feat(character): 16.8 - on land a physics walker moves the body (CharacterGround.walk); the package's own gravity, ballistic air and slope-probe refusal are gone

The package keeps the rules and hands them over each step: speed and heading, whether a jump
leaves, CHAR_STEP and the boots' slope limit. The walker (Jolt CharacterVirtual) does gravity,
landing, steps, slopes and following the ground down. Too steep is ground too steep facing the way
the body wanted to go; stepping off an edge is not. ludic.physics: phys_walker_move (follow the body
if something else moved it, then step), the slope limit, the jump always honoured. The character's
tests run on a real Jolt walker over the same fake world: 15 pass, a knee-high boulder now a step.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-27 00:47:14 +03:00
parent d2cd775309
commit e909ec122c
11 changed files with 169 additions and 89 deletions

View file

@ -13,6 +13,13 @@ export port CharacterGround {
slope: fn(float, float) -> float = fn chr__slope_plain # 0 flat .. 1 a wall
slope_limit: fn() -> float = fn chr__boots # the rise a metre the boots take
current: fn(float, float, float, float) -> float = fn chr__still # (x, z, fx, fz): 0..1 of a stroke lost
# (x, y, z, vx, vz, jump, step, max_slope_deg, dt): the body on land moved from where it stands at
# (vx, vz) across, jump > 0 leaving the ground at that speed up; the ground after it (CHAR_WALK_*),
# and walked_x / _y / _z where it is. The game's physics walker; there is no default mover.
walk: fn(float, float, float, float, float, float, float, float, float) -> int
walked_x: fn() -> float
walked_y: fn() -> float
walked_z: fn() -> float
}
export port CharacterBody {