ludic/packages
2026-09-27 00:47:42 +03:00
..
ludic.aim wip(0.S3): packages and examples migrated again from their pre-0.S sources in one run 2026-09-25 15:31:34 +03:00
ludic.anim wip(0.S3): packages and examples migrated again from their pre-0.S sources in one run 2026-09-25 15:31:34 +03:00
ludic.audio wip(0.S3): packages and examples migrated again from their pre-0.S sources in one run 2026-09-25 15:31:34 +03:00
ludic.base feat(base): 0.R4 - a queue keeps its own count, so every package verb takes only its own state; ludic migrate state --prune 2026-09-26 04:19:56 +03:00
ludic.character feat(character): 16.8 - on land a physics walker moves the body (CharacterGround.walk); the package's own gravity, ballistic air and slope-probe refusal are gone 2026-09-27 00:47:14 +03:00
ludic.clock feat(base): 0.R4 - a queue keeps its own count, so every package verb takes only its own state; ludic migrate state --prune 2026-09-26 04:19:56 +03:00
ludic.compass wip(0.S3): packages and examples migrated again from their pre-0.S sources in one run 2026-09-25 15:31:34 +03:00
ludic.core feat(engine): #90 atlas-aware Sprite component, #91 become from listeners, 0.3.x ergonomics batch 2026-09-04 01:36:08 +03:00
ludic.crafting feat(base): 0.R4 - a queue keeps its own count, so every package verb takes only its own state; ludic migrate state --prune 2026-09-26 04:19:56 +03:00
ludic.dungeon wip(0.S3): outside the runtime, its drawable size, scale, screen and tile size are read and set through its functions; a migration reports such a reference instead of threading the runtime's state 2026-09-25 15:47:21 +03:00
ludic.effects feat(base): 0.R4 - a queue keeps its own count, so every package verb takes only its own state; ludic migrate state --prune 2026-09-26 04:19:56 +03:00
ludic.fire feat(base): 0.R4 - a queue keeps its own count, so every package verb takes only its own state; ludic migrate state --prune 2026-09-26 04:19:56 +03:00
ludic.fishing feat(base): 0.R4 - a queue keeps its own count, so every package verb takes only its own state; ludic migrate state --prune 2026-09-26 04:19:56 +03:00
ludic.gameplay wip(0.S3): packages and examples migrated again from their pre-0.S sources in one run 2026-09-25 15:31:34 +03:00
ludic.gear feat(base): 0.R4 - a queue keeps its own count, so every package verb takes only its own state; ludic migrate state --prune 2026-09-26 04:19:56 +03:00
ludic.hints feat(base): 0.R4 - a queue keeps its own count, so every package verb takes only its own state; ludic migrate state --prune 2026-09-26 04:19:56 +03:00
ludic.i18n wip(0.S3): packages and examples migrated again from their pre-0.S sources in one run 2026-09-25 15:31:34 +03:00
ludic.inventory feat(base): 0.R4 - a queue keeps its own count, so every package verb takes only its own state; ludic migrate state --prune 2026-09-26 04:19:56 +03:00
ludic.jobs feat(base): 0.R4 - a queue keeps its own count, so every package verb takes only its own state; ludic migrate state --prune 2026-09-26 04:19:56 +03:00
ludic.lab wip(0.S3): packages and examples migrated again from their pre-0.S sources in one run 2026-09-25 15:31:34 +03:00
ludic.minimap wip(0.S3): packages and examples migrated again from their pre-0.S sources in one run 2026-09-25 15:31:34 +03:00
ludic.nativeecho feat(pkg): phase 15 - a package can carry a native library 2026-09-26 23:35:45 +03:00
ludic.needs feat(base): 0.R4 - a queue keeps its own count, so every package verb takes only its own state; ludic migrate state --prune 2026-09-26 04:19:56 +03:00
ludic.net feat(base): 0.R4 - a queue keeps its own count, so every package verb takes only its own state; ludic migrate state --prune 2026-09-26 04:19:56 +03:00
