`spr_collisions()` had no test. `tests/sprite_verbs.c` drives the collision path end to end but through a mock backend, so the real overlap arithmetic in `src/sprite_akgl.c` could have changed what `BUMP(1)` reports for every program in existence and the suite would still have printed 110/110. That gap is closed here, before anything touches the arithmetic, so that there is a *before* to compare an *after* against. Six cases against the real akgl backend: nothing defined, two sprites overlapping, edge-to-edge, a hidden sprite, and the x-expand bit doubling the box that collides rather than only the one that draws. Edge-to-edge earns its place -- the test is a strict `<`, a tile-aligned program puts sprites there constantly, and a replacement answering "touching" instead of "overlapping" would change every one of them silently. **The seventh is the cross-shaped overlap**, and it is the one to watch. A tall thin sprite crossing a short wide one overlaps without either rectangle holding a corner of the other; `akgl_collide_rectangles()` is documented as answering "no" there, which is why `src/sprite_akgl.c` does the four comparisons itself rather than calling it. Two further assertions stop that test passing by accident: each sprite is moved clear along the axis it is supposed to be short on, so a sprite that came out the wrong size fails rather than quietly reporting an ordinary overlap. `tests/collision_perf.c` answers the question nobody had measured. The service runs at the top of every interpreter *step* and the frontend takes 256 steps per rendered frame, so a busy program scans up to 256 times a frame over sprites that have not moved. At RelWithDebInfo, scale 10, best of 5: the scan is 96.3 ns at eight overlapping sprites and 19.4 ns at none, against a rendered frame of 1.17 ms. **256 scans is 24.7 us, or 2.1% of a frame, in the pathological case, and 0.42% for a program with no sprites.** So the per-step cadence stays. It is what makes a collision report describe where the sprites have just been moved to rather than where they were, and 2% of a frame in a case no real program reaches is not worth changing when a handler fires for every program that already works. The numbers and that conclusion are in `MAINTENANCE.md` so it does not get re-argued. The benchmark borrows libakgl's `benchutil.h` by include path rather than copying it, the way the fixture font is already borrowed, and is labelled `perf` so `ctest -LE perf` can leave it out. It runs at scale 1 in the ordinary suite -- 1.2 seconds -- because a benchmark nothing ever builds is a benchmark that rots. Both suites green: 111 with akgl, 110 without. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01EwxGB6TdoVvZ11KQQME9cL
akbasic
A BASIC interpreter written in C, styled after Commodore BASIC 7.0
and the Dartmouth BASIC of 1964. It runs a
.bas file, it gives you a prompt, and — the point of the exercise — it links into a C program
as a scripting engine.
It is a rewrite of basicinterpreter, a Go
implementation that started from the Java Lox instructions in
craftinginterpreters.com and then struck off on its own. That
project is deprecated. It is vendored here as the behavioural spec to read when a question about
semantics comes up, and its acceptance corpus is checked in at
tests/reference/ and runs on every build — so nothing about
building or testing this project needs it.
Quickstart
git submodule update --init --recursive
cmake -S . -B build
cmake --build build --parallel
ctest --test-dir build --output-on-failure
./build/basic # the REPL
./build/basic tests/reference/language/functions.bas # run a program
10 FOR I# = 1 TO 3
20 PRINT "HELLO " + I#
30 NEXT I#
HELLO 1
HELLO 2
HELLO 3
Two things in that program are not Commodore BASIC and will catch you out immediately: variables
carry a type suffix (I# is an integer), and + concatenates a string with a number.
Chapter 3 explains both; Chapter 13 is the
whole list of what differs from a C128.
Graphics, sound and sprites need the SDL build, which is off by default because the interpreter and its entire test suite build on a machine with no SDL installed at all:
cmake -S . -B build-akgl -DAKBASIC_WITH_AKGL=ON
cmake --build build-akgl --parallel
That basic is a different program: it opens a window, draws BASIC output into it in the
Commodore font, and still puts every byte on stdout.
Why rewrite it in C?
Three reasons, in the order they matter.
