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>
7.6 KiB
Ludic in your editor
Everything here is built on one idea: write the language knowledge once, in Ludic, and let every editor talk to it. There is one vocabulary, one formatter and one language server. VS Code and JetBrains get first-class plugins because those are the two that were asked for; every other editor gets the same capabilities by pointing at the same binary.
tools/ludic-tools/ the actual language knowledge, in Ludic
ludic_syntax.h the vocabulary tables (keywords, operators, builtins)
that the formatter, the server and the vocabulary
check all read — the source of truth
fmt.ludic -> bin/ludic-fmt token-based, comment-preserving formatter
lsp.ludic -> bin/ludic-lsp the language server (LSP 3.17)
tools/editors/
shared/ TextMate grammar + Markdown injection + language config
vscode/ VS Code extension
jetbrains/ IntelliJ Platform plugin (Community editions included)
neovim/ helix/ emacs/ sublime/ zed/ configuration, no plugin needed
Getting the server
An installed toolchain already has it: curl -fsSL https://workshopsoft.pages.workshopsoft.io/ludic/install.sh | sh
puts ludic-lsp and ludic-fmt in ~/.ludic/bin, on your PATH, and
ludic lsp runs the server on stdio — that is what an editor should spawn, since
it needs no path configuration.
From a checkout, build them with:
bin/ludic dev tools
Produces bin/ludic-fmt and bin/ludic-lsp. Add --install to symlink both
into ~/.local/bin, --test to run bin/ludic dev test-tools afterwards.
What you get, in any editor
| Feature | How |
|---|---|
| Syntax highlighting | LSP semantic tokens, or the TextMate grammar with no server at all |
| Diagnostics | structural errors as you type; ludicc's own errors on save |
| Completion | context-aware — see below |
| Hover | signature + docs for builtins, intrinsics, and everything you declared |
| Go to definition, find usages, rename | across the whole compilation unit, following import — by resolving each occurrence, not by matching text, so renaming a component's x leaves every other x alone |
| Formatting | whole-file, comment-preserving, idempotent |
| Outline, folding, inlay hints, signature help, document links | |
```ludic in Markdown |
highlighted, checked and formatted |
Completion knows where the caret is: fields after ., components inside
query [...] and after spawn, phase names after phase, scene names after
enter, widget types and props inside a ui block, types after : and ->,
and otherwise keywords, builtins, and everything in scope.
Per-editor setup
-
VS Code —
vscode/.npm install && npx @vscode/vsce package, then install the.vsix. Finds the binaries underbin/on its own. -
JetBrains —
jetbrains/../gradlew buildPlugin, then install the zip from disk. Uses LSP4IJ rather than the paid-IDE LSP API, so it works in Community editions too. -
Neovim —
require('ludic').setup()fromneovim/. -
Helix — merge
helix/languages.tomlinto your config. -
Emacs —
emacs/ludic-mode.el; eglot is wired up in one line. -
Sublime —
sublime/README.md; the TextMate grammar loads as-is. -
Zed —
zed/README.md; LSP-only, no grammar to build. -
Anything else that speaks LSP:
command: ludic lsp languages: ludic, markdown initializationOptions: { "compilerDiagnostics": true, "indentSize": 2 }(
ludic lspis onPATHafter an install; from a checkout it isbin/ludic lsp, and the server findsludiccnext to itself.)
Markdown
Markdown fenced-code highlighting is not one standard — it is three mechanisms,
and this ships all three so that a ```ludic block works wherever you write
prose:
-
TextMate injection (
shared/ludic.markdown-injection.json) — what VS Code, Sublime and other TextMate-based editors use. It is a plain grammar file with aninjectionSelector, so it is portable rather than VS Code-specific. -
Language-ID resolution — JetBrains' Markdown support matches a fence's info string against registered language IDs, so the plugin registering as
Ludicis all that is needed; no Markdown-specific code exists in the plugin. -
The language server —
ludic-lspaccepts Markdown documents directly. It copies the buffer, blanks every byte outside a```ludicfence, and analyses the result; offsets still line up with the real file, so semantic highlighting, hover, completion and go-to-definition all work inside fences with no editor-side support at all. This is the fallback that works even where the other two do not.It reports no diagnostics in Markdown, deliberately. A fence is a snippet — an elision mark, or a body shown without its enclosing
gameblock — so nearly every error found there would be the documentation doing its job.ludic-fmt --checkstill keeps the fences formatted, which is the part of "is this doc correct" that can be answered without guessing.
The formatter handles Markdown too, which keeps documentation honest:
bin/ludic-fmt --check LANGUAGE.md README.md # CI: fail if a fence is unformatted
bin/ludic-fmt -w LANGUAGE.md # reformat the fences, leave the prose
Keeping a tree formatted
ln -sf ../../tools/git-hooks/pre-commit .git/hooks/pre-commit
The hook runs ludic-fmt --check over the staged .ludic and .md files only,
and does nothing at all when bin/ludic-fmt has not been built — so it never
blocks a commit on a machine that has not run bin/ludic dev tools.
Why the formatter is not ludicc --fmt
The compiler has a canonical printer, and it is the right tool for seeing what
the compiler parsed. It is the wrong tool for an editor: it walks the AST after
import splicing, so it drops every comment and inlines every imported file into
whichever file you pointed it at. Running it as format-on-save on
chronorift/combat.ludic would replace that file with the whole game.
ludic-fmt works on the token stream instead. Nothing is dropped or reordered —
every token is re-emitted in order, and the only freedom taken is the whitespace
between them. Lines are re-indented and respaced but never joined or split, so
you keep control of line structure.
Two carve-outs keep the output idiomatic rather than merely uniform, because both spellings are what the language documents and uses:
- runs of two or more spaces are preserved, so hand-aligned columns
(
const R_DIR: int = 0 # 0 up) survive a save; id=Rootinside auiblock and{Enemy}inside a query stay tight.
bin/ludic dev test-tools checks the property that matters: formatting every file in
the tree and re-running the compiler's canonical dump produces byte-identical
output. The formatter cannot change what a program means.
Keeping it honest
The vocabulary is written down in five places that cannot include each other —
the compiler's two tables, ludic_syntax.h, the TextMate grammar (JSON), and the
JetBrains lexer (Kotlin). Adding a builtin and forgetting the rest is silent
failure, so bin/ludic dev check-vocabulary (written in Ludic) compares all five, and
bin/ludic dev test-tools runs it.
When you add a keyword or builtin: put it in ludic_syntax.h, then run
bin/ludic dev test-tools and let it tell you which copies still need it.