ludic/CONTRIBUTING.md
Orkuncakilkaya aca263642d feat(cli): install in one command, and call the CLI ludic
Getting started meant cloning the repository, bootstrapping a compiler and
learning a task runner called `x`. That is a contributor's workflow handed to
everyone who wants to try the language.

Installing is now one command:

    curl -fsSL https://workshopsoft.pages.workshopsoft.io/ludic/install.sh | sh

install.sh puts a complete toolchain — compiler, CLI, engine runtime, bundled
ludic.* packages, formatter, language server — in ~/.ludic and adds it to PATH.
Prebuilt artifacts are checksum-verified; where a platform has none, or the
release predates this layout, it bootstraps from the compiler's own IR seed with
clang. The docs site publishes the script beside the pages that quote it, so the
page and the script can never come from different releases.

`x` becomes `ludic`, and the surface splits by audience. A user of the language
sees `new`, `run`, `build`, `test`, `add`, `fmt`, `lsp`, `doctor`, `upgrade`;
`ludic new` scaffolds a project that builds and plays as it stands. Everything
the toolchain repo needs moved under `ludic dev` — build, test, reseed,
bootstrap-cfree, docs-gen, release — unchanged apart from the namespace. Those
tasks read arguments one position further along, so dispatch_dev sets a shift
and commands use arg_n()/arg_total() rather than each knowing its own depth.

Release artifacts become complete install roots (bin/ beside runtime/, packages/
and VERSION) rather than bare binaries, which is what the installer unpacks.
`ludic dev test` asserts the whole shape: it stages an install, puts it on PATH
with no LUDIC_HOME, and runs new -> build -> test through it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-05 22:01:52 +03:00

13 KiB

Contributing to Ludic

Thanks for your interest in Ludic — an AoT-compiled game language with an ECS core, a deterministic fixed-point runtime, and a native 2D backend. This guide covers the unusual bit: Ludic is self-hosted, so the compiler, the runtime, and the tooling are all written in Ludic and built by Ludic.

Prerequisites

  • clang (or another C compiler) — used once to assemble the checked-in LLVM-IR seed into the first ludicc, and thereafter only to assemble IR and link. No C is generated in a build.
  • LLVM (for the web/wasm target: brew install llvm lld).
  • macOS for the windowed Cocoa backend; headless PPM rendering works anywhere.

First build (bootstrap)

From a clean checkout, one line lifts the toolchain off the seed:

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

That gives you bin/ludic, the CLI — the same binary users install, which also carries the toolchain's own tasks under ludic dev and replaces every build/test shell script in the repo. From then on it builds everything — including itself:

bin/ludic dev build      # the whole toolchain into bin/ (ludicc, ludic, ludic-fmt, ludic-lsp)
bin/ludic dev help       # every contributor task
bin/ludic help           # what a user of the language sees

Always run ludic dev from the repository root, so assets/ and selfhost/ resolve. (A checkout is an install root: bin/ beside runtime/ and packages/, exactly the shape install.sh lays down under ~/.ludic. That is why the same binary serves both.)

The development loop

When you change the compiler or runtime, prove the self-hosting fixpoint still holds before you push:

bin/ludic dev reseed          # regenerate selfhost/ludicc.seed.ll after a compiler change
bin/ludic dev bootstrap-cfree # rebuild the compiler from the seed with NO C compiler in the loop
bin/ludic dev test            # the full regression suite

Other useful targets:

bin/ludic build <file.ludic> [--headless]     # compile a program to a native app in build/
bin/ludic dev selfhost-test                   # correctness + bootstrap fixpoints
bin/ludic dev test-tools                      # the editor-toolchain suite (ludic-fmt, ludic-lsp)
bin/ludic clean                               # remove build/, out.ppm and stray artifacts

Adding to the standard library

The stdlib lives in the runtime (runtime/) and is surfaced as namespaces (Math.*, Crypto.*, DateTime.*, Screen.*, …). When you add a symbol:

  1. Implement it in the runtime / emitter as appropriate.
  2. Document it: add one Markdown file per symbol under docs/language/<namespace>/ and register its id in tools/docgen/inventory.json. Each documented namespace gets exactly one directory (the docs check enforces this).
  3. Add or extend an example under examples/ and a case in the test suite.
  4. Run bin/ludic dev docs-gen --out build/pages && bin/ludic dev docs-check build/pages — the check fails if any inventory symbol lacks a page or is still seed text.
  5. Add a changeset for the user-facing change: a small file under changes/ with a bump: level and a one-line summary. The next release folds it into CHANGELOG.md.

