Self-hosted compiler (selfhost/*.ludic), runtime, examples, editor tooling, and docs. Phase 1 of the syntax-redesign cohesion pass has landed: edge-system fix, signature-query, when-alias, and the documentation truth-pass. Suite green (14/14), C-free bootstrap fixpoint holds. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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Compiling Ludic
Note (2026-08-27):
ludiccis now written in Ludic (selfhost/*.ludic) and built from a checked-in IR seed — the C compiler this document describes has been deleted. The native pipeline below (Ludic → LLVM IR → object → binary) is unchanged.ludiccnow drives clang itself (via anos_systemintrinsic), soludicc app.ludic -o bin/appand--emit-llvmwork directly, and a sibling commandludic app.ludiccompiles to a temporary binary and runs it in one step. Build both with./build-cli.sh.build.shremains as a convenience wrapper.--fmtis reimplemented as a lex+parse gate (the doc-check hook). The--target/cross-compile and--sharedpaths are still features of the old C driver not yet re-implemented on the self-hosted toolchain. See BOOTSTRAP.md §5.7../build-cli.sh # build ./ludicc and ./ludic (from the seed) ./ludicc examples/snake.ludic -o bin/snake # compile ./ludic examples/snake.ludic # compile + runThe binaries are multi-call (one native binary under two names): invoked as
ludiccit compiles, asludicit compiles-and-runs. A.ludicfile with systems is a game and links windowed by default;--headlessand--windowedforce the mode. The runtime (runtime/native/cocoa.ll) is found via$LUDIC_HOME, defaulting to the directory the binary sits in — keep them at the repo root, or setLUDIC_HOMEand put them onPATH.$LUDIC_CCoverrides the assembler/linker (defaultclang).
ludicc is a compiler, not a translator. It lexes, parses, checks and lowers
Ludic to LLVM IR itself, then hands that IR to the system toolchain to be
assembled and linked. There is no C in the middle: no generated .c file, no C
runtime compiled alongside your game, and no transpiling step you could inspect
and find your program rewritten in another language.
app.ludic
│ ludicc — lex, parse, check, lower (compiler/ludicc.c,
▼ compiler/native.c)
app.ll LLVM IR: your systems, your components, your runtime
│ IR assembler (compiler/driver.c)
▼
app.o Mach-O / ELF / COFF object code
│ system linker
▼
app or libapp.dylib / .so / .dll
clang appears in that pipeline twice — as the IR assembler and as the linker
driver — which is the same role rustc and swiftc give it. Set LUDIC_CC to
point at a different LLVM toolchain if you have one.
Artifacts
| you want | command |
|---|---|
| a windowed native executable | ludicc game.ludic -o build/game |
| a headless executable | ludicc game.ludic --headless -o build/game |
| the IR, to read | ludicc src.ludic --emit-llvm -o src.ll |
| a shared library † | ludicc lib.ludic --shared -o build/liblib.dylib |
| a game that runs in a browser † | ludicc game.ludic --target wasm32-unknown-unknown -o build/web/game.wasm |
| an object file † | ludicc src.ludic -c -o src.o |
† --shared, --target/cross-compile, -c and the wasm path were features of
the old C driver and are not yet re-implemented on the self-hosted toolchain
(see the note at the top). The rows above the line work today via the
self-hosted ludicc.
build.sh wraps the common cases:
./build.sh examples/snake.ludic # -> build/snake (native)
./build.sh examples/lib/combat.ludic --lib # -> build/libcombat.* (library)
./build.sh examples/snake.ludic --headless # -> build/snake_headless (out.ppm)
./build.sh examples/snake.ludic --web # -> build/web/ (browser)
Programs and libraries
Not yet on the self-hosted toolchain.
--sharedand thenm/library workflow below describe the old C driver's behavior; the self-hostedludiccbuilds executables only for now. Themodule/export fnsemantics are unchanged — only the packaging step is pending.
A source file opens with game Name { … } or module Name { … }.
- A game gets an entry point and the phase-ordered frame loop
(
Start, thenInput → FixedUpdate → Update → LateUpdate → Rendereach tick). - A module gets neither. It is a library, and only its
export fns become public symbols; everything else stays private to the library.
# doc-check: skip — illustrative: elided body
module Combat {
export fn damage(attack: int, armour: int, roll: int) -> int { … }
fn curve(level: int) -> int { … } # private: not a symbol
}
ludicc examples/lib/combat.ludic --shared -o build/libcombat.dylib
nm -gU build/libcombat.dylib
# T _damage T _hits_to_kill T _xp_for (no _curve)
Those are ordinary C-ABI symbols, so anything that can call a shared library can call Ludic. To call them from another Ludic program, declare them and link:
extern fn damage(attack: int, armour: int, roll: int) -> int = "damage"
ludicc examples/lib/arena.ludic -o build/arena -Lbuild -lcombat
Libraries are linked as @rpath/… ($ORIGIN on Linux) and executables search
next to themselves, so a built pair keeps working when you move it.
