ludic/changes/runtime-ships-with-toolchain.md
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feat(compiler): #75 resolve the auto-spliced engine runtime from LUDIC_HOME
The compiler auto-splices runtime/native/* for any ECS game, but resolved it
relative to the build CWD, then fell back to the package module root
($LUDIC_MODULES) — forcing every external project to copy/symlink the engine
runtime into ludic_modules/. The runtime is part of the toolchain, not the
project: do_import now resolves a runtime/... import that isn't found locally
from $LUDIC_HOME (default: the compiler binary's dir — where cocoa.ll/audio.ll
already come from), before the module root. So ludic_modules/ holds only
third-party packages.

In-repo builds are byte-identical (the runtime resolves locally there, so the
$LUDIC_HOME fallback never fires; fixpoint holds). Verified by a hermetic test
that builds an ECS game from an external CWD with no runtime/ or ludic_modules/
under it, resolving the runtime from LUDIC_HOME. Full suite 113/0.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-09-02 07:49:10 +03:00

805 B

bump: minor type: feat The engine runtime ships with the toolchain, not the project (#75). The compiler auto-splices runtime/native/* for any ECS game; a runtime/... import that is not found relative to the build is now resolved from the install root $LUDIC_HOME (default: the compiler binary's directory — where the platform .ll files already come from) before the package module root. So an external game that consumes the ludic.* packages no longer has to copy or symlink the engine runtime into its ludic_modules/; that directory holds only third-party packages, and the runtime is part of the toolchain install. In-repo builds are byte-identical (the runtime still resolves locally there, so the $LUDIC_HOME fallback never fires and the C-free bootstrap fixpoint is untouched).