ludic/packages
Orkuncakilkaya 2ce2d997be render3d: the fog wall culls on the CPU - nothing past it costs a draw, a vertex or a caster
cam_sphere_visible refuses a sphere wholly past the wall (terrain patches, scatter cells, stream
chunks, grass tiles, water), actors past it are skipped for draws, casters and outlines, the grass
reach and the streams' generate-and-gather reach end at it, and the card shadows cast only from
the wall's share of a layer (fog_casters.ludic, rebuilt every 4 m). r3d_beyond_fog is exported for
the game to skip animating what will not be drawn. Render-only: no query of the ground or the world
changes, and off is the old frame (0 pixels over 8 against 160ce96, twice per side).

Draws per frame at the overlook: 2757 off, 1104 at 175 m, 484 at 30 m.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 15:38:00 +03:00
..
ludic.aim ludic.character: the look goes up and down to 89 degrees (was -55..35), and the orbit's heading holds when the camera is straight over or under the pivot; ludic.aim: aim_ahead, whether a point is before the view 2026-09-29 12:14:04 +03:00
ludic.anim frame allocs (25.2): ludic.anim's pose scratch made with its state (pose_part, the name no longer taken for udp_ip's part), a model's clips read at its load declared 2026-09-28 16:29:15 +03:00
ludic.audio audio: a volume per channel under the master (effects, wildlife, ambient, interface) - aud_channel_set / aud_emit_on, aud_ui on the interface channel, and Audio.music_volume for the ambience loop on the runtime's music channel 2026-09-29 12:11:29 +03:00
ludic.base Json.free_all is safe on a parsed tree a migration and a loader have edited; sv_str keeps a copy 2026-09-29 13:43:24 +03:00
ludic.character character: a seated body is held by its seat alone - no step to the walker while sitting, and a hold no longer turns it off the seat's heading 2026-09-29 13:12:22 +03:00
ludic.clock ludic.fishing, net, clock: their dice made once and seeded again, never made again per reset; ludic.minimap's near list kept, its marks and grid declared 2026-09-28 20:13:58 +03:00
ludic.compass @max on the bounded lists: TextRing's slots, the pack's counts and change ring, the net's fact ring, the compass pools, ludic.ui's memo (its 3/4 of MM_CAP), screen pools, answer and pointer rings; ludic.base's intern test holds the table to its cap now that past it is Mem.over 2026-09-28 16:48:53 +03:00
ludic.core feat(engine): #90 atlas-aware Sprite component, #91 become from listeners, 0.3.x ergonomics batch 2026-09-04 01:36:08 +03:00
ludic.crafting ludic.base: a queue's fact records come round again (q_rec / q_ring_add), used by effects, clock, wallet, weather, tracks, needs, fire, settings, update, steps, crafting, shop, gear, hints, session and photo instead of a new record per fact; the minimap's marks cleared and rubbed out in place, its scale steps without a list; the clock's dice seeded again, not made again; once-per-join, per-save and pool-miss paths declared 2026-09-28 20:03:46 +03:00
ludic.dungeon wip(0.S3): outside the runtime, its drawable size, scale, screen and tile size are read and set through its functions; a migration reports such a reference instead of threading the runtime's state 2026-09-25 15:47:21 +03:00
ludic.effects Merge branch 'lang/memory-burn3' into lang/foundations 2026-09-28 20:13:59 +03:00
ludic.fire ludic.base: a queue's fact records come round again (q_rec / q_ring_add), used by effects, clock, wallet, weather, tracks, needs, fire, settings, update, steps, crafting, shop, gear, hints, session and photo instead of a new record per fact; the minimap's marks cleared and rubbed out in place, its scale steps without a list; the clock's dice seeded again, not made again; once-per-join, per-save and pool-miss paths declared 2026-09-28 20:03:46 +03:00
ludic.fishing ludic.fishing, net, clock: their dice made once and seeded again, never made again per reset; ludic.minimap's near list kept, its marks and grid declared 2026-09-28 20:13:58 +03:00
ludic.gameplay refactor(packages): 0.R5 - the rest of the lazy starts are defaults - hints' rail (sized by hints_config), lab's CRC table, rpg's crafting / items / inventory / quests / dialog, shooter's weapons, prefs, and npc's and gameplay's empty ensures gone; gameplay's faction table sits beside its state, since a default names only what is declared before it; --tighten over their tests and examples 2026-09-27 03:07:29 +03:00
