ludic/examples/README.md
Orkuncakilkaya fb728bbefe chore(repo): DX cleanup — categorise examples, text-diffable golden, build/ output (#27 #28 #30)
Repository-cleanup / DX pass folding three tracker items into one coherent
change, verified green end to end (`bin/x test` 49/0, `bin/x selfhost-test`
29/0, `bin/x test-tools` 29/0).

#28 — curate & categorise examples/
- 42 flat entries regrouped into intent-revealing subdirs: games/, rendering/,
  ecs/, events/, networking/, lang/, library/ (was lib/).
- chronorift dir-vs-file duplication resolved: the entry file and its import
  modules now live together under games/chronorift(.ludic).
- Every path reference updated repo-wide (test runner, editor-tool drivers,
  docs/site, design docs).
- New examples/README.md indexes the whole set with run commands.
- Showcase examples without a self-asserting entry (hello, events, net_rt) now
  get a compile-only rot guard in `bin/x test`, so nothing here rots silently.

#30 — text-diffable golden baseline
- The 4 binary selfhost/golden/*.ppm blobs are replaced by a single
  selfhost/golden/renders.sha256 manifest (SHA-256 per render). Hashes are
  byte-identical to the old PPMs, so the baseline is unchanged — only its form.
- game_case now compares framebuffer hashes; a regression shows as a changed
  hex line in review, not "binary files differ".
- New `bin/x golden` regenerates the manifest deliberately (review with
  `git diff selfhost/golden/renders.sha256`).

#27 — PPM & asset handling
- Headless renders now write build/out.ppm, never the repo root; `x app`,
  `x clean`, messaging and .gitignore updated to match. Nothing is written to
  the working root any more.
- Redundant local Kenney .zip archives removed (the art ships extracted;
  .gitignore already excludes *.zip). CC0 License.txt files retained.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-30 18:54:21 +03:00

5.9 KiB
Raw Blame History

Examples

A curated tour of Ludic, grouped by intent. Every example here is exercised by the test suite (bin/x test / bin/x selfhost-test), so nothing in this directory silently rots.

Run any program straight from the repository root (so assets/ resolves):

bin/x app examples/games/snake.ludic              # compile + open a real window
bin/x app examples/games/snake.ludic --headless   # render one frame to build/out.ppm
bin/ludic examples/lang/offline_rewards.ludic     # compile + run a plain program

games/ — complete, windowed games

Example What it shows
games/snake.ludic A full game from primitives: input, grid, growth, collision, score.
games/menu.ludic A retained-UI title screen — the UI declared as data.
games/chronorift.ludic A 2D co-op JRPG: overworld, dungeon, random encounters, turn battle, boss, save. The entry file imports the modules under games/chronorift/.

rendering/ — drawing primitives

Example What it shows
rendering/draw_prims.ludic The extended Screen.* primitives — line, circle, triangle, fill, sprite.

ecs/ — the entity-component world

Example What it shows
ecs/hello.ludic The smallest program that exercises the ECS pipeline.
ecs/world_get.ludic Reflection: read/write a component by name.
ecs/world_scan.ludic Reflection: scan the world and identify each entity.
ecs/world_query.ludic Reflection: iterate the world by property.
ecs/world_spawn.ludic Reflection: a mod spawns a fresh entity by model id.
ecs/world_mixed.ludic Reflection: get/set through real struct offsets.
ecs/world_dyn.ludic Reflection: register a brand-new component at runtime.

events/ — the event bus

Example What it shows
events/events.ludic EV0: the event-bus core — declare, emit, @On.
events/mod_events.ludic Two listeners on one event, driven from a mod.
events/cancel.ludic EV3: cancellable (decision) events.
events/recurse.ludic EV6: re-entrant emit is depth-bounded — no runaway cycle.
events/promote.ludic EV1: @Public promotes a lifecycle hook to a public event.
events/prop_events.ludic EV1 for properties: attach/detach events.
events/scene_events.ludic EV1 for scenes: on-enter / on-exit events.
events/program_events.ludic EV1 for the program scope: start/quit events.
events/layer_events.ludic EV1 for layers + a public layer's show/hide events.
events/scoped.ludic A despawned entity drops out of subsequent event work.

networking/ — deterministic multiplayer (N0–N6)

Each maps to a stage of NETWORKING-DESIGN.md; all run over the compiler's built-in loopback transport with zero foreign code.

Example What it shows
networking/net_echo.ludic N0: the transport seam.
networking/net_snapshot.ludic N1: whole-world snapshot to a memory buffer.
networking/net_sync.ludic N2: @Sync replication codegen.
networking/net_owner.ludic N3: entity ownership.
networking/net_rpc.ludic N4: remote events / RPCs.
networking/net_roles.ludic N5: handler roles + the drivable sim.
networking/net_demo.ludic N6: a networked game end to end, in pure Ludic.
networking/net_rt.ludic A blessed server-authoritative replication runtime.

lang/ — language & standard-library tour

Example What it shows
lang/annotations.ludic The annotation-first style: @Queries / @Computed / @OnSpawn / @Handles.
lang/qdecl.ludic @Queries desugaring to the query system.
lang/lifecycle.ludic The whole game lifecycle as @-hooks, in firing order.
lang/detach.ludic Structural attach/detach + @OnAttach / @OnDetach.
lang/reason.ludic Reason-carrying teardown (@OnDespawn: Despawned vs Quit).
lang/toggle.ludic enable/disable at the three ECS scopes.
lang/scenes.ludic One active scene at a time, handlers grouped into layers.
lang/strings.ludic Strings as values: compare, join, interpolate, slice.
lang/rng_demo.ludic The Random.* extensions (value/int/sign).
lang/time_demo.ludic Time.frame / elapsed / delta.
lang/offline_rewards.ludic A worked idle-game example over the Time/Date/Duration stdlib.

library/ — building and linking a shared library

A how-to for compiling a .ludic module to a native .dylib/.so/.dll and linking a second program against it via extern fn:

bin/ludicc examples/library/combat.ludic --shared -o build/libcombat.dylib
bin/ludicc examples/library/arena.ludic  -o build/arena -Lbuild -lcombat
Example What it shows
library/combat.ludic Exported functions callable across the C ABI.
library/arena.ludic A program that links against the shared library.