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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Orkun ÇAKILKAYA 2026-09-27 15:29:11 +03:00
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# state.ludic - the kinds of walker, what a mesh is built for, and what the package holds: a mesh
# per kind, and the last path's corners and nearest point, read back through the verbs
export const NAV_PERSON: int = 0 # 0.35 m wide, steps what a hiker steps (CHAR_STEP)
export const NAV_LARGE: int = 1 # an elk, a bear, a horse
export const NAV_SMALL: int = 2 # a hare, a marmot
export const NAV_KINDS: int = 3
export const NAV_CORNERS: int = 256 # a path's corners at most; a longer one is cut there
# what a mesh is built for: its voxels (cell across, cell high) and its walker (height, radius,
# the step it takes whatever its gradient, the steepest ground it walks, degrees)
export property NavConfig {
cell: float = 0.3
cell_h: float = 0.2
height: float = 1.8
radius: float = 0.35
climb: float = 0.55
slope: float = 45.0
}
export state NavState {
nv_meshes: []pointer = nv_none()
nv_out: []float = floats(NAV_CORNERS * 3)
nv_count: int = 0
nv_near: []float = floats(3)
}
function nv_none() -> []pointer {
let m = new []pointer
for k in 0 .. NAV_KINDS { push(m, null) }
return m
}
function nv_mesh(nav_st: NavState, kind: int) -> pointer {
if kind < 0 or kind >= NAV_KINDS { return null }
return nav_st.nv_meshes[kind]
}
function nv_set(nav_st: mut NavState, kind: int, h: pointer) -> bool {
if kind < 0 or kind >= NAV_KINDS { return false }
if nav_st.nv_meshes[kind] != null { nvc_free(nav_st.nv_meshes[kind]) }
nav_st.nv_meshes[kind] = h
return h != null
}
# every mesh let go: a new map, or the world closed
export function nav_reset(nav_st: mut NavState) -> void {
for k in 0 .. NAV_KINDS { nv_set(nav_st, k, null) }
nav_st.nv_count = 0
}