ludic/docs
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feat(compiler): #75 resolve the auto-spliced engine runtime from LUDIC_HOME
The compiler auto-splices runtime/native/* for any ECS game, but resolved it
relative to the build CWD, then fell back to the package module root
($LUDIC_MODULES) — forcing every external project to copy/symlink the engine
runtime into ludic_modules/. The runtime is part of the toolchain, not the
project: do_import now resolves a runtime/... import that isn't found locally
from $LUDIC_HOME (default: the compiler binary's dir — where cocoa.ll/audio.ll
already come from), before the module root. So ludic_modules/ holds only
third-party packages.

In-repo builds are byte-identical (the runtime resolves locally there, so the
$LUDIC_HOME fallback never fires; fixpoint holds). Verified by a hermetic test
that builds an ECS game from an external CWD with no runtime/ or ludic_modules/
under it, resolving the runtime from LUDIC_HOME. Full suite 113/0.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-09-02 07:49:10 +03:00
..
language feat(input,ecs): #79 Input.axis_i directional int + #84 world bounds 2026-09-02 07:44:41 +03:00
site chore(repo): DX cleanup — categorise examples, text-diffable golden, build/ output (#27 #28 #30) 2026-08-30 18:54:21 +03:00
CONTROLLERS.md feat(render): #85 engine sprite-render system + deprecate bare draw_sprite 2026-09-02 07:20:13 +03:00
PACKAGES.md feat(compiler): #75 resolve the auto-spliced engine runtime from LUDIC_HOME 2026-09-02 07:49:10 +03:00
RFC-POSITION-TYPES.md feat(camera): #78 deterministic Camera.zoom (Q16.16 render-time zoom) 2026-09-02 06:55:37 +03:00