feat(nav): 17.1/17.3 - ludic.nav over Recast & Detour v1.6.0 (zlib), built here from the pinned tag on the Mac and the PC (the DLL imports KERNEL32 alone): a navmesh per kind of walker from triangles with an area byte each and cylinders nothing stands in, saved and loaded as bytes; the nearest point, a path as corners (partial when the end cannot be reached), whether a straight line stays walkable, a cost per kind of ground. Tests on a hand-built meadow: round a post, over a ford, stopped at a bank, a saved mesh answering alike - Mac and PC

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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# ludic.nav
A walkable mesh of the world and the ways across it, over
[Recast & Detour](https://github.com/recastnavigation/recastnavigation) (zlib) built here from a
pinned tag (phase 17). Uses `ludic.base` and nothing else.
```ludic
import "ludic.nav"
```
## The rules it keeps
- **One mesh per kind of walker.** `NAV_PERSON` (0.35 m wide, the hiker's 0.55 m step),
`NAV_LARGE` (an elk, a bear, a horse) and `NAV_SMALL` (a hare, a marmot) each have their own,
because what a hare slips between a bear walks round. A `NavConfig` says what a mesh is built
for: its voxels and its walker's height, radius, step and steepest slope.
- **Built from triangles, or loaded from a bake.** `nav_build` rasterizes triangles - each with an
area byte, 0 not walkable and 1..62 a kind of ground - and marks every cylinder given (a trunk, a
post) as somewhere nothing stands; ground steeper than the slope is cleared whatever its area. A
game bakes its maps once and loads the bytes (`nav_save_file` / `nav_load_file`): a map is never
built at start-up.
- **A path is corners.** `nav_path` answers the way from one point to another as the corners
where it turns, the first the start and the last the end. When the end cannot be reached the
path stops as near it as the mesh allows and `nav_partial` says so - a walker goes there and
gives up, never through a river. Either end off the mesh is `-1`.
- **A kind of ground has a cost** (`nav_area_cost`): a trail cheaper than a meadow, scree dearer.
- **The same question gets the same answer.** Detour is deterministic for the same mesh and the
same points, so co-op's order of dice is untouched by asking it.
## API
| | |
| --- | --- |
| `NAV_PERSON`, `NAV_LARGE`, `NAV_SMALL`, `NAV_CORNERS` | the kinds of walker, and a path's most corners (256) |
| `NavConfig { cell, cell_h, height, radius, climb, slope }` | what a mesh is built for (a person by default) |
| `nav_build(kind, v, nv, t, nt, area, cyl, nc, config) -> bool`, `nav_polygons(kind)` | a mesh from triangles and cylinders (`x, y, z, r, h` each) |
| `nav_save_file(kind, path)`, `nav_load_file(kind, path)`, `nav_reset()` | a baked mesh written and read; every mesh let go |
| `nav_nearest(kind, x, y, z) -> bool`, `nav_near_x/y/z()` | the nearest walkable point within a couple of metres |
| `nav_path(kind, sx, sy, sz, ex, ey, ez) -> int`, `nav_corners()`, `nav_corner_x/y/z(i)`, `nav_partial(kind)` | a way as corners |
| `nav_straight(kind, sx, sy, sz, ex, ez) -> bool` | does the straight line stay walkable |
| `nav_area_cost(kind, area, cost)` | how dear a kind of ground is to cross |
## Tests
```bash
ludic test packages/ludic.nav
```
A 40 m meadow built by hand: a path round a post, over a river's ford, stopping at the bank of a
river with none, the nearest point, and a saved mesh answering as the built one did.
## The native library
`native/build.sh` fetches Recast & Detour v1.6.0, checks its SHA-256, and builds Recast, Detour
and the shim (`native/shim/nav_shim.cpp`) into `lib/<target>/` - the same script on the Mac and on
the PC (Git Bash, the LLVM installer's clang). `native/LICENSE-recastnavigation` ships with it.