The engine-owned esys_move (#65) reads Position/Body/Collider/Solids by name, but no package defined them — every game and example re-declared identical bundles by hand. Ship them as the source package ludic.core; games import instead of copy-pasting, and extend by composition (attach their own components on the same model). AOT → compiles into the consumer's ECS with no seam; integer + Q16.16 deterministic. Adds examples/library/core_components (driven by esys_move, composed with a game Health component) as a controller_case (104/0). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
22 lines
1.1 KiB
Text
22 lines
1.1 KiB
Text
# ludic.core — the canonical engine-ABI components (#77).
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#
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# The engine-owned movement system (runtime/native/systems_move.ludic) reads
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# Position / Body / Collider / Solids *by name* through the reflection ABI, but
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# no package defined them — so every game and every example re-declared identical
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# `property Position/Body/Collider` bundles by hand, copy-pasting the engine ABI.
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# That is exactly the kind of thing a game developer should never hand-write.
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#
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# This package ships those bundles as the one canonical definition. A game
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# imports them instead of copy-pasting, and extends by *composition* — attach
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# your own components alongside on the same model; the engine still resolves
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# Position/Body/Collider by name, and any field a game does not need simply keeps
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# its default. It is an ordinary source package: AOT means the properties compile
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# straight into the consumer's compile-time ECS with no ABI seam, and everything
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# stays integer + Q16.16 deterministic (lockstep / replay / world_save hold).
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package "ludic.core"
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version "0.1.0"
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kind source
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provides "Position"
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provides "Body"
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provides "Collider"
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provides "Solids"
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