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>
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>
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>