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d4df925b8f checker: a function named like a built-in a call always takes is refused at its declaration - function words(st, k) compiled and every call became words(n) with a pointer for n (invalid IR, far from the cause); the table is selfhost/check/check_builtins.ludic, emit_call's built-ins no find_fn guard lets a declared function take, and ludic-dev syntax --check holds it to emit_call both ways; every other built-in (buffer, floats, double, ...) yields to a declared function in the checker as it already did in codegen. string_temps' keep and cross_heap_test's keep renamed (hand, keep_cell); rejected/builtin_call_name and functions/builtin_yield with their cases (added, not run); reseeded, bootstrap-cfree fixpoint holds
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 01:10:24 +03:00
b4af12025d physics: Jolt's floor sized for what moves - pairs 4096, contacts 2048 and a 4 MB temp heap by default (phys_open_sized for more), and a body past max_bodies or a step past the pairs or contacts is Mem.over, never a quiet -1; world.ludic split from shapes.ludic
An empty world at the game's size held 51839 KB of Jolt's heap (200000 bodies, 65536 pairs, 20480
contacts, a 32 MB temp heap), the jolt= floor under every walk. Pairs and contacts come from what
moves - drops, boats, a few walkers - and a valley's still things make none. Now 11743 KB at 200000
bodies and 8461 KB at the 98304 the game opens for (jolt_floor_test holds it under 16 MB). The temp heap
still falls back to malloc for a step that wants more.

lib/macos-arm64 rebuilt; lib/windows-x64 needs native/build.sh on the PC (jph_world_new's new sizes).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 16:18:42 +03:00
b368912c78 nav, physics: Recast's and Detour's memory counted (nav_heap_bytes / _peak / _allocs, a counted allocator registered at load, tile bytes staged from it); package tests that crossing the map and back holds the native bytes
The user's walk showed the footprint rising outside the Ludic heap. Jolt's bytes were already counted;
the navmesh's were not, so nothing could see them. Now:
- ludic.nav nav_heap_test: fifty crossings of a four-tile map by the resident index hold the tiles in and
  the native bytes to the first crossing's; a thousand crowd walkers in and out grow nothing; a reset
  gives back every byte the mesh took.
- ludic.physics cross_heap_test: a 1 km map of 64 m chunks kept to a ring round a player crossing
  corner to corner and back, each chunk a heightfield, twelve owned posts and six owned scaled hulls
  as the game makes them: six more crossings hold the bodies, the shapes and Jolt's bytes and peak
  exactly. (A post made as an offset of a cylinder, with only the offset owned, leaked the cylinder
  every time: the game's solid_pillar owns its cylinder directly.)

lib/macos-arm64 rebuilt; lib/windows-x64 needs native/build.sh run on the PC for the new exports.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 13:32:18 +03:00
64b361510d resources (25.5e): @creates/@releases on Physics' handles - every shape maker and phys_shape_free (PhysShape), the body adds and phys_remove (PhysBody), the walker (PhysWalker), and ludic.nav's crowd agents (NavAgent)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 16:57:39 +03:00
2fca1056c6 capacities (25.5a): @max on Physics' bounded lists - every fact pool and free list (1024), the walker slots (64), the shape and body-owner tables (262144), npc's walkers and posts (64)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 16:49:58 +03:00
34664e867f frame allocs (25.2): physics, npc, vehicles and wildlife's bounded growth declared - id tables to their most, a walker slot, a guest's copies, a player's own vehicle, a table at a load
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 16:02:42 +03:00
082fd26bf1 frame allocs (25.2): a fact record past the 64 made at the start is @alloc_ok, in its own function, in npc, character, physics, vehicles and wildlife
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 16:02:42 +03:00
c8c230449e fix(character, physics, vehicles, wildlife): fact records made at the start (64) with a free list of room for all, as ludic.npc's
A frame holding a new peak of facts made a record and grew the free list; now nothing is made until
64 are held at once. The two record-count tests hold the 64.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 16:02:42 +03:00
7f973f9a4f fix(ludic.physics): buoyant bodies in a table made with the state (256), a sink taking the last row - floating and sinking push nothing
ludic deps --allocs (25.2) found phys_float's five pushes per drop reaching the water and
phys_sink's filtered copies per removal.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 16:02:42 +03:00
e9de2b6f27 feat(ludic.physics): Jolt's heap counted in the shim (plan 25) - jph_heap_bytes/peak/allocs, phys_heap_bytes/peak/allocs
Jolt's Allocate/Reallocate/Free/AlignedAllocate/AlignedFree go to libc's malloc with the size in a
16-byte header, and atomic counters keep live bytes, the peak and the blocks asked for (its job
threads allocate too). The fence reads the three exports extern_weak to judge Jolt by its plateau.
