ludic/packages/ludic.base
2026-09-28 11:04:07 +03:00
..
tests ludic.base: StrBuf and StrTable - a line written into a kept buffer and interned, one string per distinct text 2026-09-28 11:04:07 +03:00
ecs_grid.ludic feat(ecs): ludic.base Table<T> - dense rows of hot columns, generational handles, a spatial grid, kind indexes and an id map kept current by the setters; ludic.things on it 2026-09-27 15:52:51 +03:00
ecs_grid_file.ludic feat(ecs): ludic.base Table<T> - dense rows of hot columns, generational handles, a spatial grid, kind indexes and an id map kept current by the setters; ludic.things on it 2026-09-27 15:52:51 +03:00
ecs_grid_query.ludic feat(ecs): ludic.base Table<T> - dense rows of hot columns, generational handles, a spatial grid, kind indexes and an id map kept current by the setters; ludic.things on it 2026-09-27 15:52:51 +03:00
ecs_grid_where.ludic feat(ecs): ludic.base Table<T> - dense rows of hot columns, generational handles, a spatial grid, kind indexes and an id map kept current by the setters; ludic.things on it 2026-09-27 15:52:51 +03:00
ecs_grid_within.ludic feat(ecs): ludic.base Table<T> - dense rows of hot columns, generational handles, a spatial grid, kind indexes and an id map kept current by the setters; ludic.things on it 2026-09-27 15:52:51 +03:00
ecs_group.ludic feat(ecs): chunks as a grouping - IntIndex takes sparse values; ludic.things' chunk column and things_drop_chunk 2026-09-27 22:07:26 +03:00
ecs_hooks.ludic feat(ecs): observers and block change stamps on a Table 2026-09-27 21:47:06 +03:00
ecs_index.ludic feat(ecs): chunks as a grouping - IntIndex takes sparse values; ludic.things' chunk column and things_drop_chunk 2026-09-27 22:07:26 +03:00
ecs_index_slot.ludic feat(ecs): chunks as a grouping - IntIndex takes sparse values; ludic.things' chunk column and things_drop_chunk 2026-09-27 22:07:26 +03:00
ecs_map.ludic feat(ecs): ludic.base Table<T> - dense rows of hot columns, generational handles, a spatial grid, kind indexes and an id map kept current by the setters; ludic.things on it 2026-09-27 15:52:51 +03:00
ecs_plan.ludic feat(ecs): ludic.base Table<T> - dense rows of hot columns, generational handles, a spatial grid, kind indexes and an id map kept current by the setters; ludic.things on it 2026-09-27 15:52:51 +03:00
ecs_table.ludic feat(ecs): observers and block change stamps on a Table 2026-09-27 21:47:06 +03:00
ecs_table_remove.ludic feat(ecs): observers and block change stamps on a Table 2026-09-27 21:47:06 +03:00
ecs_table_set.ludic feat(ecs): observers and block change stamps on a Table 2026-09-27 21:47:06 +03:00
index.ludic ludic.base: StrBuf and StrTable - a line written into a kept buffer and interned, one string per distinct text 2026-09-28 11:04:07 +03:00
package.ludic feat(ludic.base): the vocabulary mechanic packages share - Tick, phases, Queue<T>, rng streams, the save tree, the system runner 2026-09-25 04:01:16 +03:00
queue.ludic ludic.base, ludic.wildlife, ludic.npc: fact records reused, not made per fact 2026-09-28 01:58:19 +03:00
README.md ludic.base: StrBuf and StrTable - a line written into a kept buffer and interned, one string per distinct text 2026-09-28 11:04:07 +03:00
rng.ludic feat(ludic.base): the vocabulary mechanic packages share - Tick, phases, Queue<T>, rng streams, the save tree, the system runner 2026-09-25 04:01:16 +03:00
save.ludic feat(ludic.base): the vocabulary mechanic packages share - Tick, phases, Queue<T>, rng streams, the save tree, the system runner 2026-09-25 04:01:16 +03:00
save_fields.ludic feat(ludic.base): the vocabulary mechanic packages share - Tick, phases, Queue<T>, rng streams, the save tree, the system runner 2026-09-25 04:01:16 +03:00
system.ludic feat(lang): 0.R1 - actions and reducers 2026-09-25 19:13:46 +03:00
text_buf.ludic ludic.base: StrBuf and StrTable - a line written into a kept buffer and interned, one string per distinct text 2026-09-28 11:04:07 +03:00
text_intern.ludic ludic.base: StrBuf and StrTable - a line written into a kept buffer and interned, one string per distinct text 2026-09-28 11:04:07 +03:00
tick.ludic fix(leaks): what play allocated every frame and never freed - a shadow uniform's name, the Tick, a ridden vehicle's moves 2026-09-27 23:51:37 +03:00