The interpreter is meant to end up inside libakgl as a scripting engine for game authors, and libakgl is C. Embedding a Go runtime in a C game is not a thing anybody should do to themselves.
The Go version was already written against static pools and explicit state structs — a fixed source table, a fixed variable pool, a 32-leaf ceiling per line — so it ports across almost directly. It reads like C that happens to be spelled in Go.
And the port is a good excuse to find out what the original actually does, as opposed to what it looks like it does. It found five defects nobody knew about.
Design philosophy
A game engine cannot tolerate a scripting language that surprises it. Five rules follow from that, and between them they explain most of what looks unusual in this interpreter:
- Nothing in the library terminates the process. No
exit(), noabort(), nopanic. Errors come back asakerr_ErrorContext *for the host to handle.FINISH_NORETURNappears only in amain(). - Nothing calls
malloc. Every object comes from a fixed pool insideakbasic_Runtime. Exhausting one is a diagnosable error, not a crash and not a slow leak. - No file-scope mutable state. Interpreter state lives in an
akbasic_Runtimeyou own. Two of them in one process do not interfere. - The host owns the loop.
akbasic_runtime_run(rt, n)executes at mostnsteps and returns. A script containing10 GOTO 10costs younsteps per frame and nothing else. - Hardware is a record of function pointers. Graphics, audio, input and sprites attach as
backends, and any of them may be
NULL— that is how a host withholds a capability, and how a host that renders some other way never links libakgl at all.
Nothing is silently ignored, either. A verb that needs a device it was not given, or a capability nothing underneath can supply, refuses by name and says why.
Two ways to use it
As a program. basic is a REPL and a script runner, and the standalone driver owns the
things a library has no business owning: argv, QUIT, and the window in the SDL build.
The guide is written for this reader.
As a library. A host links akbasic::akbasic, hands the interpreter a script, and steps it a
frame at a time:
add_subdirectory(deps/akbasic EXCLUDE_FROM_ALL)
target_link_libraries(YOUR_GAME PRIVATE akbasic::akbasic)
Host and script exchange variables through the same pool the script itself uses — no marshalling
layer and no copy. PRINT goes through an akbasic_TextSink the host supplies, so a game draws
BASIC output into its own text layer. examples/embed.c and
examples/hostvars.c are complete and runnable, and both are built and
run by every build, so they cannot rot. Chapter 10 walks through the API.
What state it is in
Everything the Go version does, and by now a good deal more. All 41 .bas files of the
reference's corpus produce the expected output, including error messages, each as a separate
CTest case so a failure names the file.
What is still missing, what is refused deliberately, and the eleven defects inherited from the Go
version are catalogued in TODO.md and summarised for a BASIC programmer in
Chapter 13.
Where everything else lives
docs/ |
The guide: eighteen chapters, the language then each hardware area then a reference section for every verb and function, Chapter 14 on the interpreter's own architecture, Chapter 15 listing every error code, and Chapters 17 and 18 building a whole game twice |
MAINTENANCE.md |
For contributors and maintainers: the documentation-example harness, the three test lists, mutation testing, error-code allocation, style |
TODO.md |
Outstanding defects, with file, line and consequence |
tests/reference/README.md |
Where the golden corpus came from, and the rule for changing it |
API documentation builds with doxygen Doxyfile, into build/docs/html.
Dependencies
Everything is a submodule; git submodule update --init --recursive gets all of it. There is
nothing to install first.
- libakerror 2.0.1 — TRY/CATCH-style error contexts. Every function that can fail returns one. 2.0.0 made it thread safe and broke the ABI; anything built against a 1.x header must be rebuilt rather than relinked.
- libakstdlib 0.2.0 — libc wrappers that
report through
libakerror. String-to-number conversion goes straight to it, which is whyVAL("garbage")is an error rather than a silent0. - libakgl 0.7.0 — optional, only for
-DAKBASIC_WITH_AKGL=ON. Pulls in SDL3. Its soname carriesMAJOR.MINORwhile the major is 0, so rebuild rather than relink. - basicinterpret — the Go original. Not linked, not built, and safe to omit.