ludic/changes
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feat(stdlib): Jobs, Promises & opt-in Sync concurrency (#14)
A layered concurrency library, safe by default. The recommended tier is
Job.* / Promise.*: a Job is a future — Job.run(kind, arg) starts a
cooperative background compute that advances each Job.pump(budget) and
finishes after enough frames (heavy work spreads out instead of hitching),
or Job.defer + Job.fulfill/fail/cancel drives one by hand. Poll with
done/ok/failed/cancelled, read result/error, count outstanding work with
Job.pending. Promise.all/race combine handle lists into a group job resolved
on the main thread; Promise.count_done/all_done power a loading bar.

The advanced, opt-in Sync.* tier (mutex/atomic/channel + cpu_count) is the
"here be dragons" surface for engine-level message passing.

The whole thing is a deterministic cooperative scheduler: results are
collected on the main thread and a Job never touches the ECS world, so
lockstep and replays stay bit-exact — same jobs + same budget reproduce
byte-for-byte on every target, and a preemptive OS-thread backend can slot
behind this same API later. Ludic has no closures, so a Job carries a
compute kind + int arg (or a hand-driven defer) rather than fn()->…, and
Promise progress is polled rather than chained through then.

Written in Ludic and spliced on demand (like Regex/Dict/Numeric): a program
that never mentions Job.*/Promise.*/Sync.* compiles byte-identically and the
C-free bootstrap fixpoint is untouched. New: runtime/native/jobs.ludic,
emit_ns_call dispatch, parse-time splice, examples/library/jobs.ludic (31
self-asserting checks), 33 docs pages + inventory, changeset.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-09-01 03:32:31 +03:00
..
anim-ergonomics.md feat(anim): animation ergonomics — named clips, Anim.play/Motion.to, frame events, fluent Tween handles (#48) 2026-08-31 16:53:16 +03:00
audio-namespace.md feat(audio): Audio.* standard library over a native AVAudioPlayer backend (#22) 2026-08-31 17:52:31 +03:00
coverage.md feat(testing): line coverage via --coverage + bin/x test --coverage (#45) 2026-08-31 14:51:14 +03:00
engine-systems.md feat(ecs): engine-owned systems auto-tick user components (#43) 2026-08-31 15:41:44 +03:00
error-handling.md feat(errors): panic(msg) + assert(cond, msg) with file:line — no raw crashes (#8) 2026-08-31 14:33:37 +03:00
fix-fixed-const-type.md fix(compiler): preserve declared type of const references 2026-09-01 02:48:03 +03:00
http-namespace.md feat(http): Http.* poll-based HTTP/HTTPS client over a native NSURLConnection backend (#6) 2026-08-31 18:10:53 +03:00
input-actions.md feat(input): action maps + deterministic record/replay (#7) 2026-08-31 16:03:56 +03:00
input-device-layer.md feat(input): raw device layer — multi-key held state, analog, mouse, gamepad, touch, full-state replay (#50) 2026-08-31 17:14:24 +03:00
input-hardware-bindings.md feat(input): native gamepad + touch + mouse-position hardware bindings (#51) 2026-08-31 17:37:21 +03:00
jobs-concurrency.md feat(stdlib): Jobs, Promises & opt-in Sync concurrency (#14) 2026-09-01 03:32:31 +03:00
light-ecs-components.md feat(ecs): Light2D/Occluder/Ambient as auto-consumed components (#47) 2026-08-31 15:49:50 +03:00
light-namespace.md feat(rendering): add Light.* — deterministic 2D light accumulation with hard shadows (#4) 2026-08-31 14:07:19 +03:00
light-tiers.md feat(light): render-quality tiers 3-4 — cones, falloff, soft shadows, gels, normals, day/night (#49) 2026-08-31 16:35:41 +03:00
README.md feat(release): SemVer + ludicc --version, changesets, and x release 2026-08-30 23:46:59 +03:00
recover.md feat(errors): recoverable failures as values — try/else over ok/err results (#46) 2026-08-31 15:04:14 +03:00
tagged-union-enums.md feat(types): tagged-union enums — variant payloads + binding match + exhaustiveness (#56) 2026-09-01 03:07:46 +03:00
testing-framework.md feat(testing): built-in test blocks + expect assertions, auto-run with pass/fail (#12) 2026-08-31 14:27:45 +03:00
types-2d-ivec-rect.md feat(types): IVec2 + Rect 2D value types (#1) 2026-08-31 18:29:41 +03:00
types-bignum-decimal.md feat(types): BigInt + Decimal exact economy numbers (#52) 2026-08-31 18:45:14 +03:00
types-containers.md feat(types): Dict + Set string-keyed containers (#54) 2026-08-31 18:51:42 +03:00
types-huge-angle-percent.md feat(types): Huge + Angle + Percent polish numeric types (#55) 2026-08-31 19:04:37 +03:00
types-option.md feat(types): option (some/none) safety type (#53) 2026-08-31 19:11:27 +03:00
value-tree.md feat(reflect): generic value tree + Reflect.serialize/apply + JSON bridge (#44) 2026-08-31 15:19:21 +03:00

Changesets

A changeset is one small Markdown file describing a single user-facing change, dropped in this directory. x release consumes every changeset here into a new CHANGELOG.md section, bumps VERSION, and deletes the consumed files.

Format

bump: minor
type: feat
One or more lines describing the change, in the past-agnostic imperative used in
the changelog. Markdown is fine.
  • bump: — major, minor, or patch (SemVer). The release version is bumped by the highest level among the pending changesets (unless x release <level> overrides it).
  • type: — the Conventional Commit type (feat, fix, perf, docs, …); it becomes the bold prefix of the changelog bullet.

Adding one

Create a file with a short, unique name, e.g. changes/regex-namespace.md. Any filename works except this README.md, which the release step always skips.