ludic.gear ludic.base: a queue's fact records come round again (q_rec / q_ring_add), used by effects, clock, wallet, weather, tracks, needs, fire, settings, update, steps, crafting, shop, gear, hints, session and photo instead of a new record per fact; the minimap's marks cleared and rubbed out in place, its scale steps without a list; the clock's dice seeded again, not made again; once-per-join, per-save and pool-miss paths declared 2026-09-28 20:03:46 +03:00
ludic.hints play 2's frame keeps and a dropped file: a var() join made at once, the hint rail emptied in place, save_read gives its text back 2026-09-29 13:33:54 +03:00
ludic.i18n ludic.i18n: a language's lookups kept once read; switching back restores them 2026-09-29 12:21:53 +03:00
ludic.inventory ludic.ui: a select matches a number as a number (its text was made every frame per select); the fired-event queue's lists made with room; ludic.inventory: the counts made at full length at once 2026-09-28 21:09:08 +03:00
ludic.jobs fix(ludic.jobs): jobs_taken and jobs_shown fill a kept list per group (the map and the journal asked every frame, and the fence caught a list kept) 2026-09-28 23:01:53 +03:00
ludic.lab feat(render3d): 23.3 - a .dds beside a .png is uploaded BC-compressed with its whole mip chain 2026-09-28 01:23:45 +03:00
ludic.minimap ludic.minimap: minimap_seen_text writes the explored grid into bytes the state keeps (a string per cell before, every save) 2026-09-28 22:33:49 +03:00
ludic.nativeecho feat(pkg): windows-x64 builds of ludic.physics (Jolt v5.6.0) and ludic.nativeecho, built on the PC by their native/build.sh 2026-09-27 13:29:55 +03:00
ludic.nav nav, physics: Recast's and Detour's memory counted (nav_heap_bytes / _peak / _allocs, a counted allocator registered at load, tile bytes staged from it); package tests that crossing the map and back holds the native bytes 2026-09-29 13:32:18 +03:00
ludic.needs ludic.base: a queue's fact records come round again (q_rec / q_ring_add), used by effects, clock, wallet, weather, tracks, needs, fire, settings, update, steps, crafting, shop, gear, hints, session and photo instead of a new record per fact; the minimap's marks cleared and rubbed out in place, its scale steps without a list; the clock's dice seeded again, not made again; once-per-join, per-save and pool-miss paths declared 2026-09-28 20:03:46 +03:00
ludic.net ludic.fishing, net, clock: their dice made once and seeded again, never made again per reset; ludic.minimap's near list kept, its marks and grid declared 2026-09-28 20:13:58 +03:00
ludic.npc capacities (25.5a): @max on Physics' bounded lists - every fact pool and free list (1024), the walker slots (64), the shape and body-owner tables (262144), npc's walkers and posts (64) 2026-09-28 16:49:58 +03:00
ludic.npcai refactor(runtime,packages,examples): named constants, package enums, idiom sweep 2026-09-05 01:12:26 +03:00
ludic.photo photo: a frame's tags written into a kept buffer and interned, one string per distinct text - a viewfinder composes every frame, and each tag concatenated a new text the frame dropped 2026-09-29 13:29:00 +03:00
ludic.physics nav, physics: Recast's and Detour's memory counted (nav_heap_bytes / _peak / _allocs, a counted allocator registered at load, tile bytes staged from it); package tests that crossing the map and back holds the native bytes 2026-09-29 13:32:18 +03:00
ludic.platformer refactor(runtime,packages,examples): named constants, package enums, idiom sweep 2026-09-05 01:12:26 +03:00
ludic.prefs refactor(packages): 0.R5 - the rest of the lazy starts are defaults - hints' rail (sized by hints_config), lab's CRC table, rpg's crafting / items / inventory / quests / dialog, shooter's weapons, prefs, and npc's and gameplay's empty ensures gone; gameplay's faction table sits beside its state, since a default names only what is declared before it; --tighten over their tests and examples 2026-09-27 03:07:29 +03:00
ludic.render3d render3d: the fog wall culls on the CPU - nothing past it costs a draw, a vertex or a caster 2026-09-29 15:38:00 +03:00
ludic.rpg refactor(packages): 0.R5 - the rest of the lazy starts are defaults - hints' rail (sized by hints_config), lab's CRC table, rpg's crafting / items / inventory / quests / dialog, shooter's weapons, prefs, and npc's and gameplay's empty ensures gone; gameplay's faction table sits beside its state, since a default names only what is declared before it; --tighten over their tests and examples 2026-09-27 03:07:29 +03:00
