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537d3a0ab3
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build(nav): the Windows library with the filters, rebuilt on the PC - 11 tests there
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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2026-09-27 21:40:31 +03:00 |
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f0485a20a8
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build(nav): the Windows library rebuilt on the PC with the detail floor - 10 tests there, KERNEL32 alone
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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2026-09-27 21:29:13 +03:00 |
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e6893f58be
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feat(nav): 17.3 - a map in square tiles (nav_tiled, nav_tile_build; a tile must be a whole number of cells or its seams never join, and the shim refuses one that is not; 64-bit polygon refs for 16384 tiles), ground as a NavGround with boulders as convex footprints, one save format for one tile or many, and nav_random_near - a reachable point from the caller's seed, bit-identical on the Mac and the PC. 10 tests on both
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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2026-09-27 15:42:37 +03:00 |
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9b8606483d
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feat(nav): 17.1/17.3 - ludic.nav over Recast & Detour v1.6.0 (zlib), built here from the pinned tag on the Mac and the PC (the DLL imports KERNEL32 alone): a navmesh per kind of walker from triangles with an area byte each and cylinders nothing stands in, saved and loaded as bytes; the nearest point, a path as corners (partial when the end cannot be reached), whether a straight line stays walkable, a cost per kind of ground. Tests on a hand-built meadow: round a post, over a ford, stopped at a bank, a saved mesh answering alike - Mac and PC
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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2026-09-27 15:29:11 +03:00 |
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