The repository root carried 11 large Markdown files (~330 KB); most were long-lived design records rather than things a newcomer needs on first contact, which buried the README and mixed "how to use Ludic" with "how we decided to build it." Move the design/roadmap docs to the Forgejo wiki (now enabled and populated): Events, Networking, Scenes, Lifecycle, Mobile and Syntax-redesign design records, the Bootstrap deep-dive and the Luanti roadmap, under a Home index + sidebar. Each page had its selfhost/ source links corrected for the #29 reorg and every repo-relative link rewritten to an absolute URL on main so it resolves from the wiki. All eight were current, actively-maintained records, so none were dropped. The root now holds README.md plus the two user-facing references, LANGUAGE.md and COMPILING.md; the README links to the wiki, and the remaining references in LANGUAGE.md / COMPILING.md / examples/README.md and the emit_net.ludic header comment point at the wiki pages. The emit_net.ludic change is a comment only — the seed stays byte-identical and bootstrap-cfree + the full suite (56) stay green. Closes #26 Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
101 lines
6 KiB
Markdown
101 lines
6 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/x test` / `bin/x 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/x app examples/games/snake.ludic # compile + open a real window
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bin/x app 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/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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