ludic/README.md
Orkuncakilkaya fb728bbefe chore(repo): DX cleanup — categorise examples, text-diffable golden, build/ output (#27 #28 #30)
Repository-cleanup / DX pass folding three tracker items into one coherent
change, verified green end to end (`bin/x test` 49/0, `bin/x selfhost-test`
29/0, `bin/x test-tools` 29/0).

#28 — curate & categorise examples/
- 42 flat entries regrouped into intent-revealing subdirs: games/, rendering/,
  ecs/, events/, networking/, lang/, library/ (was lib/).
- chronorift dir-vs-file duplication resolved: the entry file and its import
  modules now live together under games/chronorift(.ludic).
- Every path reference updated repo-wide (test runner, editor-tool drivers,
  docs/site, design docs).
- New examples/README.md indexes the whole set with run commands.
- Showcase examples without a self-asserting entry (hello, events, net_rt) now
  get a compile-only rot guard in `bin/x test`, so nothing here rots silently.

#30 — text-diffable golden baseline
- The 4 binary selfhost/golden/*.ppm blobs are replaced by a single
  selfhost/golden/renders.sha256 manifest (SHA-256 per render). Hashes are
  byte-identical to the old PPMs, so the baseline is unchanged — only its form.
- game_case now compares framebuffer hashes; a regression shows as a changed
  hex line in review, not "binary files differ".
- New `bin/x golden` regenerates the manifest deliberately (review with
  `git diff selfhost/golden/renders.sha256`).

#27 — PPM & asset handling
- Headless renders now write build/out.ppm, never the repo root; `x app`,
  `x clean`, messaging and .gitignore updated to match. Nothing is written to
  the working root any more.
- Redundant local Kenney .zip archives removed (the art ships extracted;
  .gitignore already excludes *.zip). CC0 License.txt files retained.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-30 18:54:21 +03:00

