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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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.claude refactor(docs): rebuild the site around reading, not launching 2026-09-05 01:47:36 +03:00
.forgejo ci: link libm on the Linux runner, which float code needs 2026-09-16 16:30:34 +03:00
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CONTRIBUTING.md docs: bootstrapping ludic-dev by hand needs --unsafe --globals (the toolchain's own programs keep their module vars) 2026-09-26 13:23:04 +03:00
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VERSION chore(release): v0.22.0 2026-09-18 01:04:28 +03:00

Ludic

A compiled language for 2D games. The entity-component system is part of the syntax, the runtime is deterministic fixed-point, and ludicc lowers Ludic straight to LLVM IR — no C is generated, compiled or linked in a build.

The compiler is written in Ludic. It compiles its own source to a byte-exact fixpoint and rebuilds from a checked-in IR seed with clang alone; CI asserts that on every push.

program Hello {

  property Position { column: int = 0, row: int = 0 }
  property Velocity { delta_x: int = 0, delta_y: int = 0 }

  handler SpawnEnemies phase Start {
    spawn Enemy { Position { column: 3, row: 4 },  Velocity { delta_x: 1, delta_y: 0 } }
    spawn Enemy { Position { column: 10, row: 2 }, Velocity { delta_x: 0, delta_y: 1 } }
  }

  # a handler declares the entities it touches; the body runs
  # once per match, with each property bound by name.
  @Queries(these: [Position, Velocity])
  handler AdvancePositions phase FixedUpdate {
    Position.column += Velocity.delta_x
    Position.row    += Velocity.delta_y
  }
}

Getting started

Install the toolchain — the compiler, the ludic CLI, the engine runtime, the formatter and the language server — with one command:

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

It installs into ~/.ludic and puts ~/.ludic/bin on your PATH in every shell — the PATH line lives in ~/.ludic/env, sourced from ~/.profile, ~/.zshenv and your bash or fish config. Nothing else on the machine is touched; uninstalling is rm -rf ~/.ludic and deleting those two-line blocks. Where a prebuilt toolchain exists for your platform it is downloaded and verified against a published checksum; where it does not, the installer bootstraps from the compiler's own IR seed with clang. Either way you need clang (or Xcode's Command Line Tools) to link, since Ludic emits LLVM IR and links it natively.

Then make a game:

ludic new mygame
cd mygame
ludic run            # compiles src/main.ludic and opens a native window

ludic new writes a manifest, a program that already moves something on screen, and a test. ludic build stops at the binary; ludic bundle goes on to the thing you can actually give someone. Rendering is deterministic, so a frame can be produced without a window, which is what CI diffs:

ludic test
ludic build --headless
printf 'ddddwww' | ./build/mygame_headless    # writes build/out.ppm

ludic help lists every command, and ludic doctor checks the install. examples/ is a tour grouped by intent: games, rendering, ECS, events, networking, language features and the standard library — compile any of them with ludic build examples/games/snake.ludic.

Building from a checkout

Contributors also get ludic-dev, a second binary carrying the toolchain's own tasks — building the compiler, the suites, the docs site, releases. It is built from a checkout and is not part of an install, so nothing a user runs is mixed up with it. Bootstrapping is the only step Ludic cannot do for itself, since compiling Ludic needs a compiler — clang assembles the checked-in IR seed, and that compiler builds the rest:

mkdir -p bin && clang selfhost/ludicc.seed.ll -o bin/ludicc
bin/ludicc tools/ludic-cli/dev.ludic -o bin/ludic-dev
bin/ludic-dev build     # -> bin/{ludicc,ludic,ludic-dev,ludic-fmt,ludic-lsp}
bin/ludic-dev test      # the regression suite

