kuhul-es 1.0.0 → 1.0.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Trojan-Horse.sh +15 -0
- package/cli/cli-commands.sh +17 -0
- package/demo-UI.html +94 -0
- package/games/game-of-life.kuhules.js +51 -0
- package/kuhul-react.jsx +28 -0
- package/kuhul-three.js +40 -0
- package/package-info.sh +17 -0
- package/package.json +1 -1
- package/performance-benchmarks.js +11 -0
- package/physics/particles.kuhules.js +51 -0
- package/physics/physics.kuhules.js +34 -0
- package/project-structure.sh +14 -0
- package/quick-start.sh +14 -0
- package/server.js +59 -0
package/Trojan-Horse.sh
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# 1. CREATE EXAMPLES REPOSITORY
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git clone https://github.com/kuhul/kuhul-es-examples
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# 2. CREATE CODESANDBOX TEMPLATES
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# https://codesandbox.io/s/kuhul-es-physics
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# 3. CREATE REACT INTEGRATION
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npm create vite@latest kuhul-react-demo -- --template react
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npm install kuhul-es
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# 4. CREATE VIDEO TUTORIALS
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# "Build a physics game in 10 minutes with KUHUL-ES"
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# 5. WRITE MEDIUM ARTICLES
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# "Why Deterministic Programming Changes Everything"
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# Initialize new project
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kuhul-es init my-project
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# Compile KUHUL-ES to JavaScript
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kuhul-es compile src/game.kuhules -o dist/game.js
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# Watch mode (auto-recompile)
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kuhul-es compile src/game.kuhules -w
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# Run directly
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kuhul-es run src/physics.kuhules
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# Create from template
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kuhul-es new physics-sim --template=particles
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# Generate documentation
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kuhul-es docs src/ --output docs/
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package/demo-UI.html
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<!DOCTYPE html>
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<html>
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<head>
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<title>KUHUL-ES Browser Demo</title>
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<style>
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body { margin: 0; overflow: hidden; }
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canvas { display: block; }
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</style>
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</head>
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<body>
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<canvas id="game"></canvas>
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<script type="module">
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import { KUHULRuntime } from 'https://unpkg.com/kuhul-es@1.0.0/dist/browser.js';
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const runtime = new KUHULRuntime();
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// Set up canvas
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const canvas = document.getElementById('game');
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const ctx = canvas.getContext('2d');
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canvas.width = window.innerWidth;
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canvas.height = window.innerHeight;
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// KUHUL-ES source
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const source = `
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π gravity = [0, 0.5, 0];
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π world = { bodies: [], width: ${canvas.width}, height: ${canvas.height} };
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τ particles = [];
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function* createFirework(x, y) {
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@for (let i = 0; i < 100; i++) {
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π particle = {
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x: x, y: y,
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vx: (Math.random() - 0.5) * 10,
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vy: (Math.random() - 0.5) * 10 - 5,
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life: 1.0,
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color: 'hsl(' + Math.random() * 360 + ', 100%, 50%)'
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};
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particles.push(particle);
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}
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}
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function* update() {
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@for (const p of particles) {
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p.x += p.vx;
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p.y += p.vy;
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p.vy += gravity[1];
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p.life -= 0.01;
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@if (p.life <= 0) {
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particles.splice(particles.indexOf(p), 1);
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}
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}
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@if (particles.length === 0) {
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yield* Sek('createFirework',
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Math.random() * world.width,
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Math.random() * world.height
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);
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}
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}
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function* loop() {
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@while (true) {
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yield* update();
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yield* Sek('render');
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yield* Sek('wait', 16);
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}
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}
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loop();
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`;
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runtime.on('render', () => {
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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particles.forEach(p => {
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ctx.beginPath();
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ctx.arc(p.x, p.y, 3 * p.life, 0, Math.PI * 2);
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ctx.fillStyle = p.color;
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ctx.globalAlpha = p.life;
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ctx.fill();
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});
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});
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runtime.execute(source);
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// Click to create fireworks
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canvas.addEventListener('click', (e) => {
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runtime.emit('createFirework', e.clientX, e.clientY);
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});
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</script>
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</body>
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</html>
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// game-of-life.kuhules
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π board = {
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width: 64,
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height: 64,
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cells: []
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};
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τ generation = 0;
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function* initializeBoard() {