Cross-compilation
Not yet on the self-hosted toolchain.
--targetand-cwere old C-driver flags; the self-hostedludiccbuilds only for the host today. The section below records the intended design — object code for ELF, COFF and Mach-O from one source — which the IR pipeline already supports in principle.
--target takes an LLVM triple and retargets the whole pipeline:
ludicc game.ludic --target x86_64-unknown-linux-gnu -c -o game-linux.o
ludicc game.ludic --target aarch64-unknown-linux-gnu -c -o game-arm64.o
ludicc game.ludic --target x86_64-pc-windows-msvc -c -o game-win.o
Object code for ELF, COFF and Mach-O comes out of the same source with no per-platform branches in the compiler. Linking a foreign target additionally needs that platform's linker and sysroot, as with any cross toolchain.
The runtime is written in Ludic
runtime/native/core.ludic implements the framebuffer, fill_rect, the 5×7
bitmap text, the registers, the RNG, input and the frame dump — in Ludic. ludicc
splices it into every native build, and a builtin call in a game resolves to a
runtime function by name: clear(c) calls rt_clear(c). Replace that file and
you have replaced the runtime; pass --freestanding to build without it.
Underneath the runtime there is exactly one layer, and it is not C: a set of compiler intrinsics that lower to direct calls into the platform ABI.
| intrinsic | lowers to |
|---|---|
mem_alloc(n) -> ptr, mem_free, mem_copy, mem_set |
malloc, free, memcpy, memset |
peek8/peek32(p, i) -> int, poke8/poke32(p, i, v) |
load / store |
ptr_add(p, n) -> ptr, ptr_null(), ptr_is_null(p) |
getelementptr, null |
file_open(path, mode) -> ptr, file_read, file_write, file_close |
fopen, fread, fwrite, fclose |
read_byte() -> int, write_byte(c), print_str(s), print_int(n) |
getchar, putchar, printf |
str_len(s) -> int, os_exit(code), os_time() -> int |
strlen, exit, time |
That is the operating system's interface — the floor Rust and Swift stand on too. Everything above it, including all the graphics, is Ludic.
The runtime protocol is four optional functions. Define them (or let the prelude define them) and the entry point calls them:
| function | when |
|---|---|
rt_init() |
once, before the Start systems |
rt_poll() -> int |
once per frame; its result is what key() reads |
rt_running() -> bool |
each frame; false ends the loop |
rt_shutdown() |
after the loop |
The window
runtime/native/cocoa.ll is the macOS platform layer, written in LLVM IR. It
talks to the Objective-C runtime through its C ABI — objc_getClass,
sel_registerName, objc_msgSend — and to Quartz through CoreGraphics, which
is what a compiled .m file does anyway; this just skips the .m. AppKit
paints through -drawRect:, so the view class is built at runtime with
objc_allocateClassPair and an IR function is installed as its IMP.
ludicc assembles it exactly like the program's own IR and hands both objects to
the linker, adding -framework Cocoa. A --headless build omits it entirely,
reads keys from stdin and writes the last frame to out.ppm; the win_*
intrinsics compile to nothing there, so a headless binary never references a
symbol the window would have provided.
Other platforms build headless today. A Win32 or X11 port is another .ll file
with the same five entry points — win_open, win_poll, win_present,
win_running, win_close — and no compiler change.
The web
WebAssembly is a target, not a port. The front end, the type checker, the ECS lowering and the Ludic-written runtime are the same ones a macOS build uses; only the triple changes.
game.ludic
│ ludicc — the same lex, parse, check and lower
▼
game.ll LLVM IR, triple wasm32-unknown-unknown
│ IR assembler
▼
game.o + wasm.o (runtime/web/wasm.ll, the platform layer)
│ wasm-ld
▼
game.wasm + index.html + platform.js + assets.json + the assets
./build.sh examples/chronorift.ludic --web
python3 -m http.server -d build/web 8000 # then open http://localhost:8000/
build/web/ is self-contained: copy it to any static host — GitHub Pages, S3,
itch.io — and the game runs. It needs no server-side anything, and no
cross-origin isolation headers.
No game logic passes through JavaScript. The systems, the queries, the
fixed-point arithmetic, the PNG decoder, the TrueType rasteriser and the UI are
all compiled Ludic executing as wasm. platform.js is 300 lines and implements
the same five-function window protocol cocoa.ll implements, plus the host
services wasm has no OS to ask for. It is the web's Cocoa, not an interpreter.
The toolchain
A wasm build needs an LLVM with the WebAssembly backend and wasm-ld. Linux
distributions ship both in clang and lld, so nothing extra is needed there
or in CI. Apple's clang is built without the WebAssembly target, so on macOS:
brew install llvm
ludicc looks in /opt/homebrew/opt/llvm/bin and /usr/local/opt/llvm/bin
before falling back to PATH. $LUDIC_CC and $LUDIC_WASM_LD override both,
so any LLVM works — a distro one, a downloaded release, zig cc, wasi-sdk.
