feat(ecs): chunks as a grouping - IntIndex takes sparse values; ludic.things' chunk column and things_drop_chunk
A streamed world loads and lets go of a chunk's entities together, so a chunk is a first-class group: chunk_of(x, z, size) packs a chunk's cell into an int, tb_remove_all(tb, ix, v) removes every row an index files under one value (the observers told of each). IntIndex kept one list per value up to the largest, which a packed chunk number (hundreds of millions) turned into hundreds of millions of empty lists and a 12 GB test run; a value past 1024 now gets its slot through an IntMap, so a sparse value costs one list. ludic.things files every Thing under its 256 m chunk (TH_CHUNK), kept by every move; things_chunk_count and things_drop_chunk (the port and the facts told of each removal, as thing_remove tells them) are what the memory budget's streamed chunks ask. The moves are their own file (moves.ludic). Tests: ludic.base 35, ludic.things 8, all under a 2 GB cap (24 MB peak). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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11 changed files with 186 additions and 65 deletions
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@ -35,6 +35,7 @@ function th_columns(t: Thing) -> void {
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var on = 0
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if t.active { on = 1 }
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tb.i[TH_ON][r] = on
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tb.i[TH_CHUNK][r] = chunk_of(t.x, t.z, TH_CHUNK_M)
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tb_refile(tb, r)
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}
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@ -66,50 +67,3 @@ export function things_drop(things_st: mut ThingsState, gone: fn(Thing) -> bool)
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r -= 1
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}
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}
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export function thing_move(t: Thing, x: float, z: float, yaw: float) -> void {
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thing_move_to(t, x, ThingsWorld.ground(x, z), z, yaw)
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}
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export function thing_move_to(t: Thing, x: float, y: float, z: float, yaw: float) -> void {
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thing_place_at(t, x, y, z, yaw)
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ThingsWorld.moved(t)
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}
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# moved without telling the port: a stand-in the game draws itself, or nothing draws
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export function thing_place_at(t: Thing, x: float, y: float, z: float, yaw: float) -> void {
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t.x = x
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t.y = y
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t.z = z
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t.yaw = yaw
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let r = th_row(t)
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if r >= 0 { tb_set_xz(t.tab, TH_X, TH_Z, r, x, z) }
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}
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export function thing_set_active(t: Thing, on: bool) -> void {
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if t == null { return }
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thing_set_on(t, on)
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ThingsWorld.shown(t)
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}
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export function thing_hide(t: Thing) -> void { thing_set_active(t, false) }
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export function thing_show(t: Thing) -> void { thing_set_active(t, true) }
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# active or not without telling the port
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export function thing_set_on(t: Thing, on: bool) -> void {
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if t == null { return }
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t.active = on
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let r = th_row(t)
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if r < 0 { return }
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var v = 0
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if on { v = 1 }
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tb_set_i(t.tab, TH_ON, r, v)
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}
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# where it stands on the ground plane, without telling the port (its height is the caller's)
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export function thing_set_xz(t: Thing, x: float, z: float) -> void {
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if t == null { return }
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t.x = x
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t.z = z
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let r = th_row(t)
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if r >= 0 { tb_set_xz(t.tab, TH_X, TH_Z, r, x, z) }
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}
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