Versioning & releases

The toolchain is versioned with SemVer; VERSION is the single source of truth and ludicc --version (or ludic version) reports it.

Releases are changeset-driven. Every user-facing change ships with a changeset (step 5 above). Read the next release before cutting it:

ludic dev release --dry-run             # render the CHANGELOG section, write nothing

Then cut it:

ludic dev release [major|minor|patch]   # omit the level to derive it from the changesets
git push origin main --follow-tags

ludic dev release aggregates the pending changesets into a new CHANGELOG.md section — grouped by change type, with each changeset's markdown kept intact — bumps VERSION, commits chore(release): vX.Y.Z, and tags it.

Pushing the tag is what publishes. The release workflow builds the toolchain from the IR seed, runs ludic dev test, ludic dev test-tools and ludic dev bootstrap-cfree against the tagged tree, and only then creates the Forgejo release — with the source tarball, a Linux toolchain build, a .sha256 beside each, and that version's CHANGELOG.md section as the notes. It refuses to publish if the tag and VERSION disagree or the changelog has no section for it.

Each toolchain artifact is a complete install root — bin/ beside runtime/, packages/ and VERSION — which is exactly what install.sh unpacks into ~/.ludic. A release with no artifact for a platform is not a broken install there: the installer falls back to bootstrapping from the source tarball's IR seed. But the macOS artifacts are the ones most people get, so attach them.

macOS artifacts cannot be produced on the Linux runner — a darwin-arm64 build needs a macOS host, and there is no cross-compile path (it would need the Xcode SDK and a Mach-O linker). Attaching one therefore means either registering a macOS runner and giving it a job, or running the same command CI runs from a Mac. Either way it is ludic dev publish, which only adds assets the release is missing:

FORGEJO_TOKEN=… ludic dev publish v0.4.0

Checksums are one .sha256 file per artifact rather than a single SHA256SUMS, precisely because a release can be assembled from more than one host and an asset that already exists is never overwritten. Verify one with:

shasum -a 256 -c ludic-0.4.0-src.tar.gz.sha256

The tag doubles as the reproducible bootstrap point: the source archive plus its checked-in seed rebuild that exact toolchain.

Where the name and the URLs live

The language may yet be renamed and the project may yet move hosts, so the things that carry a name are kept few and listed here rather than discovered one broken link at a time. Everything host-shaped has an environment override, so a move can be rehearsed before it is committed.

Hosts and URLs. The install one-liner is served from the documentation site, which publishes install.sh beside the pages that quote it (ludic dev docs-gen copies it in; docs-check fails without it). Change the host in:

Where What
install.sh REPO_API, REPO_URL, INSTALL_URL — each ${LUDIC_…:-default}, so LUDIC_REPO_URL=… sh install.sh tests a move without editing anything
tools/ludic-cli/project.ludic install_url() ($LUDIC_INSTALL_URL), used by ludic upgrade and ludic doctor
tools/ludic-cli/forgejo.ludic FORGEJO_API_DEFAULT ($LUDIC_FORGEJO_API), used by ludic dev publish
docs/site/site.json repo_url, the start.terminal one-liner, and the doc links in nav_links
Prose README.md, COMPILING.md, tools/editors/README.md, and the two editor plugins' "server not found" messages

The name itself. A rename touches, in rough order of blast radius:

  • The file extension .ludic — the compiler (strip_ludic, do_import, is_ludic_file), every editor asset (tools/editors/shared/*.json, vscode/package.json, the JetBrains LudicFileType), and every source file in the tree.
  • The binaries ludic, ludicc, ludic-fmt, ludic-lsp — build.ludic's cmd_dev_build, the release staging in release.ludic, install.sh, the editors' executable-name lists.
  • The install root ~/.ludic and the source directories tools/ludic-cli/, tools/ludic-tools/, packages/ludic.*.
  • The environment variables LUDIC_HOME, LUDIC_CC, LUDIC_MODULES, LUDIC_STORE, LUDIC_PKG_PROXY, LUDIC_INSTALL_URL, LUDIC_KEEP_TMP, LUDIC_COVERAGE — keep the old names working for a release if anyone has them in a script.
  • Identifiers that are contracts with other software: the TextMate scope source.ludic, the VS Code language id ludic, the JetBrains plugin id io.ludic.ide, and the ludic code-fence tag understood by the Markdown injection and by ludic dev check-docs.
  • The prose: README.md, LANGUAGE.md, COMPILING.md, docs/**, and docs/site/site.json's brand/meta.

ludic dev test is the safety net for the mechanical part — it builds the toolchain, stages an install, and runs new → build → test through it, so a half-finished rename fails there rather than in someone's terminal.

