kuhul-es 1.0.0 → 1.0.2

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@@ -0,0 +1,15 @@
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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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+
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+ # 2. CREATE CODESANDBOX TEMPLATES
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+ # https://codesandbox.io/s/kuhul-es-physics
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+
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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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+
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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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+
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+ # 5. WRITE MEDIUM ARTICLES
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+ # "Why Deterministic Programming Changes Everything"
package/bin/kuhul-es.js CHANGED
@@ -35,6 +35,28 @@ program
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  // Implementation would go here
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  });
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+ program
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+ .command('run <file>')
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+ .description('Run a KUHUL-ES program')
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+ .option('--record', 'Record deterministic execution trace')
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+ .option('--replay <hash>', 'Replay from a recorded trace')
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+ .action((file, options) => {
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+ console.log(`▶ Running KUHUL-ES file: ${file}`);
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+
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+ if (options.record) {
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+ console.log('⏺ Recording execution trace');
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+ }
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+
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+ if (options.replay) {
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+ console.log(`⏮ Replaying trace: ${options.replay}`);
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+ }
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+
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+ // TEMP: stub runtime hook
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+ console.log('⚙ KUHUL runtime booting...');
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+ console.log('✓ Execution complete (stub)');
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+ });
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+
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+
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  program.parse(process.argv);
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  if (!process.argv.slice(2).length) {
@@ -0,0 +1,17 @@
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+ # Initialize new project
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+ kuhul-es init my-project
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+
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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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+
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+ # Watch mode (auto-recompile)
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+ kuhul-es compile src/game.kuhules -w
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+
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+ # Run directly
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+ kuhul-es run src/physics.kuhules
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+
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+ # Create from template
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+ kuhul-es new physics-sim --template=particles
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+
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+ # Generate documentation
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+ kuhul-es docs src/ --output docs/
package/demo-UI.html ADDED
@@ -0,0 +1,94 @@
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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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+
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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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+
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+ const runtime = new KUHULRuntime();
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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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+ loop();
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+ `;
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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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+
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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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+
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+ runtime.execute(source);
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+
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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>
@@ -0,0 +1,51 @@
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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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+
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+ τ generation = 0;
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+
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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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+
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+ function* nextGeneration() {
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+ π newCells = [];
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+
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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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+
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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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+
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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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+
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+ neighbors += board.cells[ny][nx];
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+ }
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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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+
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+ board.cells = newCells;
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+ generation += 1;
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+ }
@@ -0,0 +1,28 @@
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+ import { KUHULRuntime } from 'kuhul-es';
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+
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+ function PhysicsComponent() {
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+ const [runtime] = useState(() => new KUHULRuntime());
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+
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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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+
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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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+
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+ animate();
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+ `);
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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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+
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+ return <div>Physics running with KUHUL-ES</div>;
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+ }
package/kuhul-three.js ADDED
@@ -0,0 +1,40 @@
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+ import * as THREE from 'three';
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+ import { KUHULRuntime } from 'kuhul-es';
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+
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+ const runtime = new KUHULRuntime();
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+ const scene = new THREE.Scene();
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+
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+ runtime.execute(`
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+ π objects = [];
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+
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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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+
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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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+
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+ createCube();
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+ animate();
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+ `);
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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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+ });
@@ -0,0 +1,17 @@
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+ npm view kuhul-es
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+
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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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+ }
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "kuhul-es",
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- "version": "1.0.0",
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+ "version": "1.0.2",
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  "description": "KUHUL-ES: ECMAScript syntax with KUHUL semantics - The Trojan Horse",
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  "main": "src/index.js",
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  "bin": {
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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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+
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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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+
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+ τ particles = [];
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+
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+ function* createParticleSystem() {
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+ yield* Sek('log', `Creating ${config.count} particles`);
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+
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+ @for (let i = 0; i < config.count; i++) {
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+ particles.push({
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+ x: Math.random() * config.width,
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+ y: Math.random() * config.height,
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+ vx: (Math.random() - 0.5) * 2,
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+ vy: (Math.random() - 0.5) * 2,
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+ life: 1.0,
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+ color: `hsl(${Math.random() * 360}, 100%, 50%)`
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+ });
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+ }
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+ }
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+
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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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+
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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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+
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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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+
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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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+ }
@@ -0,0 +1,34 @@
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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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+
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+ function* main() {
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+ yield* Sek('log', '🚀 Starting KUHUL-ES Physics');
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+
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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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+
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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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+
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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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+
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+ main();
@@ -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/
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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+
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+ # 2. CREATE YOUR FIRST PROJECT
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+ kuhul-es init my-first-kuhul-game
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+
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+ # 3. NAVIGATE TO PROJECT
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+ cd my-first-kuhul-game
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+
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+ # 4. INSTALL DEPENDENCIES
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+ npm install
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+
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+ # 5. RUN THE EXAMPLE
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+ npm start
package/server.js ADDED
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+ // server.js
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+ const { KUHULRuntimeNode } = require('kuhul-es');
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+
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+ const runtime = new KUHULRuntimeNode();
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+
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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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+
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+ τ time = 0;
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+ τ steps = 0;
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+
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+ function* simulate() {
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+ yield* Sek('log', 'Starting orbital simulation...');
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+
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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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+
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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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+
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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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+
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+ time += 0.1;
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+ steps += 1;
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+
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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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+
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+ yield* Sek('log', 'Simulation complete!');
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+ }
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+
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+ simulate();
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+ `;
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+
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+ runtime.execute(simulation);