ludic.base

The vocabulary a game made of mechanic packages shares. A mechanic (fishing, needs, a shop, the weather) depends on ludic.base and on nothing else - never on another mechanic. The game is the only code that knows two mechanics, and it wires them together.

(ludic.core is a different, older package: the engine's canonical ECS components, used by the examples under examples/library/.)

import "ludic.base"

The rules

  1. A mechanic uses only this. Its module line says so - module ludic_clock uses ludic_base
    • and the compiler refuses a reference into any other module, a package's included. Its tests are one program: ludic.base, the mechanic, and a fake for each port.
  2. Ports for questions. What a mechanic needs to ASK the world is a port it owns (export port FishingWorld { is_water: fn(float, float) -> bool }), in primitive and ludic.base types only. The game binds it once, as a declaration (bind FishingWorld { is_water: fn lake }), and the compiler refuses a program that uses a port with a required member and never binds it. A member with a default may be left out.
  3. Queues for facts. What HAPPENED is pushed onto a Queue<T> the mechanic owns (caught) and drained by the game in a later phase. A mechanic never acts on another's behalf.
  4. Verbs for changes. A mechanic's data is its state (ToyFishingState), handed to its functions as a parameter, and it changes only through its exported functions (fishing_cast, pack_add). Nothing writes another module's state; a function value (fn fishing_tick) is called with its states supplied, so a system never passes them itself.
  5. Phases for order. A system names its phase; within a phase the game's list is the order. No system says "after fishing".
  6. Its own save section. Each system saves under its own key with its own version and migrates its own old versions in load. A missing section is a reset.
  7. Its own dice. A mechanic is handed an Rng, never draws from Random.*, so moving it cannot shift anyone else's rolls.

The API

Tick { dt, frame, hours }, tick_new(dt, frame, hours) what a system's tick receives
PH_INPUT, PH_SENSE, PH_SIMULATE, PH_RESOLVE, PH_COMMIT, PH_PRESENT, PH_COUNT the phases, in the order they run
Queue<T>, queue_new<T>(name), q_push(q, v), q_drain(q) -> []T, q_len(q), q_clear(q) facts, first in first out (queue_new, not q_new: that name is render3d's quaternion). A queue keeps its own count, so its verbs take only the queue: a mechanic's verbs take only the mechanic's own state
q_tag(q) -> QueueTag, core_undrained(tags) -> []string the names of the given queues still holding facts; ask it at the end of a frame
Rng, rng_new(seed), rng_seed(r, seed), rng_next(r), rng_float(r), rng_between(r, lo, hi), rng_span(r, lo, hi) a xorshift32 stream of its own (rng_between is inclusive; rng_range is taken by Random.range)
SaveNode { found, version, data }, save_tree(), save_section(root, key, version, v), load_section(root, key) -> SaveNode, save_encode, save_decode the save tree: {"fishing": {"v": 3, ...}}; v is reserved in a section, and a non-object value rides under data
sv_int, sv_float, sv_bool, sv_str (key, fallback), sv_ints typed reads with a fallback; a float is kept as thousandths
sv_put_int, sv_put_float, sv_put_bool, sv_put_str, sv_put_ints the matching writes
System { key, phase, version, init, reset, tick, save, load }, system_new(key, phase) a system; a null function is a verb it does not have
core_add(s), core_clear(), core_count() the game's system list (a key may appear once)
def Systems key { ... }, SYS_<KEY>, SYS_COUNT a system declared from any module; the list starts from these
core_init_all(), core_reset_all(), core_tick_all(t), core_save_all() -> Val, core_load_all(v) the runner: in the order added, tick phase by phase

