Adds the ECS hook issues #43 and #47 named as their real dependency: a system the *engine* owns, inserted into the frame loop over a component a game merely declares and carries — no `handler` wired. - runtime/native/systems.ludic: esys_spriteanim (SpriteAnim frame advance: loop/once/pingpong) and esys_motion (Motion value tween: linear/in/out/ in-out), both on the by-name reflection ABI, integer + deterministic. - backend: emit_engine_systems_for_phase inserts the calls after every user handler in a phase (auto-loop and the drivable tick helpers alike); uses_engine_systems() drives the systems.ludic splice, the world-table force-emit, and makes a component-only game count as a systems game. - A game that declares neither component is byte-for-byte unchanged. Worked example + regression: examples/library/anim_ecs.ludic. Full suite 73 passed, self-host C-free bootstrap fixpoint intact. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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|---|---|---|
| .. | ||
| coverage.md | ||
| engine-systems.md | ||
| error-handling.md | ||
| light-namespace.md | ||
| README.md | ||
| recover.md | ||
| testing-framework.md | ||
| value-tree.md | ||
Changesets
A changeset is one small Markdown file describing a single user-facing change,
dropped in this directory. x release consumes every changeset here into a new
CHANGELOG.md section, bumps VERSION, and deletes the consumed files.
Format
bump: minor
type: feat
One or more lines describing the change, in the past-agnostic imperative used in
the changelog. Markdown is fine.
bump:—major,minor, orpatch(SemVer). The release version is bumped by the highest level among the pending changesets (unlessx release <level>overrides it).type:— the Conventional Commit type (feat,fix,perf,docs, …); it becomes the bold prefix of the changelog bullet.
Adding one
Create a file with a short, unique name, e.g. changes/regex-namespace.md. Any
filename works except this README.md, which the release step always skips.