190 lines
11 KiB
Markdown

# Ludic
An AI-first, ahead-of-time **compiled** game language with an ECS core, a
deterministic fixed-point runtime, and a native 2D backend. `ludicc` lowers
Ludic to LLVM IR itself and emits a native binary — **and `ludicc` is itself
written in Ludic.**
```
.ludic ──► ludicc ──► LLVM IR ──► object ──► native binary
(in Ludic)
```
**No C is generated, compiled or linked anywhere in a build.** There is no
interpreter, no transpiler, and no C runtime: the framebuffer, sprites, PNG
decoding, TrueType text, the retained UI, the registers and the RNG are all
written in Ludic (`runtime/native/*.ludic`), and the macOS window is
hand-written LLVM IR (`runtime/native/cocoa.ll`). Beneath that sits only the
platform's own ABI — malloc, fwrite, objc_msgSend, CoreGraphics — reached by
compiler intrinsics, the same floor Rust and Swift stand on.
**The compiler is written in Ludic.** `selfhost/*.ludic` is a Ludic compiler —
lexer, parser and LLVM-IR backend — that compiles every example (including the
6-file JRPG) to the byte-exact same binary the original C compiler produced, and
compiles **its own source** to a fixpoint. It is built from a checked-in IR seed
(`selfhost/ludicc.seed.ll`) with clang alone; run `bin/x bootstrap-cfree`
to rebuild it with no C compiler in the loop. The former C compiler is gone.
Neither the compiler nor the games are C. Beneath both sits only the platform's
own ABI — malloc, fwrite, objc_msgSend, CoreGraphics — reached by intrinsics, the
same floor Rust and Swift stand on. (The wasm/cross-compile/shared-library driver
paths lived in the old C compiler and are not yet re-implemented on the
self-hosted native toolchain.)
## Layout
| Path | What it is |
|------|-----------|
| `selfhost/*.ludic` | **the compiler, written in Ludic** — lexer, parser, and the LLVM-IR backend (ECS storage, queries, spawn, `match`/`machine`, UI, scenes, save/load, fixed-point). Concatenated by `bin/x selfhost-build`; built from `selfhost/ludicc.seed.ll` |
| `tools/x/*.ludic` | **the task runner, written in Ludic** — one binary (`bin/x`) that builds, tests, bootstraps and reseeds the whole project, replacing every shell script. `bin/x bootstrap-cfree` rebuilds the compiler from the IR seed with **no C compiler** and proves it reproduces its own IR |
| `runtime/native/core.ludic` | the runtime written *in Ludic* for the native path (framebuffer, text, registers, RNG, input) |
| `COMPILING.md` | the native pipeline: `ludicc → LLVM IR → exe/dylib`, `module`/`export`, cross-compilation, `rt_*` intrinsics |
| `runtime/native/image.ludic` | PNG decoding, images, sprites, alpha blending and 9-slice — in Ludic |
| `runtime/native/inflate.ludic` | DEFLATE decompression (RFC 1951), so PNG needs no zlib on any target |
| `runtime/native/truetype.ludic` | from-scratch TrueType loader + antialiased glyph rasterizer, in Q16.16 |
| `runtime/native/ui.ludic` | retained UI widget tree: layout, 9-slice, focus, events — in Ludic |
| `runtime/native/cocoa.ll` | the macOS window, written in LLVM IR (Objective-C runtime + CoreGraphics via their C ABI) |
| `runtime/web/wasm.ll` | the web's platform layer in LLVM IR: the allocator, bulk memory and strings, since wasm32 has no libc |
| `runtime/web/platform.js` | the browser's window — the same five `win_*` functions `cocoa.ll` implements, against a `<canvas>` |
| `runtime/web/index.html` | the page a web build is served from |
| `tools/ludic-web/run.mjs` | runs a headless wasm build under Node, so native and wasm output can be diffed |
| `examples/games/chronorift.ludic` | the JRPG written in Ludic (multi-file via `import`, model-based) |
| `examples/games/menu.ludic` | a retained-UI title screen (9-slice, TrueType, focusable buttons) |
| `examples/games/snake.ludic` | a second, unrelated game — proves the language is general (same toolchain, no engine hardcoding) |
| `bin/x` | the task runner — `bin/x app examples/<name>.ludic` compiles a program; `bin/x help` lists every command |
| `bin/x test` | regression suite: builds the compiler, compiles/runs all examples, checks save/load + diagnostics |
| `tools/ludic-tools/` | the editor toolchain, **in Ludic**: `ludic-fmt` (source formatter) and `ludic-lsp` (language server) — one lexer and one vocabulary shared by both |
| `tools/editors/` | plugins for VS Code and JetBrains, plus configuration for Neovim, Helix, Emacs, Sublime and Zed ([README](tools/editors/README.md)) |
| `bin/x test-tools` | regression suite for the toolchain: proves formatting never changes a program, drives the language server over real LSP traffic |
## Build & run
Everything is driven by `bin/x`, the project's task runner — one native binary,
written in Ludic and compiled by Ludic, that replaces every build/test/bootstrap
shell script. Bootstrap it once from a clean checkout (the only step Ludic can't
do for itself, since compiling Ludic needs a compiler):
```bash
clang selfhost/ludicc.seed.ll -o bin/ludicc && bin/ludicc tools/x/main.ludic -o bin/x
```
Then `bin/x build` builds the whole toolchain into `bin/` — including `bin/x`
itself — and `bin/x help` lists every command. `ludicc` compiles Ludic straight
to machine code via LLVM IR; see **[COMPILING.md](COMPILING.md)** for the
pipeline and the runtime protocol.
```bash
bin/x app examples/games/chronorift.ludic
./build/chronorift # opens a native window
```
Headless render (for testing / CI):
```bash
bin/x app examples/games/chronorift.ludic --headless
printf 'ddddwww' | ./build/chronorift_headless # writes out.ppm
