refactor(render3d): phase 16 - the collider store is gone; still things are bodies in ludic.physics
collide.ludic (circles in a cell grid that could not be removed) and its Render3dState fields are deleted, and the reload example stops asserting colliders. A game still calling col_* must move to ludic.physics first (Maroon Lake's src/solid). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@ -87,7 +87,7 @@ Characters and moving objects
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58. A 2D overlay over the finished frame: batched rectangles, images and proportional text from a baked font atlas (`tools/blender/font_build.py`) — `overlay.ludic`, `shaders/overlay.*`
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59. Time of day over the HDRI: a solar arc drives the sun's direction and colour, the sky's light scales toward a deep-blue starry night, a moon lights the night, the visible sky turns with the sun and its convolutions rebake when far off, the height-field shadow rebakes as the sun moves, auto-exposure is capped at night — `daylight.ludic`, `shaders/sky.frag`, `shaders/lighting.glsl`
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60. One point light (the campfire) in the shading — `shaders/lighting.glsl` `fireLight`
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61. Static collision: ground circles in a cell grid with push-out and a segment test — `collide.ludic`
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61. ~~Static collision: ground circles in a cell grid~~ - removed; still things are bodies in `ludic.physics` (Jolt)
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62. Cut-out and emissive actors (a flame's cards) — `actor.ludic`, `shaders/model.frag` `u_emissive`
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63. Per-instance skin clones (a herd posed individually), per-part tints and hidden parts on actors, uniform-location caching with frustum and distance culling — `skin.ludic` `skin_clone`, `actor.ludic`
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64. A second point / cone light (a torch or flashlight in the hand) with a reach in metres and a gentle falloff to it — `daylight.ludic` `daylight_hand`, `shaders/lighting.glsl` `handLight`
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