Every allocation the compiler emits goes through @lp_malloc/@lp_calloc/@lp_realloc/@lp_free, and a Ludic-level one first stores its site (function, file, line, kind) in @lp_site. Off, that is one load and a predictable branch (30 M allocations: 0.87-0.91 s against 0.87-0.90 s on leaks2). On (the default in a headless build, and windowed under R3D_DEV), tracking starts at the first frame on its own and judging once R3D_ALLOC_WARM frames in a row kept nothing (600) or R3D_ALLOC_WARM_MAX after (re)start; Mem.play()/Mem.rewarm() sends a load back to its warm-up. A judged frame that ends holding more than it began with is reported by site with its callers (the unwinder, taken only once judging) and fails the run with exit 86 (R3D_ALLOC_FENCE=off|count|warn|fail). R3D_ALLOC_CENSUS writes the totals and top sites at exit. The build's defaults are --fence=, --fence-warm=, --fence-census= or a fence line in the program's package.ludic; the environment overrides them. The runtime is IR (emit_fence_ir.ludic, generated from a template); tracking is a side table in one calloc'd region, so no block carries a header and pointers crossing to natives stay safe. Examples alloc_fence, alloc_fence_leak and alloc_fence_auto with cases in ludic-dev test; reseeded. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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|---|---|---|
| .claude | ||
| .forgejo | ||
| assets | ||
| changes | ||
| docs | ||
| examples | ||
| packages | ||
| runtime | ||
| selfhost | ||
| tools | ||
| .editorconfig | ||
| .gitattributes | ||
| .gitignore | ||
| CHANGELOG.md | ||
| CODE_OF_CONDUCT.md | ||
| COMPILING.md | ||
| CONTRIBUTING.md | ||
| install.sh | ||
| LANGUAGE.md | ||
| LICENSE | ||
| README.md | ||
| VERSION | ||
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.
- Documentation: https://workshopsoft.pages.workshopsoft.io/ludic/
- API reference: https://workshopsoft.pages.workshopsoft.io/ludic/api.html
- Issues: https://git.workshopsoft.io/workshopsoft/ludic/issues
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,modelandhandlerare keywords. Query withfor (a, b) in query [A, B, {Tag}] where <expr> { … };spawnanddespawnrecycle entity slots;@-annotations drive lifecycle hooks. - Deterministic by construction. Q16.16
fixedarithmetic 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/becomemodel mutually-exclusive game states with enter and exit hooks;match/machine/statehandle 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
uiwidget tree declared as data, plus a namespaced standard library (Math,Text,List,Random,Crypto,Tiled, …). - Whole-world snapshots.
save()andload()serialize every entity, property and programvarin 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.