Entities: Table<T> and its indexes

A mechanic that keeps many of something (Things on the ground, animals, drops) keeps them as rows of a Table<T> in its state rather than as a list it scans. The table is data-oriented and allocates nothing per query:

  • Rows are dense. Hot data is columns - tb.f[c] (floats) and tb.i[c] (ints), one value per row - and tb.rec[row] is a record T for everything cold. A removal moves the last row into the gap (tb_remove), so a sweep over 0 .. tb_len(tb) touches contiguous memory.
  • Handles go stale. tb_add returns a handle: a 22-bit slot and a 9-bit generation. tb_row(tb, h) is -1 once the entity is removed, even after the slot is reused. Keep handles, never rows.
  • Indexes are kept by the setters. tb_set_f, tb_set_xz, tb_set_i (or writing tb.f / tb.i directly and then tb_refile) stamp the row's change tick and refile it in every index that reads that column, in O(1). An index is never a frame behind.
    • tb_grid(tb, cx, cz, gate, cell) - a spatial hash over two float columns, gated by an int column (a row is filed while it is non-zero: "active"). tb_nearest(tb, g, x, z, maxr, mc, mv) searches rings outward and stops at the first ring that cannot hold anything nearer; tb_within(..., out) fills a caller's words. Buckets double as the rows grow.
    • tb_index(tb, col, gate) - a cached query: the rows holding each value of an int column (a kind). ix_rows(ix, v), ix_count(ix, v), ix_first(ix, v).
    • tb_nearest_of / tb_within_of plan between the two: a rare kind is scanned from its own list, a common one searched by rings.
  • Change detection. tb_advance(tb) moves the table to its next tick; tb_changed_since(tb, tick, out) and tb_added_since name the rows written since - what a save or a message needs to send a delta instead of everything.
  • Observers. tb_on_add(tb, fn f) / tb_on_remove(tb, fn f): f(handle) (its states supplied, like a system's) is told each handle as its row is made and before it goes.
  • Groups and chunks. tb_remove_all(tb, ix, v) removes every row an index files under one value - a kind, or a chunk of the world a stream lets go (chunk_of(x, z, size) packs a chunk's cell into an int). An index keeps a small value (below 1024) in its own slot and gives a larger, sparse one (a chunk's packed cell) a slot through a map, so each value costs one list.
  • Change detection is per 64-row block too: tb_changed_since skips a block nobody wrote since. A row moved into a removal's gap keeps its own tick; the removal is the observer's.
  • Parallel work reads, never writes, a state. Job.parallel_for(n, fn work, ctx) over a table's columns runs on every core; the compiler refuses a worker that takes a state as mut (a result goes into ctx, a shared count through a Sync handle kept in the state).
  • Stable ids. IntMap (imap_new, imap_put, imap_get(m, k, none), imap_del) maps an id kept in a save or a message to a handle without a scan.

Ludic frees nothing a safe program allocates, so a query that built a list per call leaked every frame. Every question here writes into a buffer the caller keeps. What each costs, against a []Record list scanned (M4 Pro, one thread):

10 000 100 000 1 000 000
nearest, any 0.37 us (list 30) 1.5 us (list 307) 7.2 us (list 3075)
nearest of a kind (1 in 40) 1.4 us (list 5.8) 3.3 us (list 56) 12 us (list 864)
by id 0.1 us (list 1.7) 0.09 us (list 17) 1.5 us (list 324)
within 30 m 0.9 us 1.5 us 6.9 us
a move, refiled 11 ns 14 ns 44 ns

tests/ecs_fuzz_test.ludic holds the grid and the kind index against a scan through thousands of random adds, removes, moves, kind changes and gate flips.

