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>
173 lines
7.4 KiB
Markdown
173 lines
7.4 KiB
Markdown
# Ludic
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A compiled language for 2D games. The entity-component system is part of the
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syntax, the runtime is deterministic fixed-point, and `ludicc` lowers Ludic
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straight to LLVM IR — **no C is generated, compiled or linked in a build.**
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The compiler is written in Ludic. It compiles its own source to a byte-exact
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fixpoint and rebuilds from a checked-in IR seed with clang alone; CI asserts
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that on every push.
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- **Documentation:** <https://workshopsoft.pages.workshopsoft.io/ludic/>
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- **API reference:** <https://workshopsoft.pages.workshopsoft.io/ludic/api.html>
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- **Issues:** <https://git.workshopsoft.io/workshopsoft/ludic/issues>
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```ludic
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program Hello {
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property Position { column: int = 0, row: int = 0 }
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property Velocity { delta_x: int = 0, delta_y: int = 0 }
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handler SpawnEnemies phase Start {
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spawn Enemy { Position { column: 3, row: 4 }, Velocity { delta_x: 1, delta_y: 0 } }
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spawn Enemy { Position { column: 10, row: 2 }, Velocity { delta_x: 0, delta_y: 1 } }
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}
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# a handler declares the entities it touches; the body runs
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# once per match, with each property bound by name.
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@Queries(these: [Position, Velocity])
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handler AdvancePositions phase FixedUpdate {
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Position.column += Velocity.delta_x
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Position.row += Velocity.delta_y
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}
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}
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```
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## Getting started
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Install the toolchain — the compiler, the `ludic` CLI, the engine runtime, the
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formatter and the language server — with one command:
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```bash
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curl -fsSL https://workshopsoft.pages.workshopsoft.io/ludic/install.sh | sh
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```
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It installs into `~/.ludic` and puts `~/.ludic/bin` on your `PATH`; nothing else
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on the machine is touched, and uninstalling is `rm -rf ~/.ludic`. Where a
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prebuilt toolchain exists for your platform it is downloaded and verified against
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a published checksum; where it does not, the installer bootstraps from the
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compiler's own IR seed with clang. Either way you need clang (or Xcode's Command
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Line Tools) to link, since Ludic emits LLVM IR and links it natively.
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Then make a game:
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```bash
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ludic new mygame
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cd mygame
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ludic run # compiles src/main.ludic and opens a native window
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```
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`ludic new` writes a manifest, a program that already moves something on screen,
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and a test. `ludic build` stops at the binary — one self-contained executable
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with nothing to ship beside it. Rendering is deterministic, so a frame can be
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produced without a window, which is what CI diffs:
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```bash
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ludic test
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ludic build --headless
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printf 'ddddwww' | ./build/mygame_headless # writes build/out.ppm
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```
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`ludic help` lists every command, and `ludic doctor` checks the install.
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[`examples/`](examples/README.md) is a tour grouped by intent: games, rendering,
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ECS, events, networking, language features and the standard library — compile any
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of them with `ludic build examples/games/snake.ludic`.
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### Building from a checkout
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Contributors work from the repository, where the same CLI carries the toolchain's
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own tasks under `ludic dev`. Bootstrapping is the only step Ludic cannot do for
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itself, since compiling Ludic needs a compiler — clang assembles the checked-in
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IR seed, and that compiler builds the rest:
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```bash
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mkdir -p bin && clang selfhost/ludicc.seed.ll -o bin/ludicc
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bin/ludicc tools/ludic-cli/main.ludic -o bin/ludic
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bin/ludic dev build # -> bin/{ludicc,ludic,ludic-fmt,ludic-lsp}
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bin/ludic dev test # the regression suite
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```
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## The language
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- **ECS in the syntax.** `property`, `model` and `handler` are keywords. Query
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with `for (a, b) in query [A, B, {Tag}] where <expr> { … }`; `spawn` and
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`despawn` recycle entity slots; `@`-annotations drive lifecycle hooks.
