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 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>
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>