A toy mechanic

module toy_fishing uses ludic_base
numbers float
import "ludic.base"
export property Caught { species: int = 0, weight: float = 0.0 }
export port FishingWorld { is_water: fn(float, float) -> bool }           # its port
export state ToyFishingState {
  dice: Rng = null
  casts: int = 0
  caught: Queue<Caught> = null                                   # its facts
}
export function fishing_cast(toy_fishing_st: mut ToyFishingState, x: float, z: float) -> bool {                 # its verb
  if not FishingWorld.is_water(x, z) { return false }
  toy_fishing_st.casts += 1
  return true
}
function fishing_reset(toy_fishing_st: mut ToyFishingState) -> void {
  toy_fishing_st.casts = 0
  toy_fishing_st.dice = rng_new(7)
  toy_fishing_st.caught = queue_new("fishing.caught")
}
function fishing_tick(toy_fishing_st: mut ToyFishingState, t: Tick) -> void {
  while toy_fishing_st.casts > 0 {
    let c = new Caught
    c.species = rng_between(toy_fishing_st.dice, 0, 2)
    c.weight = 0.5 + rng_float(toy_fishing_st.dice)
    q_push(toy_fishing_st.caught, c)
    toy_fishing_st.casts -= 1
  }
}
export function fishing_system() -> System {
  let s = system_new("fishing", PH_SIMULATE)
  s.reset = fn fishing_reset
  s.tick = fn fishing_tick
  return s
}

A game wiring two of them

toy_pack is the same shape: verbs pack_add(kind, n) / pack_count(kind) and a system in PH_COMMIT that saves its counts. Neither knows the other; the game binds fishing's port, writes the route, and orders the three.

import "toys/fishing"
import "toys/pack"
import "ludic.base"
program Game {
  numbers float
  function lake(x: float, z: float) -> bool { return x < 100.0 }
  bind FishingWorld { is_water: fn lake }

  # the route: a landed fish goes into the pack
  function route_fishing_pack(fishing: ToyFishingState, pack: mut ToyPackState, t: Tick) -> void {
    let fish = q_drain(fishing.caught)
    for i in 0 .. len(fish) { pack_add(pack, fish[i].species, 1) }
  }

  function game_start(base_st: mut BaseState) -> void {
    core_add(base_st, fishing_system())
    let r = system_new("route.fishing_pack", PH_RESOLVE)
    r.tick = fn route_fishing_pack           # a fn(Tick) -> void: its states are supplied
    core_add(base_st, r)
    core_add(base_st, pack_system())
    core_reset_all(base_st)
  }
}

Both are compiled and run by tests/route_test.ludic (the mechanics are tests/toys/).

Text without allocating: StrBuf and StrTable

Ludic frees nothing, so a line built every frame - a clock, a countdown, a prompt - grows the program for as long as it runs. Write it into a kept StrBuf instead (sb_clear, sb_add, sb_int, sb_int2, sb_byte, and sb_pat(sb, "{1} of {2}", a, b, c, d), whose pattern stays a literal at the call so a translator still finds it), then sb_intern(sb, table): the StrTable hands back ONE string per distinct text, looked up by content and copied out only the first time those bytes are seen. What is handed on is the table's and never changes, so anything that keeps a string as a key stays right. Growth stops once each text has been seen (1440 clock minutes, the countdown's values); past strs_new(most) entries it falls back to a plain copy.

Tests

Each piece has a program under tests/, and ludic test runs them all, every test block in a process of its own:

ludic test packages/ludic.base

queue_test, rng_test, save_test, system_test, registry_test and route_test. They were written before a generic call inside a test body resolved and before each test had a fresh state, so the queue cases are functions a test calls and the runner's cases start with core_clear(); neither is needed any more.

Declared systems

  • Systems is an open registry, so a system can be declared instead of added: def Systems fishing { phase: PH_SIMULATE, tick: fn fishing_tick } from any module. The runner starts from the declared systems - the order the compiler gives an open registry: ludic.base's own (none), then each other module's by module name, each module's in the order it is read - and core_add appends after them. A game that wants to decide the order itself writes the defs in its own files, or keeps calling core_add in one place.