ludic.save play 2's frame keeps and a dropped file: a var() join made at once, the hint rail emptied in place, save_read gives its text back 2026-09-29 13:33:54 +03:00
ludic.session ludic.base: a queue's fact records come round again (q_rec / q_ring_add), used by effects, clock, wallet, weather, tracks, needs, fire, settings, update, steps, crafting, shop, gear, hints, session and photo instead of a new record per fact; the minimap's marks cleared and rubbed out in place, its scale steps without a list; the clock's dice seeded again, not made again; once-per-join, per-save and pool-miss paths declared 2026-09-28 20:03:46 +03:00
ludic.settings ludic.settings: the store filled into a kept object in place; texts read from a file kept apart from it 2026-09-29 12:22:07 +03:00
ludic.shooter refactor(packages): 0.R5 - the rest of the lazy starts are defaults - hints' rail (sized by hints_config), lab's CRC table, rpg's crafting / items / inventory / quests / dialog, shooter's weapons, prefs, and npc's and gameplay's empty ensures gone; gameplay's faction table sits beside its state, since a default names only what is declared before it; --tighten over their tests and examples 2026-09-27 03:07:29 +03:00
ludic.shop ludic.base: a queue's fact records come round again (q_rec / q_ring_add), used by effects, clock, wallet, weather, tracks, needs, fire, settings, update, steps, crafting, shop, gear, hints, session and photo instead of a new record per fact; the minimap's marks cleared and rubbed out in place, its scale steps without a list; the clock's dice seeded again, not made again; once-per-join, per-save and pool-miss paths declared 2026-09-28 20:03:46 +03:00
ludic.steps Merge branch 'lang/memory-burn3' into lang/foundations 2026-09-28 20:13:59 +03:00
ludic.telemetry fix(allocs): ludic.update, steps, effects and telemetry at 0 frame allocs and 0 keeps 2026-09-28 20:13:06 +03:00
ludic.things ludic.compass, inventory, shop, base, things: the compass's lists are state defaults and push through kept_push; the pack clears in place; setup, bind and load paths say so in @alloc_ok 2026-09-28 16:29:33 +03:00
ludic.tracks ludic.base: a queue's fact records come round again (q_rec / q_ring_add), used by effects, clock, wallet, weather, tracks, needs, fire, settings, update, steps, crafting, shop, gear, hints, session and photo instead of a new record per fact; the minimap's marks cleared and rubbed out in place, its scale steps without a list; the clock's dice seeded again, not made again; once-per-join, per-save and pool-miss paths declared 2026-09-28 20:03:46 +03:00
ludic.ui play 2's frame keeps and a dropped file: a var() join made at once, the hint rail emptied in place, save_read gives its text back 2026-09-29 13:33:54 +03:00
ludic.update frame allocs: a local shadowing a function is no edge, the drain's calls are no edges, HEAP keeps only a growth off the arena, and the arena starts at its first use 2026-09-28 20:23:28 +03:00
ludic.vehicles vehicles: a boat nobody rows is moored where it was called or left - its hull put back on the mooring (home_x, home_z, home_yaw) whenever it strays, and no wind on it; the wind drifts only a rowed boat 2026-09-29 12:12:44 +03:00
ludic.wallet ludic.base: a queue's fact records come round again (q_rec / q_ring_add), used by effects, clock, wallet, weather, tracks, needs, fire, settings, update, steps, crafting, shop, gear, hints, session and photo instead of a new record per fact; the minimap's marks cleared and rubbed out in place, its scale steps without a list; the clock's dice seeded again, not made again; once-per-join, per-save and pool-miss paths declared 2026-09-28 20:03:46 +03:00
ludic.weather ludic.base: a queue's fact records come round again (q_rec / q_ring_add), used by effects, clock, wallet, weather, tracks, needs, fire, settings, update, steps, crafting, shop, gear, hints, session and photo instead of a new record per fact; the minimap's marks cleared and rubbed out in place, its scale steps without a list; the clock's dice seeded again, not made again; once-per-join, per-save and pool-miss paths declared 2026-09-28 20:03:46 +03:00
ludic.wildlife ludic.wildlife: wildlife_reserve sizes both animal tables and their id maps at a world's start 2026-09-28 21:45:55 +03:00
README.md feat(ludic.anim): ozz-animation 0.17.0 underneath - a skin's skeleton and each clip built at load, sampled to 1e-4 of anim_mix (phase 19.1) 2026-09-28 12:44:49 +03:00

