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>
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Ludic packages
Ludic has a package manager built into the task runner (bin/x). It fetches,
resolves, stores and links third-party packages with no new infrastructure to
run — it drives plain git and rides on the Forgejo host and its release tags.
This is the v1 implementation of the direction decided in issue #63.
The four decisions
| Axis | Ludic's choice |
|---|---|
| Where source comes from | URL-as-identity, no registry. The import path is the git location — git.workshopsoft.io/user/pkg. A git tag vX.Y.Z publishes a version. No account, no publish step, no index to run. |
| Version resolution | Minimum Version Selection (MVS), Go-style. A require is a minimum; the resolver picks, per module, the greatest of every required minimum, then keeps the reachable closure at those versions. Deterministic, no SAT solver. |
| Where dependencies live | A content-addressed global store + per-project links (pnpm-style). One immutable store keyed by a file-content hash (~/.ludic/store/<sha256>); each project gets a light linked view under ludic_modules/ instead of a full copy. |
| Manifest / lock | package.ludic (declared deps + provided namespaces + kind + targets) and package.lock.ludic (resolved versions + content hashes). |
Commands
x add <module>[@version] add a dependency to package.ludic, then resolve + fetch + link
x get resolve every dependency in package.ludic, link them, write the lock
x update [module] bump a dependency (or all) to its latest published version, then relock
x verify check every locked package against the store by content hash
x vendor copy the resolved packages into ./vendor for hermetic/offline builds
x add with no @version picks the latest published tag and records it as the
minimum. All the install commands print the resolved build list and write
package.lock.ludic.
The manifest — package.ludic
A line-oriented manifest. # starts a comment; strings are double-quoted.
package "git.workshopsoft.io/orkun/greeter" # this package's import path
version "1.2.0" # the version this checkout publishes
kind source # source | prebuilt
provides "Greet" # the Foo.* namespace(s) it registers (repeatable)
require "git.workshopsoft.io/orkun/util" "1.0.0" # a dependency and its minimum version
# a prebuilt lib also declares the targets it ships:
# kind prebuilt
# targets "native-arm64" "wasm32"
A consumer project's manifest is the same file, usually with only require
lines (the package/version fields describe a publishable package and are
optional for a leaf application).
The lockfile — package.lock.ludic
Generated by x get; do not edit by hand. One line per resolved module, pinning
its selected version, content hash, kind and provided namespaces:
# package.lock.ludic — generated by `x get`. Do not edit by hand.
lock 1
module "git.workshopsoft.io/orkun/greeter" version "1.2.0" hash "sha256:…" kind "source" provides "Greet"
module "git.workshopsoft.io/orkun/util" version "1.0.0" hash "sha256:…" kind "source" provides "Util"
x verify rehashes each store entry and confirms the project links to it, so a
tampered or missing dependency is caught before it reaches a build.
The store and the project view
Fetched packages live once in a global, immutable, content-addressed store:
~/.ludic/store/<sha256>/… the package tree at a version (no .git)
~/.ludic/store/cache/<module>/ a git clone cache used during resolution
Each project gets a lightweight view — ludic_modules/<import-path> is a symlink
into the store — so many projects share one copy and nothing is duplicated
per-project. Override the store location with $LUDIC_STORE.
Consuming a package — namespace registration
A source package ships plain Ludic. The consumer imports the package files by their import path:
program App {
import "git.workshopsoft.io/orkun/greeter/greet.ludic"
entry { print(greet_hello()) }
}
The compiler resolves an import first relative to the importing file, then — for
a non-absolute path that is not found — under the package module root
($LUDIC_MODULES, default ludic_modules/). So a fetched package's code is
spliced into the build and its namespace becomes available exactly the way the
built-in stdlib namespaces (Regex.*, Grid.*, …) are.