Who owns the frame loop
A native build runs the loop:
ludic_boot(); while (ludic_alive()) ludic_frame(); ludic_teardown();
A browser tab cannot be held inside that loop — it would never paint, and the
key events the loop is waiting on would never be delivered. So a web build
exports those four functions instead of main, and platform.js calls
ludic_frame from requestAnimationFrame. Both targets emit the four from the
same code in ll_emit_loop_parts, so the systems that run, and the phase order
they run in, are identical; only the owner of the loop differs.
The floor
wasm32-unknown-unknown has no libc, so runtime/web/wasm.ll is the floor —
hand-written LLVM IR, assembled by the same toolchain as everything else:
| what | how |
|---|---|
malloc / free |
a first-fit free list over linear memory, growing it with memory.grow |
memcpy / memset |
the memory.copy / memory.fill instructions (-mbulk-memory) |
strlen |
a byte loop |
fopen / fread / fwrite / fclose / fseek / ftell |
wasm imports, over a preloaded asset image and localStorage |
getchar / putchar / print_str / time / exit |
wasm imports |
win_open / win_poll / win_present / win_running / win_close |
wasm imports, implemented against a <canvas> |
Nothing above that file changes for the web: core.ludic, image.ludic,
inflate.ludic, truetype.ludic and ui.ludic compile to wasm unmodified.
Assets and saves
The browser has no synchronous file access, and file_open() is synchronous, so
a web build ships an image of its files instead of a filesystem. ludicc records
every string literal in the program that names a file existing at compile time,
writes the list to assets.json, and copies the files into the bundle;
platform.js fetches them all before the first frame. file_open() then
resolves exactly the paths it resolves natively.
That is a heuristic, and a deliberately visible one: a path the compiler never
sees written down is a path the browser cannot be told to fetch ahead of time,
and a path outside the project (/System/Library/Fonts/…) is refused with a
warning rather than silently dropped.
Writes go the other way. file_open(path, "wb") buffers and commits to
localStorage on close, so save() / load() survive a page reload, and a
read prefers a save the player has made over the shipped asset of the same name.
Testing a wasm build
--headless --target wasm32-unknown-unknown produces a bare module with no
page, driven by a runner instead of a browser:
node tools/ludic-web/run.mjs build/web/snake_headless.wasm --stdin=ddss
Because Ludic is fixed-point and its RNG is seeded, the native headless binary
and the wasm one must render byte-identical frames from the same input. test.sh
asserts exactly that, which is a much stronger check on the backend than
"it started".
What a build contains
Everything: components and archetypes, spawn/despawn, queries with bindings,
where filters and archetype filters, match, machine/become,
scene/layer/enter, module state (var), const, int and Q16.16
fixed-point arithmetic, control flow, functions, extern fn FFI, strings, the
entity allocator, save/load snapshots, the frame loop, the window, and the whole
graphics stack — framebuffer, PNG decoding, sprites, 9-slice, TrueType text and
the retained UI.
None of it goes through C. ./test.sh asserts that directly: no C source
survives in runtime/, no C emitter survives in ludicc, and the examples all
build, run and render from IR alone.
Every flag
The self-hosted ludicc/ludic (built with ./build-cli.sh) accept:
<file.ludic> the program to compile (first non-flag argument)
-o <path> output binary; with --emit-llvm, the IR path.
Parent directories are created. With no -o and not
invoked as `ludic`, the IR is written to stdout.
--windowed force a windowed (Cocoa) build
--headless force a headless build (stdin input, out.ppm output)
--emit-llvm stop at LLVM IR — write it and exit, no clang
--fmt lex + parse only; exit 0 if it parses, 1 on a parse error
(the check-docs gate; canonical formatting not yet restored)
--save-temps keep the intermediate .ll
--run compile then run (implicit when invoked as `ludic`)
(unknown -flags are ignored with a warning, never taken as the input file)
environment:
LUDIC_CC the LLVM that assembles IR and drives the linker (clang)
LUDIC_HOME where runtime/native/ lives (default: the binary's dir)
Mode is automatic when neither --windowed nor --headless is given: a program
with systems (a game) links windowed, anything else headless.
Not yet re-implemented on the self-hosted toolchain (old C-driver flags):
--shared, --emit <kind>, -c, --target/cross-compile,
--freestanding, -v, and the explicit link inputs (-L/-l/-framework/
-Wl). Those, plus LUDIC_WASM_LD/LUDIC_RUNTIME_DIR/LUDIC_RUNTIME, describe
the previous driver and are documented here as intended design.
There is one backend. ludicc has no mode that emits C, and no part of a
build compiles or links a C translation unit — including the web one, where the
platform layer is LLVM IR and the loader is 300 lines of JavaScript that never
sees a game rule.