- every texture upload malloc'd a CPU copy of its pixels and never freed it (236 MB over the
valley's boot, and again for every model loaded later): the pixels are converted straight
into the mapped staging buffer
- the per-level and per-layer views gvk_view_of made outlived their texture, and on MoltenVK a
view keeps its Metal texture alive: a released texture takes its views with it, and the cache
is keyed by numbers instead of a string built on every call
- the Vulkan structs filled for a draw, pass, barrier, descriptor set, buffer, allocation or
upload (about sixty call sites) come from a reused 1 MB scratch ring (gvk_tmp)
- the descriptor-set cache and the retired buffers are emptied in place, not replaced; the grass
cull's dispatch arguments are made once
- macOS drains an autorelease pool each frame (Vk.frame_pool, lvk_frame_pool in vk_mac.ll)
- R3D_VK_PROF reports Vulkan objects made and destroyed by kind, and every cache's length
- examples/rendering/smooth presents through render3d, so it runs on Vulkan too
The full valley on headless Vulkan loads to 2.18 GB and holds (it passed 8 GB while loading
before). ludic-dev test 305/305, selfhost-test 33/33.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The rest of the leak Physics found: a drain that carried facts gave its list away and made a new
one, every queue every frame something happened. The queue keeps two lists and hands one out while
the other fills; a drained list is good until the next drain of that queue (nothing in the game or
the packages keeps one past it). With ab34f82's empty drain and in-place clear, a queue allocates
nothing in steady state. queue_test holds the reuse; every package (403) and lab/unit (90) pass.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
300 parses of a 446 KB glTF: 2118 MB before, 528 MB with the one-allocation string, 94 MB freed.
A headless Maroon Lake at play: 2334 -> 2195 MB by footprint.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A streamed world loads and lets go of a chunk's entities together, so a chunk is a first-class
group: chunk_of(x, z, size) packs a chunk's cell into an int, tb_remove_all(tb, ix, v) removes every
row an index files under one value (the observers told of each). IntIndex kept one list per value
up to the largest, which a packed chunk number (hundreds of millions) turned into hundreds of
millions of empty lists and a 12 GB test run; a value past 1024 now gets its slot through an IntMap,
so a sparse value costs one list.
ludic.things files every Thing under its 256 m chunk (TH_CHUNK), kept by every move;
things_chunk_count and things_drop_chunk (the port and the facts told of each removal, as
thing_remove tells them) are what the memory budget's streamed chunks ask. The moves are their own
file (moves.ludic). Tests: ludic.base 35, ludic.things 8, all under a 2 GB cap (24 MB peak).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The living animals around a point from the grid (a rare species from its own list), into a list
the caller keeps in its own state, so a frame's proximity question walks the cells it covers
rather than every animal ever made. wildlife_alive_of is the species index's count.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The vehicles are rows of a ludic.base Table with kind and owner as columns, every player's own by
an owner index and a nid map: vehicle_of walks only that player's rows, vehicle_by_nid is a map
lookup, and a player who leaves has their rows removed instead of the whole list rebuilt. ve_add
takes the owner, so the owner is filed once and never assigned around the table. Positions stay
on the record: a boat moves every frame and there are at most two a player. vehicles_test holds
the table (9 tests); the game builds against it and lab/unit passes (88 tests).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
tb_on_add / tb_on_remove take a fn(int) (its states supplied, like a system's) told each handle as
its row is made and before it goes (ecs_hooks.ludic), so what follows a table - a drawing, a
message - does so without a scan. Every row's tick now also stamps its 64-row block, and
tb_changed_since / tb_added_since skip the blocks nobody wrote since: a delta over a large table
costs the blocks that moved. A row moved into a removal's gap keeps its own tick (it was not
written); a removal is told by the hook. ecs_test holds both. The ludic.wildlife table
(5ac3d48, written while builds were held) now builds and passes its 19 tests.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Written while builds are held (agents share 16 GB; no build or run until the user lifts it), so
it has not been compiled or tested. The animals are rows of a ludic.base Table: x, z, species and
alive as columns, a 32 m grid over the living, the living by species, and a nid map.
