#+TITLE: A Language for Enduring Realities #+AUTHOR: Zongor #+EMAIL: archive@undar-lang.org #+DATE: [2025-04-05] #+LANGUAGE: en #+OPTIONS: H:4 num:t toc:t \n:nil @:t ::t |:t ^:t -:t f:t *:t <:t #+STARTUP: align fold nodlcheck hidestars oddeven lognotestate #+TAGS: { TODO(t) NEXT(n) DONE(d) | HOLD(h) WAITING(w) CANCELLED(c) } #+PROPERTY: header-args :tangle-mode (identity #o0644) #+BEGIN_SRC [ᚢ · · · · ᚱ · · · · ᛋ · · · · ᚾ] #+END_SRC * The Reality Engine The =Reality Engine= is a register-based virtual machine designed to render not just graphics, but persistent, inspectable, reproducible computational worlds. It is: - Written in **C89** for maximum portability - **No dynamic allocation** - memory is static, frame-managed, zero-initialized - **Deterministic by design** - identical input -> identical output - **Self-inspectable** - symbol table, memory, and state are always accessible - Inspired by Uxn, Dis VM, Dusk OS, and Plan 9 **VM Architecture** | Feature | Specification | |--------------------+---------------------------------------------| | Instruction Format | 1-byte opcode, 3-byte operand (CISC-like) | | Register Set | 32 general-purpose registers (R0-R31) | | Initialization | **ZII**: Zero Is Initialization | | Memory Model | Frame-based arenas (function scope = frame) | | Heap Behavior | Copy-on-write; allocations append to frame | | Frame Exit | Pointer resets on return (stack-GC style) | | Error Handling | Returns stub pointers to zeroed memory | This ensures: - No =malloc=, no =free=, no GC - Predictable memory use - Perfect reproducibility - Safe failure modes Undâr is a permacomputing oriented, statically-typed language with **first-class arrays**, **immediate-mode semantics**, and **symbolic clarity** - =Constrained systems=: microcontrollers, retro consoles (PS1, N64, Mac Classic) - =Portable environments=: Web (Emscripten), embedded, CLI Tui - =Permacomputing=: long-term survivability, sustainability, minimalism - =3D world-building=: built-in primitives for PS1/N64-style rendering - =Live development=: hot reloading, REPL, shadowing, symbol versioning It runs on the =Reality Engine=, a minimal C89 VM inspired by Uxn, Plan 9, and Forth - but built for =spatial software=, =deterministic execution=, and =software that lasts=. Sċieppan is a bytecode assembler that is inspired by Webassemblys WAT format. You can view some examples in the =.lisp= files in =/test= **Core Types** | Type | Description | |------+-------------------------------------------| | =int= | 32-bit signed integer | | =nat= | 32-bit natural number | | =real= | Q16.16 fixed-point real number | | =str= | 4-byte packed string or fat pointer | | =bool= | Compile-time flag | | =ref= | Reference prefix for passing by reference | **Array Semantics (Fortran-Style)** Arrays are **first-class values**: #+BEGIN_SRC ul real[3] pos = [1.0, 2.0, 3.0]; real[3][3] mat = identity(3); real[3] result = mat * pos; ! compiler generates matrix-vector multiply #+END_SRC - Row-major order - Fat pointers for slices and strings - No =vec3=/=mat4x4= structs needed - math is generated - Supports composition, slicing, element-wise ops **Boolean/Enum Strategy** Flags are compiled into **parallel arrays** (like =MultiArrayList=): #+BEGIN_SRC ul bool[] player_alive; real[3][] player_pos; str[] player_name; #+END_SRC This enables: - Cache-friendly data layout - No polymorphism tax - High-performance iteration * Plex: The Form of Being A =plex= is a **Platonic form** - a structured definition of a kind of being in your program. #+BEGIN_SRC ul plex Player { version 1; str name; real[3] pos; init(str name, real[3] pos) { this.name = name; this.pos = pos; } update() {} logout() {} } #+END_SRC - Not a class: no inheritance, no vtables - Methods are functions with implicit =this= argument - Instances are **atoms** - persistent, versioned, serializable - Stored in the internal graph > *"A plex defines what a thing is. An atom is its instance in that reality."* * Versioning & Shadowing (Forth-Inspired) When you redefine a =plex=, the old version is **shadowed but preserved** - unless explicitly discarded. #+BEGIN_SRC ul plex Counter { version 1; nat value; inc() { value += 1; } } plex Counter { version 2; nat value; inc() { value += 2; } } ! shadows v1 Counter c1 = Counter(); ! uses v2 (latest) Counter c2 = Counter.v1(); ! uses v1 - still available discard Counter.v1; ! optional: free memory #+END_SRC Internally, plex versions form a **linked version chain**: - =head= -> latest version - =tail= -> oldest retained version - =migrate(obj, Counter)= -> converts data layout - =versions(Counter)= -> list available versions This enables: - Non-destructive evolution - Safe refactoring - Historical reproducibility - Code archaeology * Graphics & Devices **Memory-Mapped I/O** Devices are memory-mapped: - SDL surface -> direct memory access - GPU registers -> memory addresses - All rendering done by writing to memory **Texture System** - Default format: RGB332 (1 byte per pixel) - Tile sizes: 8x8 to 32x32 - Automatic mipmapping for textures >128px - Manual override available **Immediate Mode GUI** - Function calls are equivelent to redraws - Child calls define spacial location in code as well as the UI **3D Primitives** Built-in support for: - =Cube(pos, size)= - =Plane(pos, radius)= - =Model(mesh, texture)= - Simple PS1/N64-style rendering pipeline No shaders, no pipelines - just direct manipulation of memory and math. * Tunnels: Unified I/O (Plan 9 / 9P-Inspired) A =Tunnel= unifies: - Files - Sockets - Web APIs - Devices - Databases #+BEGIN_SRC ul Tunnel server = Tunnel("tcp://localhost:25565"); if (server.attach(auth)) { Player[] players = server.read("players"); server.write("me", me.update()); server.clunk(); } #+END_SRC **Tunnel Operations** | Op | Meaning | |------------+-----------------------| | =.attach()= | Authenticate and open | | =.open()= | Open resource | | =.read()= | Transfer data | | =.write()= | Transfer data | | =.walk()= | Navigate hierarchy | | =.flush()= | Cancel long operation | | =.clunk()= | Close connection | | =.stat()= | Get metadata | | =.version()= | Get protocol version | Tunnels make I/O **uniform, composable, and archival**. * Development Environment supports **live coding** and **temporal development**: **Live Coding Features** - Hot module reloading: inject code while VM runs - REPL-style interaction: inspect memory, call functions, test logic - Shadowing: redefine =plex=es without restarting - Symbol table manipulation: runtime introspection and patching **Final Binaries** - Are **snapshots** of: - Memory state - Symbol table - Version chains - Can be saved, restored, or archived as =.zbin= files - Are fully deterministic and reproducible * Getting Started **Build the Reality Engine** #+BEGIN_SRC sh git clone https://git.alfrescocavern.com/zongor/reality-engine.git cd reality-engine make ./zre client.ul #+END_SRC **Sample Program: =hello.ul=** #+BEGIN_SRC ul function main(int argc, str[] argv) { str name = argc > 1 ? argv[1] : "World"; print("Hello, {name}!"); exits("Done"); } #+END_SRC Run it: #+BEGIN_SRC sh ./zre hello.ul Alice # Output: Hello, Alice! #+END_SRC * Example: 3D Client (=client.ul=) #+BEGIN_SRC ul use "common.ul"; function main(int argc, str[] argv) { nat w = 800, h = 450; Player me(argv[1], [0.0, 1.0, 2.0], PURPLE); bool running = true; while (running) { window("Client", w, h) { splitbox(parent.size, 0.25) { canvas() { if (button("Logout")) { me.logout(); running = false; } } } splitbox(parent.size, 0.75) { canvas() { model(Floor([0, 0, 0], 30)); me.update(); model(Cube(me.pos, [0.5,0.5,0.5], me.color)); if (Player[] others = me.server.read("players")) { for (p in others) { model(Cube(p.pos, [0.5,0.5,0.5], p.color)); } } } } } } exits("Client Closed Successfully"); } #+END_SRC * Future & Preservation **Goals** - Run on hardware from **1980 to 2080+** - Be **hand-readable in 3024** - Preserve digital art and games **forever** **Preservation Plan** - Text-based source: no binary blobs - Versioned plexes: forward/backward compatibility - Self-documenting syntax: just enough magic - Open standard: no vendor lock-in - Archive formats: =.ul=, =.ubin=, =.uatom= * License **MIT-0** - No restrictions, no warranty. * Inspirations - [[https://wiki.xxiivv.com/site/uxn.html][Uxn]] - Minimalism, elegance - [[https://plan9.io/][Plan 9]] / 9P - Unified I/O, Tunnels - [[https://forth-standard.org/][Forth]] - Shadowing, interactivity, immediacy - [[https://en.wikipedia.org/wiki/Lisp_(programming_language)][Lisp]] - Live coding, REPL, introspection - [[https://fortran-lang.org/][Fortran]] - Array semantics, scientific clarity - [[https://en.wikipedia.org/wiki/C_(programming_language)][C]] / [[https://ziglang.org/][Zig]] - Control, minimalism - [[https://lua.org][Lua]] - Languages can be portable and expressive without being complicated. - [[https://www.craftinginterpreters.com/the-lox-language.html][Lox]] - Small languages are not impossible to create - [[https://www.permacomputing.net][Permacomputing wiki]] - Sustainability, longevity - [[http://duskos.org/][Dusk OS]] - Languages can survive the test of time. - [[https://doc.cat-v.org/inferno/4th_edition/dis_VM_specification][Dis VM]] - CISC VM structure - Retro Systems - N64, PS1, Mac Classic, Windows 95 - proof that beauty needs no bloat * Join the Effort The Reality Engine is a community project. We welcome: - Port developers (Web, Game Boy, etc.) - Artists and game designers - Archivists and historians * Contact - Website: https://undar-lang.org - Email: archive@undar-lang.org - Repository: https://git.alfrescocavern.com/zongor/reality-engine.git