ludic/README.md
Orkuncakilkaya 4b81b55849 fix(docs): make the documented bootstrap work on a fresh clone
bin/ is gitignored and not checked in, so the first command in README.md,
COMPILING.md, CONTRIBUTING.md, tools/x/main.ludic and on the site —

    clang selfhost/ludicc.seed.ll -o bin/ludicc && ...

failed on a clean checkout with `ld: open() failed, errno=2 for 'bin/ludicc'`.
Verified against a fresh clone. Every copy now leads with `mkdir -p bin`, which
is what the CI workflows had been doing all along.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-05 01:48:01 +03:00

10 KiB

Ludic

Ludic is an ahead-of-time compiled language for 2D games with an entity-component core, a deterministic fixed-point runtime, and its graphics stack built into the language. ludicc lowers Ludic straight to LLVM IR and emits a native binary — and ludicc is itself written in Ludic, compiles its own source to a byte-exact fixpoint, and rebuilds from a checked-in IR seed with no C compiler in the loop.

  .ludic  ──►  ludicc  ──►  LLVM IR  ──►  object  ──►  native binary
             (in Ludic)

No C is generated, compiled or linked in a build. No interpreter, no transpiler, no C runtime: the framebuffer, sprites, PNG/DEFLATE decoding, TrueType text, the retained UI, the registers and the RNG are all written in Ludic (runtime/native/*.ludic); only the window seam — the win_* functions for the window, keys, mouse, cursor, gamepad and touch — is hand-written LLVM IR against the platform ABI (runtime/native/cocoa.ll), the same floor Rust and Swift stand on.

Backends

Backend Status
Native 2D (macOS/Cocoa window; headless render for CI) Shipping — the default bin/x app target.
Web / wasm32 In progress. The browser platform layer is in-tree and documented — runtime/web/ (the <canvas> window platform.js, the libc-free wasm.ll floor) and a Node harness that diffs native vs. wasm frame-for-frame (tools/ludic-web/run.mjs). Emitting wasm was a capability of the retired C compiler and is not yet re-wired on the self-hosted toolchain; see COMPILING.md.

The same is true of --target cross-compilation and --shared libraries: both are designed and documented, both lived in the old C compiler, and both are pending re-implementation on the self-hosted native toolchain.

Quick start

bin/x is the project's task runner — one native binary, written in Ludic and compiled by Ludic, that replaces every build/test/bootstrap shell script. Bootstrap it once from a clean checkout (the only step Ludic can't do for itself, since compiling Ludic needs a compiler) with clang alone:

mkdir -p bin && clang selfhost/ludicc.seed.ll -o bin/ludicc && bin/ludicc tools/x/main.ludic -o bin/x

Then build the whole toolchain and run a game:

bin/x build                                  # -> bin/{ludicc,ludic,x,ludic-fmt,ludic-lsp}
bin/x app examples/games/snake.ludic         # compile + open a native window
./build/snake

Render a frame headlessly (what CI checks) — output lands in build/, never the repo root:

bin/x app examples/games/chronorift.ludic --headless
mkdir -p build && printf 'ddddwww' | ./build/chronorift_headless   # writes build/out.ppm
sips -s format png build/out.ppm --out frame.png

Run the suites:

bin/x test            # full regression: compiler builds from seed, every example, golden renders
bin/x selfhost-test   # correctness + the self-hosting / C-free bootstrap fixpoints
bin/x help            # every command

Add a dependency (URL-as-identity, MVS resolution, content-addressed store):

bin/x add git.workshopsoft.io/user/pkg   # resolve + fetch + link into ludic_modules/
bin/x get                                # install everything in package.ludic, write the lock
bin/x verify                             # check the locked packages against the store

See docs/PACKAGES.md for the manifest, lockfile and package model.