The language

  • ECS in the syntax. property, model and handler are keywords. Query with for (a, b) in query [A, B, {Tag}] where <expr> { … }; spawn and despawn recycle entity slots; @-annotations drive lifecycle hooks.
  • Deterministic by construction. Q16.16 fixed arithmetic and a seeded RNG give the same frame byte-for-byte on every run — the basis for replays, lockstep netcode and golden-image tests.
  • Scenes and state machines. scene / layer / become model mutually-exclusive game states with enter and exit hooks; match / machine / state handle dispatch and per-entity FSMs.
  • Events and networking. A cancellable event bus (event / emit / @On) and networking primitives (@Sync, ownership, RPCs) over a built-in transport.
  • Batteries in the language. Framebuffer primitives, PNG sprites, TrueType text and a retained ui widget tree declared as data, plus a namespaced standard library (Math, Text, List, Random, Crypto, Tiled, …).
  • Whole-world snapshots. save() and load() serialize every entity, property and program var in one call.

LANGUAGE.md is the full reference; the API reference documents every symbol on its own page.

Shipping

A built binary is a program, not an application: it opens its assets by a path relative to the working directory, so it runs from the project root and nowhere else, and it wears the generic executable icon.

ludic pack      # every asset the game opens, into one .lpak
ludic bundle    # ...and that, the binary, an icon and the metadata, as a .app

Nothing about how the game is written changes. gltf_load("assets/kit/hiker", …) reads a file during development and a run of bytes inside the bundle once shipped, and cannot tell which — the pack is spliced in at file_open, the one place every asset in a Ludic program comes through. A bundled game also gets a boot splash it controls (App.splash_hide()) and a writable home under Application Support, because Finder starts a .app at / where no save could be written.

Without a pack beside it — which is every ludic run — nothing mounts and every open goes to the filesystem exactly as before. See docs/SHIPPING.md.

Packages

Dependencies are identified by URL, resolved with minimal version selection, and cached in a content-addressed store:

ludic add git.workshopsoft.io/user/pkg   # resolve, fetch, link into ludic_modules/
ludic get                                # install from package.ludic, write the lock
ludic verify                             # check locked packages against the store

The ludic.* packages — canonical ECS components, the gameplay, platformer, RPG, shooter and NPC-AI modules — ship with the toolchain, so importing one needs no fetch step at all.

See docs/PACKAGES.md for the manifest and lockfile model.

Editor support

Editors spawn ludic lsp; the server ships with the toolchain, so there is nothing extra to install. It speaks LSP 3.17 over stdio, so one binary serves every editor: completion, diagnostics from the compiler itself, go-to-definition and rename across imports, and comment-preserving formatting. ludic fmt runs the same formatter as a CLI, for pre-commit hooks. Both understand ```ludic fences in Markdown. Plugins and drop-in config for VS Code, JetBrains, Neovim, Helix, Emacs, Sublime and Zed are in tools/editors/.

Status

The native 2D backend ships: a Cocoa window on macOS, a headless renderer for CI, and the whole runtime — framebuffer, PNG/DEFLATE decoding, TrueType rasterizer, retained UI, RNG — written in Ludic under runtime/native/. Only the window seam (win_*: window, keys, mouse, cursor, gamepad, touch) is hand-written LLVM IR against the platform ABI, the same floor Rust and Swift stand on.

The web/wasm32 backend is not currently available. The browser platform layer is in-tree under runtime/web/, but emitting wasm was a capability of the retired C compiler and has not been re-wired on the self-hosted toolchain. --target cross-compilation and --shared libraries are in the same position. See COMPILING.md.

Releases follow SemVer and are cut from changesets by ludic-dev release, then built and published by CI from the tag; see CHANGELOG.md.

Contributing

CONTRIBUTING.md covers the development loop, the commit and code conventions, how the bootstrap fixpoint works, and what a self-hosted CI runner needs. Issue and pull-request templates are under .forgejo/.

License

The compiler and runtime are licensed under the Apache License 2.0 (SPDX-License-Identifier: Apache-2.0).

The bundled Kenney art under assets/kenney/ is third-party and released under CC0 1.0; each pack keeps its own License.txt. Code and assets are licensed separately — Apache-2.0 covers the source, not the art.