The engine runtime is the exception (issue #75): the compiler auto-splices
runtime/native/* for any ECS game, and that runtime ships with the toolchain,
not the project. A runtime/... import that is not found relative to the build is
resolved from the install root $LUDIC_HOME (default: the compiler binary's
directory — the same place the platform .ll files come from), before the
package module root. So an external game does not have to copy or symlink the
engine runtime into its ludic_modules/; that directory holds only third-party
packages. In-repo builds are unaffected — the runtime resolves locally there. Because Ludic compiles
ahead-of-time, a source package is compiled into the consumer's binary — no
ABI seam, and the whole-program guarantees (determinism, replay, world_save)
still hold.
Two packages may not register the same Foo.* namespace — a collision is a hard
error naming both modules.
Package-declarable namespaces and engine systems (issue #62)
A package can register two things that used to be compiler-hardcoded — a Foo.*
namespace and an engine-owned system — with no compiler edit, via two
keyword-free annotations. This is what lets gameplay-controller libraries ship as
ordinary packages instead of living in the compiler's stdlib.
-
@Namespace(Name)on a function opens aName.method(…)namespace that dispatches to the barename_method(…)(the same generic path the built-in namespaces use, applied only after them so it never shadows a core one):@Namespace(Coach) function coach_bonus() -> int { return 99 } # a consumer then writes Coach.bonus() -
@EngineSystem(Component, Phase)registers an engine-owned system: the frame loop calls it everyPhase(after the game's own handlers) whenever the namedComponentis present — the package-declarable form of the built-inSpriteAnim/Motion/Light2Dsystems. It reads and writes components by name through the reflection ABI, so an unused registration is byte-identical:@EngineSystem(Score, Update) function esys_score() -> void { … }
The core stdlib namespaces and engine systems keep their own optimized codegen;
packages flow through the generic registry alongside them. (For a prebuilt
binary module, the runtime counterpart of @EngineSystem is @System(Phase) —
see below.)
Prebuilt binary packages (issue #64)
A kind prebuilt package ships a compiled artifact (a native dylib per
target it lists in targets) instead of source. A consumer uses its exported
functions, systems and components without ever seeing the source. This is
the escape hatch for closed-source or other-language code; source packages stay
the default because they keep cross-compilation (including wasm) and the
compile-time ECS first-class. Prebuilt packages are native-only and ride the
stable reflection C-ABI — second-class ECS (dynamic, by-name components; one
indirect call per registered system), not part of the deterministic/replay core.
How a binary module works. The module is compiled with --emit-module: no
main, no world table (the consumer owns the single world). It carries a
load-time constructor that, when the dylib loads, registers its pieces against
the host through the C-ABI:
- Components —
world_register_prop(name, nfields)in amodule_initfunction; the host owns storage, the module reads/writes by name withworld_get/world_set/world_has/world_attach_dyn. - Systems — a function marked
@System(Phase)is registered withludic_register_system; the host's frame loop calls it every frame in that phase, after its own handlers. Phases:Input,FixedUpdate,Update,LateUpdate,Render,Start,OnQuit. - Functions — plain functions become dylib symbols; a consumer binds them
with
extern function name(...) -> T = "fn_name".
A module registers its ludic_* calls as undefined and binds them back to the
host image at load (-undefined dynamic_lookup); the host exports its ABI
(-export_dynamic). Every Ludic game is a capable host — the reflection ABI is
always emitted (unused parts dead-strip).
Publishing. In the package repo:
x build-lib module.ludic # -> lib/<target>/lib<name>.dylib
# add `kind prebuilt` and `targets "<target>"` to package.ludic, commit lib/, git tag
Consuming. In the game project:
x add git.host/user/module # kind prebuilt is resolved + the dylib linked into the view
x get # links the artifact for the build target (hard error if the target is missing)
then link the module dylibs into the game build. x link-flags prints the exact
clang flags (the dylib, an rpath to the store, -export_dynamic) for any build
system to splice into its link step:
clang -O2 game.ll $(x link-flags) -o game
(x app links them automatically when building in-repo.) If the package does
not ship the build target, x get fails — build from source instead where the
package offers it.
Offline / hermetic builds
x vendor copies the resolved packages out of the store into ./vendor. Build
against the copy with LUDIC_MODULES=vendor, so the build needs neither the
network nor the global store.