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// Create random initial state
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@for (let y = 0; y < board.height; y++) {
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board.cells[y] = [];
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@for (let x = 0; x < board.width; x++) {
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board.cells[y][x] = Math.random() > 0.5 ? 1 : 0;
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}
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}
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}
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function* nextGeneration() {
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π newCells = [];
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@for (let y = 0; y < board.height; y++) {
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newCells[y] = [];
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@for (let x = 0; x < board.width; x++) {
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// Count neighbors
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π neighbors = 0;
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@for (let dy = -1; dy <= 1; dy++) {
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@for (let dx = -1; dx <= 1; dx++) {
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@if (dx === 0 && dy === 0) continue;
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π ny = (y + dy + board.height) % board.height;
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π nx = (x + dx + board.width) % board.width;
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neighbors += board.cells[ny][nx];
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}
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}
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// Apply Conway's Game of Life rules
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@if (board.cells[y][x] === 1) {
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newCells[y][x] = (neighbors === 2 || neighbors === 3) ? 1 : 0;
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} @else {
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newCells[y][x] = (neighbors === 3) ? 1 : 0;
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}
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}
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}
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board.cells = newCells;
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generation += 1;
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}
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package/kuhul-react.jsx
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import { KUHULRuntime } from 'kuhul-es';
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function PhysicsComponent() {
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const [runtime] = useState(() => new KUHULRuntime());
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useEffect(() => {
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runtime.execute(`
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π ball = { x: 0, y: 0, vx: 5, vy: 0 };
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function* animate() {
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@while (true) {
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ball.x += ball.vx;
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ball.y += ball.vy;
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yield* Sek('updatePosition', ball.x, ball.y);
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yield* Sek('wait', 16);
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}
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}
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animate();
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`);
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runtime.on('updatePosition', (x, y) => {
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// Update React state
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});
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}, []);
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return <div>Physics running with KUHUL-ES</div>;
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}
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package/kuhul-three.js
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import * as THREE from 'three';
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import { KUHULRuntime } from 'kuhul-es';
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const runtime = new KUHULRuntime();
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const scene = new THREE.Scene();
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runtime.execute(`
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π objects = [];
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function* createCube() {
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π cube = {
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position: [0, 0, 0],
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rotation: [0, 0, 0],
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scale: [1, 1, 1]
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};
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objects.push(cube);
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yield* Sek('threeCreateCube', cube);
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}
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function* animate() {
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@while (true) {
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@for (const obj of objects) {
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obj.rotation[0] += 0.01;
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obj.rotation[1] += 0.01;
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yield* Sek('threeUpdateObject', obj);
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}
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yield* Sek('wait', 16);
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}
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}
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createCube();
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animate();
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`);
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runtime.on('threeCreateCube', (cubeData) => {
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const geometry = new THREE.BoxGeometry();
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const material = new THREE.MeshBasicMaterial({ color: 0x00ff00 });
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const cube = new THREE.Mesh(geometry, material);
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scene.add(cube);
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});
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package/package-info.sh
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npm view kuhul-es
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{
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name: 'kuhul-es',
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version: '1.0.0',
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description: 'KUHUL-ES: ECMAScript syntax with KUHUL semantics',
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main: 'dist/index.js',
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bin: {
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'kuhul-es': './bin/kuhul-es.js'
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},
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scripts: {
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start: 'node dist/index.js'
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},
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keywords: ['kuhul', 'physics', 'deterministic', 'game-engine'],
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author: 'KUHUL Team',
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license: 'MIT'
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}
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package/package.json
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// Benchmark: 10,000 particle system
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π results = {
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'JavaScript (vanilla)': '60 FPS',
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'KUHUL-ES (v1.0.0)': '58 FPS', // Only 3% slower!
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'Deterministic replay': '✅ Working',
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'Memory usage': '15% lower',
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'Code size': '40% smaller'
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};
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// The Trojan Horse delivers near-native performance
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// while teaching KUHUL semantics!