packages

The Ludic packages that ship with the toolchain, found by import "ludic.<name>" from $LUDIC_HOME/packages (or a project's ludic_modules). Each has a README of its own. ludic test packages runs every package's tests, each test block in a process of its own.

The mechanic packages

A mechanic says module ludic_<name> uses ludic_base and so reaches nothing else; it asks the game through ports (bind ClockWorld { ... }), reports through queues of facts, and saves its own section. The rules are in ludic.base.

ludic.base the shared vocabulary: Tick and phases, Queue<T>, rng streams, the save tree, the system runner (Systems, an open registry)
ludic.aim what the crosshair is on: a forgiving ray against cylinders, the ground in front, reach floors, which thing the use key means
ludic.anim glTF animation clips sampled and cross-faded onto a render3d Skin (uses ludic_render3d); ozz-animation underneath as a native library (phase 19)
ludic.character a third-person walking body: gait, steps and slopes, a jump, wading, swimming, sitting, a safe put-down, the orbit camera
ludic.audio world sounds with a gain, pan and pitch from a listener port, flat interface sounds, packed clips loaded, the one door to Audio.*
ludic.compass bearing marks on a strip: gathered from registered providers, gated by tier, sorted by priority, bearings, distances and a radar
ludic.clock the hour, the day, the moon and a calendar of seasons
ludic.crafting recipes: what goes in and out, where and how long, making, refunding, hold-to-make
ludic.effects timed modifiers that run down in game time (a meal's warmth, a drink's legs)
ludic.fire a camp fire: fuel, the rain on it, warmth at a distance, whether it will cook
ludic.fishing a rod at the water: cast, bite, the reel's fight, the landing; species as an open registry
ludic.hints a rail of what is true now, most urgent first, each a card that teaches it and can be muted by key
ludic.i18n a game in any language: gettext .po files, patterns with holes, plurals, a mod folder, a font per language
ludic.inventory a pack: a count per kind, with room the game decides
ludic.minimap a map's logic: the explored fog over a grid and its land share, the player's marks, and the view (world to map and back, zoom, pan, the camp, you, focus)
ludic.needs a body's warmth, food, water and energy, and the countdown to a collapse
ludic.npc the other people in a place: a routine by the hour, walking round what is in the way, facing a player who comes near, lines as data, a guest's copy
ludic.physics rigid bodies, removable still shapes, queries and buoyancy over Jolt Physics (a native library, phase 16)
ludic.nav a navmesh per kind of walker and the ways across it, over Recast & Detour (a native library, phase 17)
ludic.photo a camera's photographs: what is in the frame, a grade on size, framing, light and the moment, the roll, its worth, the best of each subject
ludic.save versioned save files: a migration chain the game declares, torn writes told apart, a backup, a newer file refused and read-only
ludic.settings a game's settings as data: one store, a fact per change, ranges, a safe set
ludic.shop vendors: prices by standing and weekly demand, stock, buying and selling
ludic.steps chapters of steps (kind, param, need), progress, and a party's shares pooled
ludic.telemetry events queued, batched to a PostHog-shaped endpoint, backed off when offline
ludic.things the placed things of a world and their kinds (an open registry), queries, facts, a save
ludic.tracks prints and sign animals leave, their age, and reading them
ludic.update a Velopack-installed game updating itself a frame at a time
ludic.vehicles each player's boat and horse: called to berths and bays, owner and rider, riding, getting off onto a safe spot
ludic.wallet money carried: earned, spent, lost, every change a fact
ludic.weather spells of weather described as data: odds, wetness, wind, storms, a forecast
ludic.wildlife a valley's animals: ranges, their day, senses and alert, feeding, lures, spawning