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- **Deterministic by construction.** Q16.16 `fixed` arithmetic and a seeded RNG
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give the same frame byte-for-byte on every run — the basis for replays,
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lockstep netcode and golden-image tests.
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- **Scenes and state machines.** `scene` / `layer` / `become` model
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mutually-exclusive game states with enter and exit hooks; `match` / `machine`
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/ `state` handle dispatch and per-entity FSMs.
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- **Events and networking.** A cancellable event bus (`event` / `emit` / `@On`)
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and networking primitives (`@Sync`, ownership, RPCs) over a built-in transport.
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- **Batteries in the language.** Framebuffer primitives, PNG sprites, TrueType
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text and a retained `ui` widget tree declared as data, plus a namespaced
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standard library (`Math`, `Text`, `List`, `Random`, `Crypto`, `Tiled`, …).
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- **Whole-world snapshots.** `save()` and `load()` serialize every entity,
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property and program `var` in one call.
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[LANGUAGE.md](LANGUAGE.md) is the full reference; the
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[API reference](https://workshopsoft.pages.workshopsoft.io/ludic/api.html)
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documents every symbol on its own page.
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## Packages
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Dependencies are identified by URL, resolved with minimal version selection, and
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cached in a content-addressed store:
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```bash
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ludic add git.workshopsoft.io/user/pkg # resolve, fetch, link into ludic_modules/
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ludic get # install from package.ludic, write the lock
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ludic verify # check locked packages against the store
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```
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The `ludic.*` packages — canonical ECS components, the gameplay, platformer,
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RPG, shooter and NPC-AI modules — ship with the toolchain, so importing one needs
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no fetch step at all.
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See [`docs/PACKAGES.md`](docs/PACKAGES.md) for the manifest and lockfile model.
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## Editor support
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Editors spawn `ludic lsp`; the server ships with the toolchain, so there is
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nothing extra to install. It speaks LSP 3.17 over stdio, so one binary serves
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every editor: completion, diagnostics from the compiler itself, go-to-definition
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and rename across imports, and comment-preserving formatting. `ludic fmt` runs
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the same formatter as a CLI, for pre-commit hooks. Both understand
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```` ```ludic ```` fences in Markdown. Plugins and drop-in config for VS Code, JetBrains, Neovim,
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Helix, Emacs, Sublime and Zed are in [`tools/editors/`](tools/editors/README.md).
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## Status
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The native 2D backend ships: a Cocoa window on macOS, a headless renderer for
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CI, and the whole runtime — framebuffer, PNG/DEFLATE decoding, TrueType
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rasterizer, retained UI, RNG — written in Ludic under
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[`runtime/native/`](runtime/native/). Only the window seam (`win_*`: window,
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keys, mouse, cursor, gamepad, touch) is hand-written LLVM IR against the
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platform ABI, the same floor Rust and Swift stand on.
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The **web/wasm32 backend is not currently available.** The browser platform
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layer is in-tree under [`runtime/web/`](runtime/web/), but emitting wasm was a
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capability of the retired C compiler and has not been re-wired on the
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self-hosted toolchain. `--target` cross-compilation and `--shared` libraries are
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in the same position. See [COMPILING.md](COMPILING.md).
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Releases follow SemVer and are cut from changesets by `ludic dev release`, then built
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and published by CI from the tag; see [CHANGELOG.md](CHANGELOG.md).
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## Contributing
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[CONTRIBUTING.md](CONTRIBUTING.md) covers the development loop, the commit and
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code conventions, how the bootstrap fixpoint works, and what a self-hosted CI
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runner needs. Issue and pull-request templates are under
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[`.forgejo/`](.forgejo/).
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## License
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The compiler and runtime are licensed under the
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[Apache License 2.0](LICENSE) (`SPDX-License-Identifier: Apache-2.0`).
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The bundled [Kenney](https://kenney.nl) art under `assets/kenney/` is
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third-party and released under **CC0 1.0**; each pack keeps its own
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`License.txt`. Code and assets are licensed separately — Apache-2.0 covers the
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source, not the art.
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