jolt_heap_test: a ground in and out 1100 times holds 46,482,514 bytes after the first 100 and after
all of them, the peak does not move, and a closed world gives back every byte it took. The macOS
library is rebuilt; the Windows DLL still has to be rebuilt on the PC.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 15:49:38 +03:00
364888bcc9 fix(ludic.physics): a hull owns its box, so a boat called and sent away takes its shape with it
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 13:59:25 +03:00
5cd53d4024 feat(ludic.physics): phys_own - a body owns a shape made for it alone, and phys_remove frees it with the body
A chunk's trunks and boulders put in and taken out made a new shape each time and freed none. The
table is by the body's index, made once at the world's size. tests/reuse_test: 1000 owned bodies put
and removed hold no more shapes and 32 bytes of heap.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 13:59:25 +03:00
6e132d25c8 fix(ludic.physics): a removed walker's place is taken again, and phys_close keeps the lists it empties - nothing grows per horse called or per world swap
tests/reuse_test: 200 walkers made and removed hold one place and 0 bytes of heap (Os.heap_bytes);
twenty closes and opens keep the same shape and walker lists.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 13:05:28 +03:00
0c3c0c5e6a feat(ludic.physics): phys_shape_free - a shape let go hands its id to the next, so a ground by chunk grows nothing (23.5)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 11:43:40 +03:00
fffedf71d0 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>
2026-09-28 02:03:09 +03:00
f048ffb6ac ludic.physics: queries fill a record the caller keeps, and allocate nothing
phys_pose, phys_ray, phys_push and phys_walker_pose each made a new record per call, some several times a frame, and Ludic never gives one back. They now fill the caller's PhysPose / PhysHit / PhysPush / PhysWalk and return whether they found anything. phys_overlap returns a count; phys_overlap_id(i) reads each id back. The package's own uses (phys_resolve, phys_row, phys_walker_move) read the values buffer directly. Tests take small allocating helpers. physics 20, character 15, vehicles 8.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 23:18:26 +03:00
dd86dce171 feat(physics): 16 - a rock's own shape: phys_convex (Jolt's convex hull of a point cloud) and phys_scaled (one hull, every rock of that shape at its own size); the libraries rebuilt on the Mac and the PC (still KERNEL32 alone); hull_shape_test holds the scale and that a yaw turns a body the way a renderer turns an instance
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 15:22:30 +03:00
0e3cef813f feat(pkg): windows-x64 builds of ludic.physics (Jolt v5.6.0) and ludic.nativeecho, built on the PC by their native/build.sh
tools/native/lib.sh passes -implib rather than /implib: Git Bash rewrites an argument starting
with / into a Windows path, and lld-link was handed 'C:\Program Files\Git\implib;...'. Both DLLs
import KERNEL32 alone, so no C++ runtime ships beside them.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 13:29:55 +03:00
87259f989d refactor(packages): 0.R5 - the shop's week is rolled by its tick and asking reads it; needs start filled and vehicles start with their list; character, physics, vehicles and nativeecho's lazy starts are defaults; --tighten over all four
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 13:25:57 +03:00
3fae64f975 fix(physics): Jolt's own pair and contact limits (65536 / 20480) rather than the body count's, and a temporary allocator that falls back to the heap - a valley of 60,000 still trunks aborted its first step with a moving body in it
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 02:02:56 +03:00
510360b002 feat(vehicles): 16.7 - a boat is a buoyant hull in the game's physics (VehicleHull), rowed along its bow and turned by the oars; the scripted bob, the wind's drift and the shore refusal are gone
The water floats the hull, the wind pushes every boat as a force, the lake bed stops it at the shore;
the swell takes the outward share of a stroke. ludic.physics: phys_hull_add (a buoyant box),
phys_row, phys_bow_speed, and a test that floats one a quarter under, rows, turns and grounds it.
The vehicles tests row a real Jolt hull on the fake shore; the horse moved to horse.ludic.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 01:33:19 +03:00
caa0a15803 feat(physics): phys_generation - which world this is, so an id kept from an older one is known stale
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 00:47:42 +03:00
e909ec122c 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>
2026-09-27 00:47:14 +03:00
d2cd775309 feat(physics): phys_heightfield_smooth - the ground as a renderer draws a cubic B-spline height map, smoothed in C
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 00:27:15 +03:00
c7a18fd4f0 feat(physics): a walker (Jolt CharacterVirtual with an inner body) and the verbs a boat and a guest's copy need - force, torque, angular impulse, spin, set_pose
Five new tests: stand and walk at the asked speed, a low stone is a step and a tall one a wall, a
jump up and back, a crate shoved aside, a hull turned by a torque and carried by a force.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 00:24:47 +03:00
d4fc9bbb91 fix(physics): push keeps the old collider contract exactly - a thing wholly under the feet or over the head is not in the way, anything else pushes out sideways (Jolt's axis when side-on, else radially by the overlap across)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 00:08:36 +03:00
28c54e4b39 feat(physics): phys_resolve (two passes, the place kept) - a contact more up than across is ground under the feet, not a wall
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 23:47:29 +03:00
1c814464c5 feat(physics): phys_step_top - the highest top a foot could step up to, walls left out (what CharacterGround.top_at asks)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 23:43:40 +03:00
204ec93c5a chore(physics): Jolt Physics' MIT licence ships with the package (native/LICENSE-JoltPhysics)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 23:41:47 +03:00
72dbdca1f3 feat(physics): phase 16 - ludic.physics over Jolt Physics v5.6.0
Our own shim (native/shim/jph_shim.cpp) over Jolt built from the pinned tag with cross-platform
determinism and no fp contraction: shapes as handles (box, sphere, capsule, cylinder, dome,
offset, heightfield, mesh), still/kinematic/dynamic bodies by id with real removal, rays,
top_at and push (what CharacterGround asks), overlaps, buoyancy against the PhysWater port,
contacts recorded in C and drained as PHYS_HIT / PHYS_SPLASH facts. Fixed 1/60 steps, at most four
a frame. Nine tests against the real library, including a pile run twice to the bit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 23:41:37 +03:00