wildlife_by_nid is a map lookup instead of a scan of every animal ever made, wildlife_count walks
only its species, wildlife_nearest asks the grid, wildlife_set_alive writes the flag and the row
together, and wildlife_refile files the tick's moves once after it (wildlife_verify holds the
columns to the records). A guest puts its whole table away and brings it back. A test case covers
them; to run once builds are allowed: ludic test packages/ludic.wildlife.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Ludic frees nothing a safe program allocates, and every package's fact queue is drained once a
frame: q_drain handed back its list and made a new one each time, most often of an empty queue.
An empty drain now returns the queue's one shared empty list (never to be pushed to), and q_clear
clears in place - the live list is never one a drain handed out. A queue that held facts still
gives its list away, so what leaks is in proportion to what happened, not to the frame rate.
queue_test holds it (an empty drain is the same list twice; a drained list is untouched by later
pushes and clears).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A mechanic that keeps many of something keeps them as rows of a Table<T> rather than a list it
scans. Removal swaps the last row in; a handle (22-bit slot, 9-bit generation) goes stale when its
entity is removed. tb_set_f / tb_set_xz / tb_set_i stamp a change tick and refile the row in every
index over that column in O(1): tb_grid (a doubly linked spatial hash, rings outward for nearest,
rehashing as it grows), tb_index (a cached query: the rows of each value of a kind column, gated by
an active column), tb_nearest_of / tb_within_of (a rare kind from its own list), tb_nearest_where
(a predicate on the record), tb_within_recs (into the caller's list), tb_changed_since /
tb_added_since, IntMap. No question allocates or writes: Ludic frees nothing, and the old lists'
per-call copies leaked every frame.
ludic.things keeps its Things as a Table<Thing> with x, z, kind and active as columns; every verb
writes the record and the row together (a Thing carries its handle and table, so thing_hide(t)
still needs no state), thing_set_on / thing_set_xz / thing_place_at are the silent forms the game
used to do by assignment, and things_verify holds the columns against the records.
things_near(_of) fill a caller's list, thing_of_kind walks a kind, things_count_of counts one, and
things_tick visits only the kinds that tick. thing_find answers the first-placed by uid.
Against a []Record scanned (M4 Pro): nearest 0.37 / 1.5 / 7.2 us at 10k / 100k / 1M (list 30 /
307 / 3075), by id 0.09 us at 100k (list 17), a move refiled in 11-44 ns. ecs_fuzz_test holds the
grid, the kind index and the record queries against a scan through 9000 random changes.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- grass_cull.comp decides each candidate blade once a frame (place, ground, density, water,
slope, frustum, colour field) and writes survivors into three bands by distance, one indirect
draw each; grass_inst.vert only bends and places the vertices. OpenGL keeps grass.vert's
per-vertex path; R3D_GRASS_GPU=0 compares
- compute programs take sampled textures after their buffers (gpu_compute_tex / gpu_dispatch_tex),
and every dispatch now records a compute-to-draw memory barrier
- the blades as a sward: 4 m cells, bands with five, three and one-quad blades, spacing doubling
every 18 m to 70 m, never narrower than a pixel; lit facing the sun and leaning to the sky,
shadow looked up above the ground (it read the terrain as its caster), a colour ramp that
leaves only the sheath dark, clumps, dry patches and a tussock shade worked out per blade
- scatter layers flagged grass are skipped while the blades draw (and under R3D_NOGRASS);
R3D_BLADES, R3D_NOBLADES win over the game's setting; R3D_GRASS_S0/D0 for measuring
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
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>
Conflicts with 0.R5's state defaults in ludic.wildlife resolved; wl_step writes the push's answer, so
its callers take WildlifeState mut again.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>