ludic.npc feat(base): 0.R4 - a queue keeps its own count, so every package verb takes only its own state; ludic migrate state --prune 2026-09-26 04:19:56 +03:00
ludic.npcai refactor(runtime,packages,examples): named constants, package enums, idiom sweep 2026-09-05 01:12:26 +03:00
ludic.photo feat(base): 0.R4 - a queue keeps its own count, so every package verb takes only its own state; ludic migrate state --prune 2026-09-26 04:19:56 +03:00
ludic.physics feat(physics): phys_generation - which world this is, so an id kept from an older one is known stale 2026-09-27 00:47:42 +03:00
ludic.platformer refactor(runtime,packages,examples): named constants, package enums, idiom sweep 2026-09-05 01:12:26 +03:00
ludic.prefs wip(0.S3): packages and examples migrated again from their pre-0.S sources in one run 2026-09-25 15:31:34 +03:00
ludic.render3d refactor(render3d): phase 16 - the collider store is gone; still things are bodies in ludic.physics 2026-09-27 00:08:36 +03:00
ludic.rpg wip(0.S3): packages and examples migrated again from their pre-0.S sources in one run 2026-09-25 15:31:34 +03:00
ludic.save feat(packages): ludic.save - versioned save files generic over their content: a version in the file, the steps a game declares into an open registry, a torn write told from a whole one, a backup of only a whole file, a write read back, a newer file refused and read-only 2026-09-25 08:28:30 +03:00
ludic.session feat(base): 0.R4 - a queue keeps its own count, so every package verb takes only its own state; ludic migrate state --prune 2026-09-26 04:19:56 +03:00
ludic.settings feat(base): 0.R4 - a queue keeps its own count, so every package verb takes only its own state; ludic migrate state --prune 2026-09-26 04:19:56 +03:00
ludic.shooter wip(0.S3): packages and examples migrated again from their pre-0.S sources in one run 2026-09-25 15:31:34 +03:00
ludic.shop feat(base): 0.R4 - a queue keeps its own count, so every package verb takes only its own state; ludic migrate state --prune 2026-09-26 04:19:56 +03:00
ludic.steps feat(base): 0.R4 - a queue keeps its own count, so every package verb takes only its own state; ludic migrate state --prune 2026-09-26 04:19:56 +03:00
ludic.telemetry feat(base): 0.R4 - a queue keeps its own count, so every package verb takes only its own state; ludic migrate state --prune 2026-09-26 04:19:56 +03:00
ludic.things feat(base): 0.R4 - a queue keeps its own count, so every package verb takes only its own state; ludic migrate state --prune 2026-09-26 04:19:56 +03:00
ludic.tracks feat(base): 0.R4 - a queue keeps its own count, so every package verb takes only its own state; ludic migrate state --prune 2026-09-26 04:19:56 +03:00
ludic.ui fix(ui): the pointer in the renderer's pixels - macOS reports it in window points, so on Retina every hit landed at half the cursor's position 2026-09-26 23:31:47 +03:00
ludic.update feat(base): 0.R4 - a queue keeps its own count, so every package verb takes only its own state; ludic migrate state --prune 2026-09-26 04:19:56 +03:00
ludic.vehicles feat(base): 0.R4 - a queue keeps its own count, so every package verb takes only its own state; ludic migrate state --prune 2026-09-26 04:19:56 +03:00
ludic.wallet feat(base): 0.R4 - a queue keeps its own count, so every package verb takes only its own state; ludic migrate state --prune 2026-09-26 04:19:56 +03:00
ludic.weather feat(base): 0.R4 - a queue keeps its own count, so every package verb takes only its own state; ludic migrate state --prune 2026-09-26 04:19:56 +03:00
ludic.wildlife feat(base): 0.R4 - a queue keeps its own count, so every package verb takes only its own state; ludic migrate state --prune 2026-09-26 04:19:56 +03:00
README.md feat(physics): phase 16 - ludic.physics over Jolt Physics v5.6.0 2026-09-26 23:41:37 +03:00