Layout

Path What it is
selfhost/*.ludic the compiler, written in Ludic — lexer, parser, and the LLVM-IR backend (ECS storage, queries, spawn, match/machine, UI, scenes, save/load, fixed-point). Built from selfhost/ludicc.seed.ll with clang alone.
selfhost/golden/renders.sha256 text baseline of render-output hashes (replaces binary .ppm fixtures); regenerate with bin/x golden.
tools/x/*.ludic the task runner, written in Ludic — one binary (bin/x) that builds, tests, bootstraps and reseeds the project, replacing every shell script.
runtime/native/ the runtime in Ludic for the native path: core (framebuffer, input, RNG), image/inflate (PNG + DEFLATE, no zlib), truetype (glyph rasterizer), ui (retained widget tree); plus cocoa.ll, the macOS window seam in LLVM IR.
runtime/web/ the browser platform layer: platform.js (the <canvas> window), wasm.ll (the libc-free floor), index.html.
examples/ the example tour, grouped by intent — games/, rendering/, ecs/, events/, networking/, lang/, library/. See examples/README.md.
tools/ludic-tools/ the editor toolchain in Ludic: ludic-fmt (formatter) and ludic-lsp (language server) — one lexer, one vocabulary shared by both.
tools/editors/ plugins for VS Code and JetBrains, plus config for Neovim, Helix, Emacs, Sublime and Zed.
docs/ the per-symbol API reference, regenerated into the docs site.
COMPILING.md the native pipeline: ludicc → LLVM IR → exe, the rt_* runtime protocol, and the (pending) wasm/cross-compile/shared-library paths.

The design and roadmap material lives on the wiki: the Events, Networking, Scenes, Lifecycle, Mobile and Syntax-redesign design records, the Bootstrap deep-dive, and the Luanti roadmap. The root keeps only this README plus the two user-facing references, LANGUAGE.md and COMPILING.md.

Language at a glance

  • program / property (typed fields + defaults) / model (named entity kinds) / system (phase, @annotations, reads/writes).
  • ECS queries for (a, b) in query [A, B, {Tag}] where <expr> { … }, spawn/despawn with slot reuse, @-driven lifecycle hooks.
  • An event bus (event / emit / @On, cancellable, @Public promotion) and networking primitives (@Sync, ownership, RPCs) over a built-in loopback transport — all deterministic, all pure Ludic.
  • scene / layer / become, match / machine + state.
  • Types int, fixed (Q16.16), bool, entity, str, byte, typed buffers; a growing namespaced standard library (Math, Vector, Time/Date/ Duration/Clock, Random, Hash, Crypto, sorting, …).
  • Deterministic seeded RNG and save()/load() snapshot of the whole World.
  • Built-in 2D: framebuffer primitives, PNG sprites, TrueType text, 9-slice, and a retained ui widget tree declared as data.

See LANGUAGE.md for the full reference, and examples/README.md for runnable demos of each feature.

Editor support

bin/x tools                     # -> bin/ludic-fmt, bin/ludic-lsp

ludic-lsp speaks LSP 3.17 over stdio, so one binary serves every editor: context-aware completion, diagnostics from the compiler itself, go-to-definition and rename across imported files, and comment-preserving formatting. ludic-fmt is the same formatter as a CLI, for pre-commit hooks and CI. Both also understand ```ludic fences in Markdown. Plugins and drop-in config are in tools/editors/.

Chrono Rift — the flagship game

examples/games/chronorift.ludic is a playable co-op JRPG — overworld, dungeon, random encounters, a turn-based co-op battle, a boss, an item shop and snapshot save/load — split across modules under games/chronorift/. Its art is CC0 Kenney sprites, decoded from PNG at runtime by the Ludic-written PNG/DEFLATE decoder — no zlib, no external dependency.

  • Overworld: WASD move, K save, L load.
  • Battle (local co-op): P1/Knight W/S select, Space confirm; P2/Mage I/K select, J confirm.

Status & roadmap

The compiler self-hosts to a byte-exact fixpoint and rebuilds from its IR seed with no C compiler; the ECS runtime, windowed + headless 2D rendering, the event bus, the deterministic networking stack, scenes, and save/load are all in place and covered by bin/x test. CI gates every push and PR on the build, the test suites, and that C-free fixpoint. The toolchain is versioned with SemVer (ludicc --version); releases and the CHANGELOG.md are cut from changesets by x release. Upgrading from 0.2? See the 0.2 → 0.3 migration guide.

Active work and proposals — the standard library, a fuller type system, rendering/animation/lighting extras, input, filesystem/IO, testing, and re-wiring the web/wasm and cross-compile backends — are tracked as issues, not inlined here:

Contributing

See CONTRIBUTING.md for the development loop (bin/x reseed → bin/x bootstrap-cfree → bin/x test), the code and commit conventions, and how the bootstrap fixpoint works. Issue and pull-request templates live under .forgejo/.

License

The Ludic compiler and runtime source are licensed under the Apache License 2.0 (SPDX-License-Identifier: Apache-2.0) — a permissive license with an explicit patent grant.

The bundled Kenney art under assets/kenney/ is third-party and released under CC0 1.0 (public domain); each pack keeps its own License.txt. Code and assets are licensed separately: Apache-2.0 covers the source, not the art.