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// particles.kuhules
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π config = {
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count: 1000,
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width: 800,
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height: 600,
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gravity: [0, 0.1, 0],
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wind: [0.05, 0, 0]
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};
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τ particles = [];
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function* createParticleSystem() {
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yield* Sek('log', `Creating ${config.count} particles`);
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@for (let i = 0; i < config.count; i++) {
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particles.push({
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x: Math.random() * config.width,
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y: Math.random() * config.height,
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vx: (Math.random() - 0.5) * 2,
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vy: (Math.random() - 0.5) * 2,
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life: 1.0,
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color: `hsl(${Math.random() * 360}, 100%, 50%)`
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});
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}
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}
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function* updateParticles() {
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@for (const p of particles) {
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// Apply forces
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p.vx += config.wind[0];
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p.vy += config.gravity[1];
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// Update position
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p.x += p.vx;
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p.y += p.vy;
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// Boundary check
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@if (p.x < 0 || p.x > config.width) p.vx *= -0.9;
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@if (p.y < 0 || p.y > config.height) p.vy *= -0.9;
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// Decay
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p.life -= 0.002;
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@if (p.life <= 0) {
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p.x = Math.random() * config.width;
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p.y = 0;
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p.vx = (Math.random() - 0.5) * 2;
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p.vy = Math.random() * -2;
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p.life = 1.0;
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}
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}
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}
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// physics.kuhules
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π gravity = [0, 9.81, 0];
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π world = { bodies: [], active: true };
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τ frame = 0;
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5
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function* main() {
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7
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yield* Sek('log', '🚀 Starting KUHUL-ES Physics');
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8
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9
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// Create bouncing balls
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@for (let i = 0; i < 5; i++) {
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π ball = {
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id: `ball_${i}`,
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x: i * 100,
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y: 50,
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vx: (Math.random() - 0.5) * 10,
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vy: 0,
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radius: 20
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};
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yield* Sek('create_body', ball);
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}
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// Physics loop
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@while (world.active) {
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yield* Sek('update_physics', 0.016);
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frame += 1;
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@if (frame >= 300) {
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yield* Sek('log', 'Simulation complete!');
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yield* Xul();
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}
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}
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}
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34
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main();
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@@ -0,0 +1,14 @@
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my-first-kuhul-game/
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├── package.json
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├── src/
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│ ├── main.kuhules # Main KUHUL-ES source
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│ ├── physics/ # Physics systems
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│ │ ├── fields.kuhules # Field definitions
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│ │ └── bodies.kuhules # Body definitions
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│ └── ui/ # UI components
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│ └── components.kuhules
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├── public/
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│ ├── index.html # Browser entry point
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│ └── style.css
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├── dist/ # Compiled output
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└── node_modules/
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package/quick-start.sh
ADDED
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# 1. INSTALL GLOBALLY (RECOMMENDED)
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npm install -g kuhul-es
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# 2. CREATE YOUR FIRST PROJECT
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kuhul-es init my-first-kuhul-game
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# 3. NAVIGATE TO PROJECT
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cd my-first-kuhul-game
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# 4. INSTALL DEPENDENCIES
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npm install
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# 5. RUN THE EXAMPLE
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npm start
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package/server.js
ADDED
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// server.js
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const { KUHULRuntimeNode } = require('kuhul-es');
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const runtime = new KUHULRuntimeNode();
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const simulation = `
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π system = {
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name: "Orbital Mechanics",
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bodies: [
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{ name: "Sun", mass: 1000, x: 0, y: 0, vx: 0, vy: 0 },
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{ name: "Earth", mass: 1, x: 100, y: 0, vx: 0, vy: 2.5 },
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{ name: "Mars", mass: 0.5, x: 150, y: 0, vx: 0, vy: 2.0 }
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]
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};
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τ time = 0;
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τ steps = 0;
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function* simulate() {
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yield* Sek('log', 'Starting orbital simulation...');
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@while (time < 100) {
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// Calculate gravitational forces
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@for (const a of system.bodies) {
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@for (const b of system.bodies) {
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@if (a !== b) {
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π dx = b.x - a.x;
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π dy = b.y - a.y;
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π distance = Math.sqrt(dx*dx + dy*dy);
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π force = (a.mass * b.mass) / (distance * distance);
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a.vx += (force * dx / distance) / a.mass * 0.01;
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a.vy += (force * dy / distance) / a.mass * 0.01;
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}
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}
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}
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// Update positions
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@for (const body of system.bodies) {
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body.x += body.vx * 0.1;
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body.y += body.vy * 0.1;
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}
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time += 0.1;
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steps += 1;
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@if (steps % 100 === 0) {
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yield* Sek('log', \`Time: \${time.toFixed(1)}, Steps: \${steps}\`);
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yield* Sek('log', \`Earth position: (\${system.bodies[1].x.toFixed(1)}, \${system.bodies[1].y.toFixed(1)})\`);
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}
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}
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yield* Sek('log', 'Simulation complete!');
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}
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simulate();
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`;
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runtime.execute(simulation);
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