r3d/runtime: allocs, keeps and births at 0 on this side
render3d: shadow_fit, water_reflection_pass, layer_partition_lods and the GPU cull's scratch are made with the state; v3_dist is scalar; the pushes into lists sized at start-up, the caps probe, the table growth, the loads and the constructors declared with their bounds (one statement a line); the renderer's name made once with the device; the two error messages given back; the dead lupine models removed. runtime: a component's text is held interned in its value cell (one copy per distinct text), so the getter's own text goes with its frame instead of being kept by ludic.ui's model - 80 of the 83 keeps. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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18 changed files with 105 additions and 177 deletions
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@ -16,6 +16,7 @@ function r3d_set_paths(render3d_st: mut Render3dState, root: string, assets: str
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# The install root, as the compiler computes it: $LUDIC_HOME, else the directory of the
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# `ludic` on PATH. A game running from its own tree finds this package there.
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@alloc_ok("once a run: the install root, asked only when the shaders are not beside the program")
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function r3d_home() -> string {
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let env = Os.env("LUDIC_HOME")
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if env != null and env != "" { return env }
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