`ludic build` produces a program. Double-clicked it opens a Terminal window, it wears the generic executable icon, it calls itself whatever the file is called, and it carries none of its assets. `ludic bundle` produces an application. Everything it needs is in package.ludic, so the command takes no arguments: an Info.plist and PkgInfo from `app` lines, an .icns built by sips and iconutil at all ten sizes macOS asks for from a single source PNG, the asset pack in Contents/Resources, and an ad-hoc signature - which is not optional on Apple silicon, where an unsigned binary is killed rather than warned about. The bundle identifier falls back to the package path reversed, so a project that never thinks about it still gets a defensible one instead of two apps sharing a key Launch Services hangs the Dock, saved state and permissions off. A bundled game is moved to ~/Library/Application Support/<name> before main, because Finder starts a .app with its working directory at "/" where no save could ever be written. Reads come out of the pack, writes land somewhere real and per-user, and the game's save code needs no change and no platform knowledge. The splash is the other half of looking like an application. A game that loads 165 MB spends a visible moment doing it with nothing on screen, which from the outside is indistinguishable from a launch that failed. splash_show puts a borderless window up from the same constructor that mounts the pack - before main, so it appears while the process is still starting rather than after the slow part it exists to cover - and reads the artwork out of the pack like any other asset. It turns the run loop enough times to be mapped and composited there and then; once composited the backing store survives a busy main thread, so it stays up for the whole load. Nothing hides it automatically. Only the game knows when its first real frame is ready, and a splash that vanishes before that leaves the same black gap it was covering, so the game calls App.splash_hide(). Headless there is no splash and the call lowers to nothing. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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| id | title | order |
|---|---|---|
| app | App | 48 |
The running application, as distinct from its window. Today that is the boot splash: the runtime raises it before main from the game's asset pack, and App.splash_hide takes it down when the game has something to show instead.