Commit graph

14 commits

Author SHA1 Message Date
96798c0fbb ludic.anim: a transition may name a via one-shot - a request from from (the state last asked, or "*") to to goes by it when the rig carries its clip, and the one-shot's next hands on. The game's hiker picked sit_down / stand_up / board_boat / leave_boat in code; the set says it now. A via edge is not an edge for a request's own fade. animset_test holds it, with a via the rig has and one it has not.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 02:34:07 +03:00
a87f20c66e ludic.anim: animset_choice names the playing choice's clip as the set does, animset_can says whether the rig carries any of a state's clips (a one-shot with none is not asked for)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 20:19:41 +03:00
5517873275 ludic.anim: animation sets - the game's src/animset moved in as it stood (records, AnimPlayer, animset_bind / request / param / tick and the accessors); AnimSets is an open @ByKey registry a game fills with def AnimSets from; a test on a rig of hand-made clips
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 19:01:15 +03:00
384324c85a frame allocs (25.2): ludic.anim's pose scratch made with its state (pose_part, the name no longer taken for udp_ip's part), a model's clips read at its load declared
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 16:29:15 +03:00
01d3aa725f frame allocs (25.2): ludic.anim's quaternion scratch in its state's defaults, its skeleton scratch and missing-bone line declared; ludic.fishing's fact records made at the start (64) as the others'
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 16:21:25 +03:00
9a56ee9b9d feat(ludic.anim): ozz-animation 0.17.0 underneath - a skin's skeleton and each clip built at load, sampled to 1e-4 of anim_mix (phase 19.1)
No bake and no new file: the skeleton comes from the skin's parents and rest pose (its own joints
and their ancestors - a kit holds several rigs), a clip from anim_read_doc's channels. Built by
native/build.sh from the pinned release; the Windows DLL imports KERNEL32 alone and passes there.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 12:44:49 +03:00
9b482d609a render3d: recycle texture and buffer ids, free a released model whole, actor_release
A freed texture or buffer id goes on a spare list the next one takes; tex_note_size keeps sizes by id.
model_release frees prims, meshes, material names, the skin and leaves gltf_cached. actor_release
takes an actor off the stage and actor_new reuses its record (ECS's Things come and go all day).
steady.ludic: an actor round at 0 bytes over 2000.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 12:00:53 +03:00
a465984c52 fix(render3d, runtime): a glTF document is freed whole, layouts found by number, block records reused
- Json.free_all (value_free_all): a parsed tree's nodes, lists and strings. render3d frees each
  glTF document that way at the next load; the names kept out of it are copies (a primitive's
  material, a skin's joints, an animation clip's name in ludic.anim) - a model's strings were
  ~640 KB left behind per load
- jp_number made a digits list per decimal in a document and never freed it
- gvk_layout_id matches a mesh's layout as numbers in a scratch made once, against the layouts
  known end to end; a new mesh no longer builds a key string
- gvk_mem_new puts a new block into the record of one given back rather than appending, so a
  buffer made again every few frames no longer grows the block lists

steady.ludic adds a glTF parsed and freed whole 200 times: 0 bytes (38,400 before the digits fix),
beside the buffer path and the frame, still 0. A model loaded and let go still keeps ~2 KB a round
(texture and buffer handles are not reused yet); it is bounded at 8 KB a round.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 11:36:42 +03:00
9862ec82e3 refactor(packages): 0.R5 - a question no longer starts its state - 64 lazy starts ('if st.x == null { st.x = ... }' inside a getter) are the state's defaults, gear__ensure is gone, and ludic migrate state --tighten took mut off 208 package parameters: things_all, thing_find, gear_charge, gear_level, jobs_state and the rest read
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 00:51:03 +03:00
19fcf60599 wip(0.S3): packages and examples migrated again from their pre-0.S sources in one run
ludic migrate state packages <every example program> packages/ludic.lab/example/plate.ludic
  1804 vars into 126 states, 64 into lets; 23498 edits in 460 files

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 15:31:34 +03:00
5ffe50ed02 wip(0.S2): migrate - a var nothing writes becomes a let; a state is keyed by its module, directory or program, so every program's plan agrees; paths normalized; program states named SceneDemoState / scene_demo_st; the LSP reads state, mut and entry/handler parameters
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 15:31:34 +03:00
07505e7ef2 wip(0.S3): the packages migrated by ludic migrate state packages - every package test green
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 14:02:21 +03:00
473552cc81 feat(ludic.anim): skin_joint - a bone looked up in the skin's own joints, not the file's first of that name
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 08:41:51 +03:00
c446c07a4c feat(packages): ludic.anim - glTF animation clips read out of the parsed document, sampled by halving, cross-faded two at a time and folded into a render3d Skin's pose; clips per rig by name, translations off unless asked, a late first key reported
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 08:12:29 +03:00