packages

The Ludic packages that ship with the toolchain, found by import "ludic.<name>" from $LUDIC_HOME/packages (or a project's ludic_modules). Each has a README of its own. ludic test packages runs every package's tests, each test block in a process of its own.

The mechanic packages

A mechanic says module ludic_<name> uses ludic_base and so reaches nothing else; it asks the game through ports (bind ClockWorld { ... }), reports through queues of facts, and saves its own section. The rules are in ludic.base.

ludic.base the shared vocabulary: Tick and phases, Queue<T>, rng streams, the save tree, the system runner (Systems, an open registry)
ludic.aim what the crosshair is on: a forgiving ray against cylinders, the ground in front, reach floors, which thing the use key means
ludic.anim glTF animation clips sampled and cross-faded onto a render3d Skin (uses ludic_render3d)
ludic.character a third-person walking body: gait, steps and slopes, a jump, wading, swimming, sitting, a safe put-down, the orbit camera
ludic.audio world sounds with a gain, pan and pitch from a listener port, flat interface sounds, packed clips loaded, the one door to Audio.*
ludic.compass bearing marks on a strip: gathered from registered providers, gated by tier, sorted by priority, bearings, distances and a radar
ludic.clock the hour, the day, the moon and a calendar of seasons
ludic.crafting recipes: what goes in and out, where and how long, making, refunding, hold-to-make
ludic.effects timed modifiers that run down in game time (a meal's warmth, a drink's legs)
ludic.fire a camp fire: fuel, the rain on it, warmth at a distance, whether it will cook
ludic.fishing a rod at the water: cast, bite, the reel's fight, the landing; species as an open registry
ludic.hints a rail of what is true now, most urgent first, each a card that teaches it and can be muted by key
ludic.i18n a game in any language: gettext .po files, patterns with holes, plurals, a mod folder, a font per language
ludic.inventory a pack: a count per kind, with room the game decides
ludic.minimap a map's logic: the explored fog over a grid and its land share, the player's marks, and the view (world to map and back, zoom, pan, the camp, you, focus)
ludic.needs a body's warmth, food, water and energy, and the countdown to a collapse
ludic.npc the other people in a place: a routine by the hour, walking round what is in the way, facing a player who comes near, lines as data, a guest's copy
ludic.physics rigid bodies, removable still shapes, queries and buoyancy over Jolt Physics (a native library, phase 16)
ludic.photo a camera's photographs: what is in the frame, a grade on size, framing, light and the moment, the roll, its worth, the best of each subject
ludic.save versioned save files: a migration chain the game declares, torn writes told apart, a backup, a newer file refused and read-only
ludic.settings a game's settings as data: one store, a fact per change, ranges, a safe set
ludic.shop vendors: prices by standing and weekly demand, stock, buying and selling
ludic.steps chapters of steps (kind, param, need), progress, and a party's shares pooled
ludic.telemetry events queued, batched to a PostHog-shaped endpoint, backed off when offline
ludic.things the placed things of a world and their kinds (an open registry), queries, facts, a save
ludic.tracks prints and sign animals leave, their age, and reading them
ludic.update a Velopack-installed game updating itself a frame at a time
ludic.vehicles each player's boat and horse: called to berths and bays, owner and rider, riding, getting off onto a safe spot
ludic.wallet money carried: earned, spent, lost, every change a fact
ludic.weather spells of weather described as data: odds, wetness, wind, storms, a forecast
ludic.wildlife a valley's animals: ranges, their day, senses and alert, feeding, lures, spawning

Engine and UI

ludic.render3d the physically based 3D renderer over OpenGL and Vulkan (named ludic_render3d under uses)
ludic.ui components: templates, stylesheets, layout, input and focus (module ludic_ui)
ludic.lab the visual lab: a scene on a lit plate, fixed cameras, PNG shots and a contact sheet
ludic.core the canonical engine-ABI components
ludic.prefs a small key=value store for preferences and records
ludic.nativeecho the worked example of a package carrying a native library: a C sum over a slice, callbacks drained as facts

Native libraries

A package may carry a C or C++ library (native lines in its package.ludic, docs/PACKAGES.md). The library is never bound directly: a thin C shim in the package's native/shim/ is, and every shim keeps the same shape so the Ludic side stays safe.

  • Only int, long, float and opaque handles cross. A Ludic float is a C float, a long an int64_t, a pointer a void *. No struct is passed by value, no C++ type, no exception: the shim catches and turns it into a return code.
  • A handle is the library's pointer, kept in the package's state and never exported. The game names what the package hands it - an int id - and the package maps it to the handle.
  • Nothing calls back into Ludic. No function pointer crosses the boundary. What a library reports through a callback (a contact, a finished path, a mixed buffer) the shim records in a buffer of its own, and the package drains it after the call returns (ne_scan then ne_drain), pushing each record onto its facts queue. A record that did not fit is counted, not dropped silently.
  • Bulk data crosses as a slice the package owns. A []float or []int passed where the shim takes a pointer is its data; the package makes it once and reuses it (L7), and passes its length beside it.
  • Errors are return codes. 0 is success and a negative number says what failed; nothing aborts, nothing prints.
  • Threads a library starts stay inside C (a job system, an audio device). The Ludic side is called on the game's thread only.
  • The symbols are prefixed with the package's short name (ne_, jph_), exported explicitly (__attribute__((visibility("default"))), __declspec(dllexport)), and everything else is hidden.

native/build.sh builds lib/<target>/ from the pinned upstream source and the shim through tools/native/lib.sh; run it on the Mac and, in Git Bash, on the PC. The package's tests run the real library - there is no fake for it.

The builtin controllers

ludic.gameplay the shared foundation of the builtin gameplay controllers
ludic.platformer the Platformer controller
ludic.shooter the top-down Shooter controller
ludic.rpg the RPG systems suite
ludic.dungeon arena rooms for a room-to-room roguelite
ludic.npcai NPC AI: perception, decision, action