Engine and UI

ludic.render3d the physically based 3D renderer over OpenGL and Vulkan (named ludic_render3d under uses)
ludic.ui components: templates, stylesheets, layout, input and focus (module ludic_ui)
ludic.lab the visual lab: a scene on a lit plate, fixed cameras, PNG shots and a contact sheet
ludic.core the canonical engine-ABI components
ludic.prefs a small key=value store for preferences and records
ludic.nativeecho the worked example of a package carrying a native library: a C sum over a slice, callbacks drained as facts

Native libraries

A package may carry a C or C++ library (native lines in its package.ludic, docs/PACKAGES.md). The library is never bound directly: a thin C shim in the package's native/shim/ is, and every shim keeps the same shape so the Ludic side stays safe.

  • Only int, long, float and opaque handles cross. A Ludic float is a C float, a long an int64_t, a pointer a void *. No struct is passed by value, no C++ type, no exception: the shim catches and turns it into a return code.
  • A handle is the library's pointer, kept in the package's state and never exported. The game names what the package hands it - an int id - and the package maps it to the handle.
  • Nothing calls back into Ludic. No function pointer crosses the boundary. What a library reports through a callback (a contact, a finished path, a mixed buffer) the shim records in a buffer of its own, and the package drains it after the call returns (ne_scan then ne_drain), pushing each record onto its facts queue. A record that did not fit is counted, not dropped silently.
  • Bulk data crosses as a slice the package owns. A []float or []int passed where the shim takes a pointer is its data; the package makes it once and reuses it (L7), and passes its length beside it.
  • Errors are return codes. 0 is success and a negative number says what failed; nothing aborts, nothing prints.
  • Threads a library starts stay inside C (a job system, an audio device). The Ludic side is called on the game's thread only.
  • The symbols are prefixed with the package's short name (ne_, jph_), exported explicitly (__attribute__((visibility("default"))), __declspec(dllexport)), and everything else is hidden.

native/build.sh builds lib/<target>/ from the pinned upstream source and the shim through tools/native/lib.sh; run it on the Mac and, in Git Bash, on the PC. The package's tests run the real library - there is no fake for it.

The builtin controllers

ludic.gameplay the shared foundation of the builtin gameplay controllers
ludic.platformer the Platformer controller
ludic.shooter the top-down Shooter controller
ludic.rpg the RPG systems suite
ludic.dungeon arena rooms for a room-to-room roguelite
ludic.npcai NPC AI: perception, decision, action