sips -s format png out.ppm --out frame.png
```
(The shared-library and wasm/web build paths lived in the old C compiler and are
not yet re-implemented on the self-hosted native toolchain, so `bin/x app` builds
native windowed and `--headless` targets today. See
**[COMPILING.md](COMPILING.md)** for the pipeline and the runtime protocol.)
## Editor support
```bash
bin/x tools # -> bin/ludic-fmt, bin/ludic-lsp
```
`ludic-lsp` speaks LSP 3.17 over stdio, so one binary serves every editor:
completion that knows whether you are after a `.`, inside a `query [...]` or in
a `ui` block; diagnostics from the compiler itself; go-to-definition and rename
across `import`ed files; comment-preserving formatting. `ludic-fmt` is the same
formatter as a CLI, for pre-commit hooks and CI.
Plugins for **VS Code** and **JetBrains IDEs** (Community editions included) and
drop-in configuration for Neovim, Helix, Emacs, Sublime and Zed are in
[`tools/editors/`](tools/editors/README.md). Both tools also understand
```` ```ludic ```` fences in Markdown, so this file and `LANGUAGE.md` get the
same highlighting, checking and formatting as the source tree.
## Language features implemented
- `property` (typed fields + defaults), `system` (`phase`, `@annotations`,
`reads`/`writes` clauses), `const`, `fn` (with `requires`/`ensures` parsed).
- `model` — named entity **kinds** (bundles of properties); identity is one
int per entity, replacing empty tag properties. Filter with `{Kind}`.
- `import "file"` — multi-file programs (fragments spliced in, include-guarded,
per-file diagnostics).
- ECS queries: `for (a, b) in query [A, B, {Tag}] where <expr> { … }`.
- `spawn`/`despawn` with entity-slot reuse; nested queries.
- Control flow: `if`/`else`, `when`, `while`, numeric `for i in a .. b`.
- Types: `int`, `fixed` (Q16.16, with correct `*`/`/` lowering), `bool`,
`entity`, `str`. Fixed-point vs int arithmetic is resolved by the typechecker.
- Deterministic seeded RNG; `save()`/`load()` snapshot of the whole ECS World.
- 2D primitives: `clear`, `fill_rect`, `frame_rect`, `put_px`, `present`, `key`.
- TrueType text (`font_load`, `text_ttf`) with full Unicode + anti-aliasing;
arbitrary-size images + `draw_9slice`.
- `ui` — a retained widget tree declared as data (panels, labels, buttons,
images; layout, 9-slice skins, keyboard focus + click events).
- `match` / `machine`+`state`+`become` — dispatch and state machines.
- `scene` / `layer` / `enter` — mutually-exclusive game states, each with
`on enter`/`on exit` hooks and layered systems (layer order = draw order).
- `var` — typed module-level state, included in save/load snapshots.
- `module` + `@export fn` — compile a .ludic file to a shared library whose
exported functions are ordinary C-ABI symbols.
- `extern fn … = "symbol"` — call any C-ABI library, Ludic or otherwise.
- `--target wasm32-unknown-unknown` — the same game in a browser: the runtime,
the ECS and the graphics stack compiled to wasm, rendering frames identical to
the native build's.
## The game: Chrono Rift
A playable co-op JRPG in `examples/games/chronorift.ludic`, using CC0
[Kenney](https://kenney.nl) sprites (Tiny Town + Tiny Dungeon), decoded from
PNG at runtime by the Ludic-written PNG/DEFLATE decoder — no zlib, no external
dependency on any target.
Controls:
- **Overworld:** `WASD` move, `K` save, `L` load.
- **Battle (local co-op):** Player 1 / Knight — `W`/`S` select, `Space` confirm.
Player 2 / Mage — `I`/`K` select, `J` confirm. Each player takes their own
turn each round (Attack / Defend / Run; Mage has Attack / Heal / Defend).
## Status
- [x] Compiler pipeline: Ludic → LLVM IR → native binary / shared library
- [x] No C generated, compiled or linked in a build; runtime written in Ludic
- [x] Cross-compilation to ELF (x86-64, aarch64) and Windows COFF
- [x] ECS runtime (properties, systems, phases, queries, entity pooling)
- [x] Windowed 2D rendering (Cocoa driven from LLVM IR) + headless PPM verification
- [x] CC0 Kenney PNG sprites (`png_load`, decoder written in Ludic) + scrolling camera
- [x] Overworld: tilemap, movement, collision
- [x] Random encounters + turn-based battle (HP/MP, seeded-RNG damage)
- [x] Party + **local co-op** (P1 Knight, P2 Mage, per-player turns)
- [x] Leveling (XP → stat growth) and game-over / respawn
- [x] **Self-hosting**: a Ludic-written compiler compiles its own source to a byte-exact fixpoint, and rebuilds itself from a checked-in IR seed with no C compiler in the loop (`selfhost/`, `bin/x bootstrap-cfree`)
- [x] Snapshot save / load (full ECS World)
- [x] Two maps (overworld + dungeon) with map switching via the arch
- [x] Boss encounter (Rift Warden) + victory condition
- [x] Item shop (gold → potions) at the house; potions usable in battle (Knight ITEM)
- [ ] More skills / enemy variety (future)
## Contributing
See [CONTRIBUTING.md](CONTRIBUTING.md) for the development loop
(`bin/x reseed` → `bin/x bootstrap-cfree` → `bin/x test`), the code and commit
conventions, and how the bootstrap fixpoint works. Issue and pull-request
templates live under [`.forgejo/`](.forgejo/).
## License
The Ludic compiler and runtime source are licensed under the
[Apache License 2.0](LICENSE) (`SPDX-License-Identifier: Apache-2.0`) — a
permissive license with an explicit patent grant.
The bundled [Kenney](https://kenney.nl) art under `assets/kenney/` is
third-party and released under **CC0 1.0** (public domain); each pack keeps its
own `License.txt`. Code and assets are licensed separately: the Apache-2.0
license covers the source, not the art.