ludic.physics, ludic.character, ludic.vehicles: fact records reused, and phys_sink allocates nothing

The per-frame sweep over physics, character, vehicles and nav found three fact makers that made a record per fact: contacts and splashes, the character's and the vehicles'. Each keeps a pool now, as wildlife's and npc's do (q_unheld). phys_sink, asked on every removal, built two new lists each time; it filters into a kept spare pair and swaps. ludic.nav's paths and crowds already allocate nothing, and none of the four builds a string per call. What remains at load, reset or a world swap is not per frame. vehicle_feed takes its state mut. vehicles_test: 1000 fed facts, drained turn by turn, use at most 4 records. All packages 421.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-28 02:03:09 +03:00
parent fe2d2bacd7
commit fffedf71d0
10 changed files with 92 additions and 11 deletions

View file

@ -32,8 +32,8 @@ export function phys_close(physics_st: mut PhysicsState) -> void {
}
}
physics_st.ph_shapes = new []pointer
physics_st.ph_floats = new []int
physics_st.ph_float_k = new []float
List.clear(physics_st.ph_floats)
List.clear(physics_st.ph_float_k)
if physics_st.ph_facts != null { q_clear(physics_st.ph_facts) }
}

View file

@ -46,12 +46,17 @@ export state PhysicsState {
ph_hard: float = 2.0 # metres a second: a contact under this is not a fact
ph_floats: []int = new []int # buoyant bodies' ids
ph_float_k: []float = new []float # and theirs: buoyancy, linear drag, angular drag, wet
ph_floats2: []int = new []int # the spare pair phys_sink filters into
ph_float_k2: []float = new []float
ph_rx: float = 0.0 # where the last phys_resolve put a body
ph_rz: float = 0.0
ph_walkers: []pointer = new []pointer # a walker id is its place here; null once removed
ph_ids: []int = words(PH_CAP * 2)
ph_vals: []float = floats(PH_CAP * 4)
ph_facts: Queue<PhysFact> = ph_facts__new()
ph_fpool: []PhysFact = new []PhysFact # every fact record made, reused once no drain holds it
ph_ffree: []PhysFact = new []PhysFact
ph_fnext: int = 0
}
# the facts, oldest first

View file

@ -33,12 +33,28 @@ export function phys_steps(physics_st: PhysicsState) -> int { return physics_st.
# m/s2 down is negative
export function phys_gravity(physics_st: mut PhysicsState, y: float) -> void { if physics_st.ph_world != null { jph_world_gravity(physics_st.ph_world, y) } }
# a fact record no drain holds any more, made fresh (and kept) only when every one is held: a
# fact can come every frame, and a record a frame is never given back
function ph_fact_record(physics_st: mut PhysicsState) -> PhysFact {
if physics_st.ph_fnext >= len(physics_st.ph_ffree) {
q_unheld(phys_facts(physics_st), physics_st.ph_fpool, physics_st.ph_ffree)
physics_st.ph_fnext = 0
}
if physics_st.ph_fnext < len(physics_st.ph_ffree) {
let f = physics_st.ph_ffree[physics_st.ph_fnext]
physics_st.ph_fnext += 1
return f
}
let f = new PhysFact
push(physics_st.ph_fpool, f)
return f
}
function ph_contacts(physics_st: mut PhysicsState) -> void {
let n = jph_contacts_drain(physics_st.ph_world, physics_st.ph_ids, physics_st.ph_vals, PH_CAP)
for i in 0 .. n {
let speed = physics_st.ph_vals[i * 4 + 3]
if speed >= physics_st.ph_hard {
let f = new PhysFact
let f = ph_fact_record(physics_st)
f.what = PHYS_HIT
f.a = physics_st.ph_ids[i * 2]
f.b = physics_st.ph_ids[i * 2 + 1]

View file

@ -13,17 +13,22 @@ export function phys_float(physics_st: mut PhysicsState, id: int, buoyancy: floa
push(physics_st.ph_float_k, 0.0)
}
# no longer floats (it is still a body)
# no longer floats (it is still a body); every removal asks, so the lists are filtered into a kept
# spare pair and swapped, never made anew
export function phys_sink(physics_st: mut PhysicsState, id: int) -> void {
if physics_st.ph_floats == null { return }
let ids = new []int
let ks = new []float
let ids = physics_st.ph_floats2
let ks = physics_st.ph_float_k2
List.clear(ids)
List.clear(ks)
for i in 0 .. len(physics_st.ph_floats) {
if physics_st.ph_floats[i] != id {
push(ids, physics_st.ph_floats[i])
for k in 0 .. PH_K { push(ks, physics_st.ph_float_k[i * PH_K + k]) }
}
}
physics_st.ph_floats2 = physics_st.ph_floats
physics_st.ph_float_k2 = physics_st.ph_float_k
physics_st.ph_floats = ids
physics_st.ph_float_k = ks
}
@ -56,10 +61,12 @@ function ph_buoy_one(physics_st: mut PhysicsState, i: int, id: int, x: float, z:
physics_st.ph_float_k[k + 3] = float(wet)
}
function ph_splash(physics_st: PhysicsState, id: int, x: float, y: float, z: float) -> void {
let f = new PhysFact
function ph_splash(physics_st: mut PhysicsState, id: int, x: float, y: float, z: float) -> void {
let f = ph_fact_record(physics_st)
f.what = PHYS_SPLASH
f.a = id
f.b = -1
f.speed = 0.0
f.x = x; f.y = y; f.z = z
q_push(phys_facts(physics_st), f)
}