Conventions

  • Commits: Conventional Commits — type(scope): summary, with an optional ! before the colon for a breaking change. Keep the summary imperative and under ~72 chars. The types in use:

    type for
    feat a new user-facing capability (a stdlib namespace, a language feature)
    fix a bug fix
    refactor a change that neither fixes a bug nor adds a feature
    perf a performance improvement
    docs documentation only (docs/, README, comments)
    test tests only
    build the build/bootstrap machinery (seed, bin/ludic, linking)
    ci CI workflows under .forgejo/
    style formatting/whitespace, no behaviour change
    chore routine housekeeping with no other bucket
    revert reverts a previous commit

    Common scopes: stdlib, lang, emit, runtime, tooling, docs, repo. Reference the issue you close with a Closes #NN trailer.

  • Enforcement: the hooks in tools/git-hooks/ enforce this locally, and the commit-lint CI job is the backstop. Turn the hooks on once, per clone:

    git config core.hooksPath tools/git-hooks
    

    That activates the commit-msg hook (rejects a non-conforming summary) and the pre-commit hook (rejects unformatted Ludic). Both read the same rules CI does, so a green local commit is a green CI run.

  • Formatting: ludic-fmt is the source of truth (2-space indent, LF, UTF-8); the repo .editorconfig mirrors it. Run bin/ludic fmt on files you touch. The contract CI enforces is idempotence — ludic-fmt re-run on its own output is a no-op — which leaves deliberate hand alignment in place; it is not a blanket fmt(x) == x.

  • Code structure: one job per file. Split large files by concern into subfolders rather than growing a single 500+-line module (see how selfhost/ and runtime/ are organised).

  • Language of the toolchain: new runtime and tooling are written in Ludic, not C, Python, or JS. The only non-Ludic pieces are the LLVM-IR seed (selfhost/ludicc.seed.ll), the hand-written runtime/native/cocoa.ll / runtime/web/wasm.ll shims, and the legacy Python docgen (being ported).

Git history

The log has two eras: the pre-self-hosting Phase Nx: … / Merge Phase Nx: … commits, and the Conventional Commits used since. Decision: the old Phase history stays as-is. Rewriting already-pushed history (filter-repo/rebase) is destructive and non-reversible for anyone who has cloned, and it buys little — so we do not rewrite it. The convention is enforced going forward by the hook and the commit-lint job (both skip merge commits, so the old merges never trip it).

When the versioning work lands (issue #33), the first release tag doubles as a clean v0 baseline that brackets the Phase-era prefix — the safe, non-destructive version of "tidy the history" without touching a single commit.

Pull requests

  • Base your branch on main.
  • Ensure bin/ludic dev test (and bin/ludic dev bootstrap-cfree for compiler/runtime changes) pass, and that ludic-fmt leaves your files unchanged.
  • Fill in the PR template checklist. Reference the issue you close with Closes #NN in the description or a commit message.

CI (self-hosted runners)

Every workflow starts by cloning ${{ github.server_url }}/${{ github.repository }}. On a self-hosted Forgejo runner that URL is usually the instance's internal address (e.g. http://forgejo:3000), so the job container must be able to resolve it. The runner puts each job on a fresh per-job network by default, which the Forgejo container is not attached to — so the clone fails with:

fatal: unable to access 'http://forgejo:3000/…': Could not resolve host: forgejo

Give the runner a config that pins job containers to a network Forgejo is also on. A dedicated network is better than the general application network, so a CI job cannot reach unrelated services:

# the runner's config.yml, passed with: forgejo-runner daemon --config …
container:
  network: forgejo-ci

with forgejo-ci attached to the Forgejo container as well. Verify it without running a workflow:

docker run --rm --network forgejo-ci alpine:3 getent hosts forgejo

This failure mode is intermittent if left unfixed: Docker forwards names it cannot resolve to the host's resolver, which may answer for the container name often enough that CI looks healthy for a while.

Reporting issues

Use the templates under .forgejo/issue_template/: a bug report, a proposal (new stdlib/language surface), or a cleanup/DX task. Choose the one that fits and fill in the sections.

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