is a clamped virtual cursor, FPS/twin-stick
aim), 3 confined (dissociated but visible; the mouse can't leave the window).
The platform auto-releases (shows + reconnects) while the window is not key
(Cmd-Tab) and on close, so the cursor is never left captured. Headless it is a
no-op (DCE'd).
Native macOS impl in cocoa.ll: [NSCursor hide]/[unhide] (ref-counted, toggled
only on change so the count stays balanced across focus changes),
CGAssociateMouseAndMouseCursorPosition, and CGGetLastMouseDelta for the relative
virtual cursor, behind a new win_cursor_mode intrinsic. Windowed-only behaviour
(not in the headless golden suite); example compiles headless and links
windowed. Full suite 115/0, fixpoint holds.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Sprite loading was a bare png_load — one file per 16x16 sprite, no way to load
one sheet and address a cell by grid coords or name. Adds a Sprite.*/Assets.*
runtime (atlas.ludic) over the variable-size image loader, so a cell is a
sub-rect of the kept image and is NOT restricted to the 16x16 sprite table:
Sprite.sheet(path,cw,ch), Sprite.cell(sheet,col,row),
Sprite.cell_span(sheet,col,row,cols,rows) (a sprite may span >1 cell),
Sprite.define/named (name + lookup), Sprite.draw/draw_scaled (through
camera/zoom/clip like Screen.sprite), Sprite.width/height, and
Assets.image/load/get. Spliced on demand (Sprite.sheet/… or Assets.*), so a
program using neither is byte-identical.
Example examples/library/atlas.ludic (verified against a real 12x11 Kenney
sheet, incl. a 2x3 multi-cell span and named lookup). 14 docs pages. Full
suite 114/0, goldens byte-identical, fixpoint holds.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
#79 — Input.axis_i(neg,pos) -> int returns a -1/0/1 movement intent from the
multi-key device set, so WASD-to-movement needs no bool->int glue and feeds an
int mover directly (dx = Input.axis_i('a','d')).
#84 — a Bounds config entity (rect + policy, from ludic.core) drives the
engine-owned world-bounds system (LateUpdate): clamp / wrap / bounce (clamp +
flip Body velocity) / kill (despawn a body fully outside). Reads the Collider
size so the box stays inside; off by default, spliced only when Bounds is
declared (byte-identical otherwise). Adds World.despawn(e) — the by-id
reflective despawn (runs @OnDespawn + frees) via a new world_despawn intrinsic
whose @fn_world_despawn helper is emitted in emit_program's tail once a use is
seen (the g_uses_* prelude pattern), used by the kill policy and callable from
any system.
Examples input_movement + world_bounds. Full suite 112/0, goldens
byte-identical, fixpoint holds.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Fixes the papercut: the generated frame loop called rt_poll() (feeding only
Input.key) but never input_poll(), so Input.active/key_down/mouse/pad read
empty unless the game called Input.poll() by hand. The loop now calls
input_poll() when the game uses any Input runtime method — committing the
held-key/mouse/gamepad state, and record/replay — and stores its return as the
frame key so Input.key still works. A game using no Input runtime keeps the
plain rt_poll path, byte-identical.
Adds the Input-Manager API: Input.action(name,key) ships a default binding
(kept if already bound, so a rebind/loaded map isn't clobbered),
Input.bind_pad(name,button) makes an action device-agnostic (keyboard OR pad),
and Input.active/just_pressed/just_released read the multi-key device layer
with clean on-press/on-release edges (deterministic, dispatch-free — a handler
polls the edge; a replay fires identically).
Examples input_manager + input_auto, 5 docs pages. Full suite 107/0, goldens
byte-identical, fixpoint holds.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>