physics: Jolt's floor sized for what moves - pairs 4096, contacts 2048 and a 4 MB temp heap by default (phys_open_sized for more), and a body past max_bodies or a step past the pairs or contacts is Mem.over, never a quiet -1; world.ludic split from shapes.ludic
An empty world at the game's size held 51839 KB of Jolt's heap (200000 bodies, 65536 pairs, 20480 contacts, a 32 MB temp heap), the jolt= floor under every walk. Pairs and contacts come from what moves - drops, boats, a few walkers - and a valley's still things make none. Now 11743 KB at 200000 bodies and 8461 KB at the 98304 the game opens for (jolt_floor_test holds it under 16 MB). The temp heap still falls back to malloc for a step that wants more. lib/macos-arm64 rebuilt; lib/windows-x64 needs native/build.sh on the PC (jph_world_new's new sizes). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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11 changed files with 95 additions and 52 deletions
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@ -93,11 +93,11 @@ public:
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struct World {
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// pairs and contacts are for what MOVES: a valley of sixty thousand still trunks makes none
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// between them, so these are Jolt's own sizes, not the body count's; the temporary memory falls
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// back to the heap rather than aborting a step
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World(int max_bodies, int threads)
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: temp(32 * 1024 * 1024), jobs(cMaxPhysicsJobs, cMaxPhysicsBarriers, threads) {
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sys.Init(max_bodies, 0, 65536, 20480, bpl, ovb, olp);
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// between them, so they are sized for the moving things, not the body count; the temporary memory
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// falls back to the heap rather than aborting a step. All four are the package's (phys_open)
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World(int max_bodies, int threads, int max_pairs, int max_contacts, int temp_kb)
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: temp(size_t(temp_kb) * 1024), jobs(cMaxPhysicsJobs, cMaxPhysicsBarriers, threads) {
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sys.Init(max_bodies, 0, max_pairs, max_contacts, bpl, ovb, olp);
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sys.SetContactListener(&contacts);
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}
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TempAllocatorImplWithMallocFallback temp;
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