feat(physics): phase 16 - ludic.physics over Jolt Physics v5.6.0
Our own shim (native/shim/jph_shim.cpp) over Jolt built from the pinned tag with cross-platform determinism and no fp contraction: shapes as handles (box, sphere, capsule, cylinder, dome, offset, heightfield, mesh), still/kinematic/dynamic bodies by id with real removal, rays, top_at and push (what CharacterGround asks), overlaps, buoyancy against the PhysWater port, contacts recorded in C and drained as PHYS_HIT / PHYS_SPLASH facts. Fixed 1/60 steps, at most four a frame. Nine tests against the real library, including a pile run twice to the bit. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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packages/ludic.physics/index.ludic
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# ludic.physics - a physics world over Jolt: shapes as handles it keeps, bodies by id, queries,
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# water that floats a body, and the contacts that matter as facts. Fixed 1/60 steps.
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module ludic_physics uses ludic_base
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numbers float
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import "ludic.base"
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import "native.ludic"
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import "state.ludic"
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import "shapes.ludic"
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import "bodies.ludic"
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import "queries.ludic"
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import "water.ludic"
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import "system.ludic"
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