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Orkuncakilkaya aca263642d feat(cli): install in one command, and call the CLI ludic
Getting started meant cloning the repository, bootstrapping a compiler and
learning a task runner called `x`. That is a contributor's workflow handed to
everyone who wants to try the language.

Installing is now one command:

    curl -fsSL https://workshopsoft.pages.workshopsoft.io/ludic/install.sh | sh

install.sh puts a complete toolchain — compiler, CLI, engine runtime, bundled
ludic.* packages, formatter, language server — in ~/.ludic and adds it to PATH.
Prebuilt artifacts are checksum-verified; where a platform has none, or the
release predates this layout, it bootstraps from the compiler's own IR seed with
clang. The docs site publishes the script beside the pages that quote it, so the
page and the script can never come from different releases.

`x` becomes `ludic`, and the surface splits by audience. A user of the language
sees `new`, `run`, `build`, `test`, `add`, `fmt`, `lsp`, `doctor`, `upgrade`;
`ludic new` scaffolds a project that builds and plays as it stands. Everything
the toolchain repo needs moved under `ludic dev` — build, test, reseed,
bootstrap-cfree, docs-gen, release — unchanged apart from the namespace. Those
tasks read arguments one position further along, so dispatch_dev sets a shift
and commands use arg_n()/arg_total() rather than each knowing its own depth.

Release artifacts become complete install roots (bin/ beside runtime/, packages/
and VERSION) rather than bare binaries, which is what the installer unpacks.
`ludic dev test` asserts the whole shape: it stages an install, puts it on PATH
with no LUDIC_HOME, and runs new -> build -> test through it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-05 22:01:52 +03:00
.claude refactor(docs): rebuild the site around reading, not launching 2026-09-05 01:47:36 +03:00
.forgejo feat(cli): install in one command, and call the CLI ludic 2026-09-05 22:01:52 +03:00
assets feat(stdlib): Tiled P6 — infinite/chunked maps, .world stitching, base64+zstd (#74) 2026-09-01 16:07:10 +03:00
changes feat(cli): install in one command, and call the CLI ludic 2026-09-05 22:01:52 +03:00
docs feat(cli): install in one command, and call the CLI ludic 2026-09-05 22:01:52 +03:00
examples feat(cli): install in one command, and call the CLI ludic 2026-09-05 22:01:52 +03:00
packages refactor(runtime,packages,examples): named constants, package enums, idiom sweep 2026-09-05 01:12:26 +03:00
runtime refactor(runtime,packages,examples): named constants, package enums, idiom sweep 2026-09-05 01:12:26 +03:00
selfhost feat(compiler): resolve the install root from the binary's location 2026-09-05 22:01:39 +03:00
tools feat(cli): install in one command, and call the CLI ludic 2026-09-05 22:01:52 +03:00
.editorconfig chore(repo): add .editorconfig, reconcile .gitignore, add x clean 2026-08-30 16:46:10 +03:00
.gitignore feat(cli): install in one command, and call the CLI ludic 2026-09-05 22:01:52 +03:00
CHANGELOG.md chore(release): v0.4.0 2026-09-05 01:52:18 +03:00
CODE_OF_CONDUCT.md docs: add CONTRIBUTING, code of conduct, and Forgejo templates 2026-08-30 16:46:30 +03:00
COMPILING.md feat(cli): install in one command, and call the CLI ludic 2026-09-05 22:01:52 +03:00
CONTRIBUTING.md feat(cli): install in one command, and call the CLI ludic 2026-09-05 22:01:52 +03:00
install.sh feat(cli): install in one command, and call the CLI ludic 2026-09-05 22:01:52 +03:00
LANGUAGE.md feat(cli): install in one command, and call the CLI ludic 2026-09-05 22:01:52 +03:00
LICENSE docs: add Apache-2.0 LICENSE for the compiler/runtime source 2026-08-30 16:46:39 +03:00
README.md feat(cli): install in one command, and call the CLI ludic 2026-09-05 22:01:52 +03:00
VERSION chore(release): v0.4.0 2026-09-05 01:52:18 +03:00

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.

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; nothing else on the machine is touched, and uninstalling is rm -rf ~/.ludic. 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 — one self-contained executable with nothing to ship beside it. 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 work from the repository, where the same CLI carries the toolchain's own tasks under ludic dev. 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/main.ludic -o bin/ludic
bin/ludic dev build     # -> bin/{ludicc,ludic,ludic-fmt,ludic-lsp}
bin/ludic dev test      # the regression suite

The language

  • ECS in the syntax. property, model and handler are keywords. Query with for (a, b) in query [A, B, {Tag}] where <expr> { … }; spawn and despawn recycle entity slots; @-annotations drive lifecycle hooks.
  • Deterministic by construction. Q16.16 fixed arithmetic 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 / become model mutually-exclusive game states with enter and exit hooks; match / machine / state handle 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 ui widget tree declared as data, plus a namespaced standard library (Math, Text, List, Random, Crypto, Tiled, …).
  • Whole-world snapshots. save() and load() serialize every entity, property and program var in one call.

LANGUAGE.md is the full reference; the API reference documents every symbol on its own page.

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.