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>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-29 16:18:42 +03:00
parent 031fcad641
commit b4af12025d
11 changed files with 95 additions and 52 deletions

View file

@ -23,7 +23,8 @@ export function phys_step(physics_st: mut PhysicsState) -> void {
if physics_st.ph_world == null { return }
ph_buffers()
ph_buoy_all(physics_st)
jph_world_step(physics_st.ph_world, physics_st.ph_step, physics_st.ph_sub)
# 25.5a: Jolt's pairs or contacts full (PH_PAIRS, PH_CONTACTS) is a failure: past it things pass through
if jph_world_step(physics_st.ph_world, physics_st.ph_step, physics_st.ph_sub) != 0 { Mem.over("a physics step past phys_open's pairs or contacts") }
physics_st.ph_steps += 1
ph_contacts(physics_st)
}