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>
102 lines
6.1 KiB
Markdown
102 lines
6.1 KiB
Markdown
# Examples
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A curated tour of Ludic, grouped by intent. Every example here is exercised by
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the test suite (`bin/ludic dev test` / `bin/ludic dev selfhost-test`), so nothing in this
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directory silently rots.
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Run any program straight from the repository root (so `assets/` resolves):
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```sh
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bin/ludic build examples/games/snake.ludic # compile + open a real window
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bin/ludic build examples/games/snake.ludic --headless # render one frame to build/out.ppm
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bin/ludic examples/lang/offline_rewards.ludic # compile + run a plain program
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```
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## `games/` — complete, windowed games
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| Example | What it shows |
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| [`games/snake.ludic`](games/snake.ludic) | A full game from primitives: input, grid, growth, collision, score. |
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| [`games/menu.ludic`](games/menu.ludic) | A retained-UI title screen — the UI declared as data. |
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| [`games/chronorift.ludic`](games/chronorift.ludic) | A 2D co-op JRPG: overworld, dungeon, random encounters, turn battle, boss, save. The entry file `import`s the modules under [`games/chronorift/`](games/chronorift/). |
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## `rendering/` — drawing primitives
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| Example | What it shows |
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| [`rendering/draw_prims.ludic`](rendering/draw_prims.ludic) | The extended `Screen.*` primitives — line, circle, triangle, fill, sprite. |
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## `ecs/` — the entity-component world
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| Example | What it shows |
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| [`ecs/hello.ludic`](ecs/hello.ludic) | The smallest program that exercises the ECS pipeline. |
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| [`ecs/world_get.ludic`](ecs/world_get.ludic) | Reflection: read/write a component by name. |
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| [`ecs/world_scan.ludic`](ecs/world_scan.ludic) | Reflection: scan the world and identify each entity. |
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| [`ecs/world_query.ludic`](ecs/world_query.ludic) | Reflection: iterate the world by property. |
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| [`ecs/world_spawn.ludic`](ecs/world_spawn.ludic) | Reflection: a mod spawns a fresh entity by model id. |
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| [`ecs/world_mixed.ludic`](ecs/world_mixed.ludic) | Reflection: get/set through real struct offsets. |
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| [`ecs/world_dyn.ludic`](ecs/world_dyn.ludic) | Reflection: register a brand-new component at runtime. |
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## `events/` — the event bus
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| Example | What it shows |
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| [`events/events.ludic`](events/events.ludic) | EV0: the event-bus core — declare, `emit`, `@On`. |
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| [`events/mod_events.ludic`](events/mod_events.ludic) | Two listeners on one event, driven from a mod. |
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| [`events/cancel.ludic`](events/cancel.ludic) | EV3: cancellable (decision) events. |
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| [`events/recurse.ludic`](events/recurse.ludic) | EV6: re-entrant `emit` is depth-bounded — no runaway cycle. |
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| [`events/promote.ludic`](events/promote.ludic) | EV1: `@Public` promotes a lifecycle hook to a public event. |
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| [`events/prop_events.ludic`](events/prop_events.ludic) | EV1 for properties: attach/detach events. |
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| [`events/scene_events.ludic`](events/scene_events.ludic) | EV1 for scenes: on-enter / on-exit events. |
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| [`events/program_events.ludic`](events/program_events.ludic) | EV1 for the program scope: start/quit events. |
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| [`events/layer_events.ludic`](events/layer_events.ludic) | EV1 for layers + a `public` layer's show/hide events. |
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| [`events/scoped.ludic`](events/scoped.ludic) | A despawned entity drops out of subsequent event work. |
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## `networking/` — deterministic multiplayer (N0–N6)
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Each maps to a stage of [the Networking design](https://git.workshopsoft.io/workshopsoft/ludic/wiki/Design/Networking); all run
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over the compiler's built-in loopback transport with zero foreign code.
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| Example | What it shows |
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| [`networking/net_echo.ludic`](networking/net_echo.ludic) | N0: the transport seam. |
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| [`networking/net_snapshot.ludic`](networking/net_snapshot.ludic) | N1: whole-world snapshot to a memory buffer. |
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| [`networking/net_sync.ludic`](networking/net_sync.ludic) | N2: `@Sync` replication codegen. |
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| [`networking/net_owner.ludic`](networking/net_owner.ludic) | N3: entity ownership. |
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| [`networking/net_rpc.ludic`](networking/net_rpc.ludic) | N4: remote events / RPCs. |
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| [`networking/net_roles.ludic`](networking/net_roles.ludic) | N5: handler roles + the drivable sim. |
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| [`networking/net_demo.ludic`](networking/net_demo.ludic) | N6: a networked game end to end, in pure Ludic. |
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| [`networking/net_rt.ludic`](networking/net_rt.ludic) | A blessed server-authoritative replication runtime. |
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## `lang/` — language & standard-library tour
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| Example | What it shows |
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| [`lang/annotations.ludic`](lang/annotations.ludic) | The annotation-first style: `@Queries` / `@Computed` / `@OnSpawn` / `@Handles`. |
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| [`lang/qdecl.ludic`](lang/qdecl.ludic) | `@Queries` desugaring to the query system. |
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| [`lang/lifecycle.ludic`](lang/lifecycle.ludic) | The whole game lifecycle as `@`-hooks, in firing order. |
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| [`lang/detach.ludic`](lang/detach.ludic) | Structural attach/detach + `@OnAttach` / `@OnDetach`. |
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| [`lang/reason.ludic`](lang/reason.ludic) | Reason-carrying teardown (`@OnDespawn`: Despawned vs Quit). |
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| [`lang/toggle.ludic`](lang/toggle.ludic) | enable/disable at the three ECS scopes. |
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| [`lang/scenes.ludic`](lang/scenes.ludic) | One active scene at a time, handlers grouped into layers. |
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| [`lang/strings.ludic`](lang/strings.ludic) | Strings as values: compare, join, interpolate, slice. |
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| [`lang/operators.ludic`](lang/operators.ludic) | Compound assignment on every type, unary minus, char escapes, list literals. |
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| [`lang/rng_demo.ludic`](lang/rng_demo.ludic) | The `Random.*` extensions (value/int/sign). |
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| [`lang/time_demo.ludic`](lang/time_demo.ludic) | `Time.frame` / `elapsed` / `delta`. |
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| [`lang/offline_rewards.ludic`](lang/offline_rewards.ludic) | A worked idle-game example over the Time/Date/Duration stdlib. |
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## `library/` — building and linking a shared library
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A how-to for compiling a `.ludic` module to a native `.dylib`/`.so`/`.dll` and
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linking a second program against it via `extern fn`:
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```sh
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bin/ludicc examples/library/combat.ludic --shared -o build/libcombat.dylib
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bin/ludicc examples/library/arena.ludic -o build/arena -Lbuild -lcombat
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```
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| Example | What it shows |
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| [`library/combat.ludic`](library/combat.ludic) | Exported functions callable across the C ABI. |
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| [`library/arena.ludic`](library/arena.ludic) | A program that links against the shared library. |
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