Runtime type reflection: enumerate properties and fields by index, resolve ids
by name, read a field's type, and get/set/has an entity's fields generically —
the foundation the issue calls out for auto-serialization, data-driven tools,
and debug/inspector overlays. Built on the existing EV2 reflection ABI plus a
new EV8 metadata-enumeration layer, all generated at compile time (a table walk,
no heavy runtime introspection), so a binary that never reflects pays nothing.
Surface (Reflect.*, aliased in emit_call.ludic over the world_* reflection ABI):
- Reflect.prop(name) / field(prop,name) resolve ids by name (-1 = none)
- Reflect.prop_count() / prop_name(i) enumerate properties
- Reflect.field_count(prop) / field_name(prop,i) / field_type(prop,i)
enumerate a component's fields
- Reflect.get / set / has (entity, prop, ...) read/write/test a field by id
- Reflect.kind(entity) / model(name) an entity's model, by id/name
New codegen (emit_world.ludic, EV8): ludic_prop_count / prop_name /
field_count / field_name / field_type, generated the same way as ludic_prop_id
— a switch over the compile-time property/field metadata, falling through to the
mod-registered (dynamic) registries. Field names/types come straight from the
AST, so field_type reports the declared type ("int"/"fixed"/…). A program that
uses Reflect.* force-emits the reflection ABI (g_uses_reflect) so it needs no
@events of its own, exactly like Query.* (#42).
examples/library/reflect.ludic asserts 20 cases including a generic inspector
that sums every field of every component an entity has while naming none of them
— the auto-save / debug-overlay pattern end to end. Wired into x test (now 64
passed). Docs: a Reflect section + 12 per-symbol pages (positioned as an
advanced/tooling surface), inventory/coverage green. Seed reseeded; the C-free
bootstrap fixpoint holds.
Scope: this lands the reflection core and a real consumer (the generic
inspector). The generic value-tree `serialize` the proposal also sketches wants
a tagged-union/any value type from the #1 type-system work, so it is tracked as
a follow-up rather than forced in here.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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| .. | ||
| ecs | ||
| events | ||
| games | ||
| lang | ||
| library | ||
| networking | ||
| rendering | ||
| README.md | ||
Examples
A curated tour of Ludic, grouped by intent. Every example here is exercised by
the test suite (bin/x test / bin/x selfhost-test), so nothing in this
directory silently rots.
Run any program straight from the repository root (so assets/ resolves):
bin/x app examples/games/snake.ludic # compile + open a real window
bin/x app examples/games/snake.ludic --headless # render one frame to build/out.ppm
bin/ludic examples/lang/offline_rewards.ludic # compile + run a plain program
games/ — complete, windowed games
| Example | What it shows |
|---|---|
games/snake.ludic |
A full game from primitives: input, grid, growth, collision, score. |
games/menu.ludic |
A retained-UI title screen — the UI declared as data. |
games/chronorift.ludic |
A 2D co-op JRPG: overworld, dungeon, random encounters, turn battle, boss, save. The entry file imports the modules under games/chronorift/. |
rendering/ — drawing primitives
| Example | What it shows |
|---|---|
rendering/draw_prims.ludic |
The extended Screen.* primitives — line, circle, triangle, fill, sprite. |
ecs/ — the entity-component world
| Example | What it shows |
|---|---|
ecs/hello.ludic |
The smallest program that exercises the ECS pipeline. |
ecs/world_get.ludic |
Reflection: read/write a component by name. |
ecs/world_scan.ludic |
Reflection: scan the world and identify each entity. |
ecs/world_query.ludic |
Reflection: iterate the world by property. |
ecs/world_spawn.ludic |
Reflection: a mod spawns a fresh entity by model id. |
ecs/world_mixed.ludic |
Reflection: get/set through real struct offsets. |
ecs/world_dyn.ludic |
Reflection: register a brand-new component at runtime. |
events/ — the event bus
| Example | What it shows |
|---|---|
events/events.ludic |
EV0: the event-bus core — declare, emit, @On. |
events/mod_events.ludic |
Two listeners on one event, driven from a mod. |
events/cancel.ludic |
EV3: cancellable (decision) events. |
events/recurse.ludic |
EV6: re-entrant emit is depth-bounded — no runaway cycle. |
events/promote.ludic |
EV1: @Public promotes a lifecycle hook to a public event. |
events/prop_events.ludic |
EV1 for properties: attach/detach events. |
events/scene_events.ludic |
EV1 for scenes: on-enter / on-exit events. |
events/program_events.ludic |
EV1 for the program scope: start/quit events. |
events/layer_events.ludic |
EV1 for layers + a public layer's show/hide events. |
events/scoped.ludic |
A despawned entity drops out of subsequent event work. |
networking/ — deterministic multiplayer (N0–N6)
Each maps to a stage of the Networking design; all run over the compiler's built-in loopback transport with zero foreign code.
| Example | What it shows |
|---|---|
networking/net_echo.ludic |
N0: the transport seam. |
networking/net_snapshot.ludic |
N1: whole-world snapshot to a memory buffer. |
networking/net_sync.ludic |
N2: @Sync replication codegen. |
networking/net_owner.ludic |
N3: entity ownership. |
networking/net_rpc.ludic |
N4: remote events / RPCs. |
networking/net_roles.ludic |
N5: handler roles + the drivable sim. |
networking/net_demo.ludic |
N6: a networked game end to end, in pure Ludic. |
networking/net_rt.ludic |
A blessed server-authoritative replication runtime. |
lang/ — language & standard-library tour
| Example | What it shows |
|---|---|
lang/annotations.ludic |
The annotation-first style: @Queries / @Computed / @OnSpawn / @Handles. |
lang/qdecl.ludic |
@Queries desugaring to the query system. |
lang/lifecycle.ludic |
The whole game lifecycle as @-hooks, in firing order. |
lang/detach.ludic |
Structural attach/detach + @OnAttach / @OnDetach. |
lang/reason.ludic |
Reason-carrying teardown (@OnDespawn: Despawned vs Quit). |
lang/toggle.ludic |
enable/disable at the three ECS scopes. |
lang/scenes.ludic |
One active scene at a time, handlers grouped into layers. |
lang/strings.ludic |
Strings as values: compare, join, interpolate, slice. |
lang/rng_demo.ludic |
The Random.* extensions (value/int/sign). |
lang/time_demo.ludic |
Time.frame / elapsed / delta. |
lang/offline_rewards.ludic |
A worked idle-game example over the Time/Date/Duration stdlib. |
library/ — building and linking a shared library
A how-to for compiling a .ludic module to a native .dylib/.so/.dll and
linking a second program against it via extern fn:
bin/ludicc examples/library/combat.ludic --shared -o build/libcombat.dylib
bin/ludicc examples/library/arena.ludic -o build/arena -Lbuild -lcombat
| Example | What it shows |
|---|---|
library/combat.ludic |
Exported functions callable across the C ABI. |
library/arena.ludic |
A program that links against the shared library. |