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IDE usage examples

Ludus is able to work in the most popular IDEs such as VS, VS Code, Rider and Cursor. All of these programs work similarly, but we definitely recommend Cursor. In combination with Ludus, it gives us the most optimal opportunity to work on the entire codebase of the project, individual files, and the autoapply function works flawlessly.

For instructions on how to add the Ludus AI model to the most popular IDEs, see the Installation instructions section.

Connecting to an IDE primarily allows Ludus to do more contextual analysis, work with the codebase, individual files, and implement new features directly into files as opposed to working with C++ code in a plugin.

By using @Codebase or a specific @File in the context field or the prompt itself you will be able to get answers/C++ code that fits the context of your project, find errors in your code or debug existing issues. Marking these files is the most crucial to getting satisfactory results. It allows the IDE to find the right files, understand them and make changes to them.

How do I make changes to game files and communicate with Ludus in the IDE?​

Manually add the files that the changes should apply to in the context field at the top of the window. Add the task to be performed. Enable Agent mode in the list next to the model name, either "ludus-full" or "ludus-lite". Keep the target file open and selected. If a different file is selected from the list, the changes will be applied to the incorrect file. Use the "Apply" option in the top right corner of the code window in the AI console response. The changes will be automatically applied to the files.

Quick video tutorial with usage example​