nav, physics: Recast's and Detour's memory counted (nav_heap_bytes / _peak / _allocs, a counted allocator registered at load, tile bytes staged from it); package tests that crossing the map and back holds the native bytes
The user's walk showed the footprint rising outside the Ludic heap. Jolt's bytes were already counted; the navmesh's were not, so nothing could see them. Now: - ludic.nav nav_heap_test: fifty crossings of a four-tile map by the resident index hold the tiles in and the native bytes to the first crossing's; a thousand crowd walkers in and out grow nothing; a reset gives back every byte the mesh took. - ludic.physics cross_heap_test: a 1 km map of 64 m chunks kept to a ring round a player crossing corner to corner and back, each chunk a heightfield, twelve owned posts and six owned scaled hulls as the game makes them: six more crossings hold the bodies, the shapes and Jolt's bytes and peak exactly. (A post made as an offset of a cylinder, with only the offset owned, leaked the cylinder every time: the game's solid_pillar owns its cylinder directly.) lib/macos-arm64 rebuilt; lib/windows-x64 needs native/build.sh run on the PC for the new exports. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
parent
7b91300962
commit
b368912c78
9 changed files with 226 additions and 7 deletions
|
|
@ -72,6 +72,12 @@ across the seams, a tile under water with no polygons, and the set saved and loa
|
|||
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.
|
||||
|
||||
Every byte Recast and Detour allocate - the tiles in, the queries, the crowds - goes through a counted
|
||||
allocator registered when the library loads (`native/shim/nav_alloc.inl`, as ludic.physics counts
|
||||
Jolt's): `nav_heap_bytes()`, `nav_heap_peak()` and `nav_heap_allocs()`. A tile's bytes are staged from
|
||||
it too, since Detour frees them with the tile. `tests/nav_heap_test` holds fifty crossings of the map
|
||||
and a thousand crowd walkers to the bytes of the first, and a reset to the bytes before the mesh.
|
||||
|
||||
## Crowds (phase 18)
|
||||
|
||||
`nav_crowd_start(kind, max, max_radius)` puts a DetourCrowd on a kind's mesh, with the mesh's tastes as
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue