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>
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|---|---|---|
| .claude | ||
| .forgejo | ||
| assets | ||
| changes | ||
| docs | ||
| examples | ||
| packages | ||
| runtime | ||
| selfhost | ||
| tools | ||
| .editorconfig | ||
| .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; 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,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.
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.