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|---|---|---|
| .. | ||
| tests | ||
| ecs_grid.ludic | ||
| ecs_grid_file.ludic | ||
| ecs_grid_query.ludic | ||
| ecs_grid_where.ludic | ||
| ecs_grid_within.ludic | ||
| ecs_group.ludic | ||
| ecs_hooks.ludic | ||
| ecs_index.ludic | ||
| ecs_index_slot.ludic | ||
| ecs_map.ludic | ||
| ecs_plan.ludic | ||
| ecs_table.ludic | ||
| ecs_table_remove.ludic | ||
| ecs_table_reserve.ludic | ||
| ecs_table_set.ludic | ||
| handle.ludic | ||
| index.ludic | ||
| kept.ludic | ||
| package.ludic | ||
| queue.ludic | ||
| queue_ring.ludic | ||
| README.md | ||
| rng.ludic | ||
| save.ludic | ||
| save_fields.ludic | ||
| system.ludic | ||
| text_buf.ludic | ||
| text_intern.ludic | ||
| text_ring.ludic | ||
| tick.ludic | ||
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
- 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.
- and the compiler refuses a reference into any other module, a package's included. Its tests are one program:
- Ports for questions. What a mechanic needs to ASK the world is a
portit owns (export port FishingWorld { is_water: fn(float, float) -> bool }), in primitive andludic.basetypes 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. - 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. - 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. - Phases for order. A system names its phase; within a phase the game's list is the order. No system says "after fishing".
- 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. - Its own dice. A mechanic is handed an
Rng, never draws fromRandom.*, 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, out) -> int |
the names of the given queues still holding facts, into a list the caller keeps; 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) andtb.i[c](ints), one value per row - andtb.rec[row]is a recordTfor everything cold. A removal moves the last row into the gap (tb_remove), so a sweep over0 .. tb_len(tb)touches contiguous memory. - Handles go stale.
tb_addreturns 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 writingtb.f/tb.idirectly and thentb_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'swords. 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_ofplan 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)andtb_added_sincename 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_sinceskips 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 asmut(a result goes intoctx, a shared count through aSynchandle 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
Systemsis anopen 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 - andcore_addappends after them. A game that wants to decide the order itself writes thedefs in its own files, or keeps callingcore_addin one place.