ludic/.gitignore
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feat(gl): OpenGL 4.1 and the ludic.render3d renderer
`Gl.*` binds the whole OpenGL 4.1 core API — every entry point of the
platform gl3.h with every GL_* constant, generated by `ludic-dev glgen`
with per-call ABI thunks. Windowed builds get an NSOpenGLContext on the
existing window at Retina resolution; headless builds render into an
offscreen CGL context, so a program that uses Gl.* renders and
screenshots identically under the test harness. It links gl.ll, the
thunks and OpenGL.framework only when used; every other build stays
byte-identical.

packages/ludic.render3d is a physically based renderer written on that
surface: HDRI image-based lighting, GPU-generated terrain with scanned
PBR materials, CDLOD, cascaded shadows, glTF with skinning, instanced
vegetation with impostors, procedural grass, water, SSAO, and an HDR
pipeline with bloom, auto-exposure and ACES.

It also carries this session's work on it: the terrain at half its cost
(10.3 -> 5.4 ms of frame), the streaming hitch that got worse the longer
you played, a resize that emptied the world, and the packaging that lets
a game use the renderer from its own repository — `ludic assets`, the
material manifest shipping with the package, and shader lookup falling
back to the install root. See changes/ for each, with its numbers.

The camping game that drove all of it has moved out to its own
repository, Maroon Lake; examples/rendering/smooth.ludic stays as the
renderer's example here.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-10 03:31:12 +03:00

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# Generated build tree: LLVM IR, objects, compiled apps, the headless render
# (build/out.ppm) and the docs site all land under build/ (see `bin/ludic-dev build` /
# `bin/ludic clean`). Root-anchored so a source dir named "build" elsewhere is never
# accidentally ignored. Nothing is written to the repo root any more.
/build/
# Archives are never tracked: the Kenney art is committed *extracted* under
# assets/kenney/**/ (PNG/tmx/License), while the original download .zips and any
# packaged plugin .zip are local-only build inputs/outputs.
*.zip
# the toolchain binaries (ludicc, ludic, ludic-dev, ludic-fmt, ludic-lsp) — all built
# into bin/ by the one-line bootstrap + `bin/ludic-dev build`; never checked in. The
# only thing published is the source and the LLVM-IR seed (selfhost/ludicc.seed.ll).
/bin/
# package manager (issue #63): the per-project linked view into the global
# content-addressed store, and the optional hermetic copy from `ludic vendor`. Both
# are regenerated by `ludic get` / `ludic vendor` — package.ludic + package.lock.ludic
# are the tracked source of truth, so these stay out of the tree.
ludic_modules/
vendor/
# editor toolchain build artifacts
tools/editors/vscode/node_modules/
tools/editors/vscode/*.vsix
tools/editors/jetbrains/.gradle/
tools/editors/jetbrains/build/
# IntelliJ plugin SDK sandbox (tools/editors/jetbrains)
.intellijPlatform/
.idea/
# macOS Finder metadata
.DS_Store
**/.DS_Store
# Python bytecode cache from the docgen / release tooling
__pycache__/
*.pyc
# Release artifacts produced by `ludic-dev release`
/dist/
# Build/release tarballs anywhere in the tree. `git -C <repo> archive -o foo.tgz`
# resolves -o relative to the repo, not the caller's directory, so a stray
# archive lands in the root and a blanket `git add -A` will commit it.
*.tar.gz
*.tgz
# The CC0 Poly Haven downloads are fetched, not committed (`ludic-dev fetch-assets`
# reads the manifest that ships with the renderer, packages/ludic.render3d/assets.manifest,
# so a game outside this repository fetches the same set with `ludic assets`).
assets/polyhaven/hdri/
assets/polyhaven/textures/
assets/polyhaven/models/