Commit graph

1143 commits

Author SHA1 Message Date
306b57e1d5 Merge commit 'c5e58d1' into lang/foundations 2026-09-29 16:50:00 +03:00
c5e58d14ea render3d: the survey DEM is let go once the height field is made, and the terrain sun shadow is R32F + RG16F
The DEM (R16 with mips, 44 MB) was read only by terrain_generate and kept for the map's life; a
world swap loads its own again. The height-field sun shadow was one RGBA32F for three values and an
unused fourth: the lowest lit height stays 32-bit (a receiver 3000 m up compares against it to a
quarter metre), the occluder distance and the cloud mask go beside it in RG16F (64 -> 32 MB), baked
in a pass of their own (TS_AUX): a pipeline takes one colour format for all its targets, and drawn
together into R32F + RG16F the writes went nowhere and nothing was lit.

-75 MB at every fog level, off included (2008 -> 1933 MB at the overlook); the fog-off frame is
unchanged (0 pixels over 8).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 16:48:26 +03:00
509b5ef111 ludic.zones: a player's radius never past no fog's 900 m
A 1 km fog gave a 1040 m zone, more of the world than no fog's 900 m (2405 MB and 1029 nav tiles against
2294 MB and 753 in the fog profile). zones_radius is min(max(fog + 40, 150), 900); the test holds 1 km
and 860 m at 900.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 16:42:43 +03:00
b2550ca58a Merge commit 'f8c81e4' into lang/foundations 2026-09-29 16:24:11 +03:00
f8c81e4066 render3d: the uniform ring is 16 MB a half and grows when a frame outgrows it; streamed layers are sized for the fog's reach
The ring held 2 x 64 MB of host memory for a frame that uses 3 MB at most (2761 draws at the
overlook, 1.7 MB in town): it starts at 16 MB a half, and a frame that ever runs out grows it for the
frames after (gvk_ring_grow, making the kept sets again; R3D_RING_KB=<n> starts small to watch it).
-95 MB at every fog level, off included.

A streamed layer's arrays and its stream's arena are made for the reach a fog wall leaves (twice its
area's share, at least 4096 instances) and emptied to refill within the frame budget
(fog_streams.ludic). The near streams' reach is already inside most walls, so it is -9 MB at 30 m.

R3D_VKMEM adds the ring's high-water mark, the largest buffers and the streamed layers' share.
Footprint at the overlook: 2008 MB off (2108 before this phase), 1748 MB at 175 m, 1682 MB at 30 m.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 16:22:45 +03:00
b4af12025d physics: Jolt's floor sized for what moves - pairs 4096, contacts 2048 and a 4 MB temp heap by default (phys_open_sized for more), and a body past max_bodies or a step past the pairs or contacts is Mem.over, never a quiet -1; world.ludic split from shapes.ludic
An empty world at the game's size held 51839 KB of Jolt's heap (200000 bodies, 65536 pairs, 20480
contacts, a 32 MB temp heap), the jolt= floor under every walk. Pairs and contacts come from what
moves - drops, boats, a few walkers - and a valley's still things make none. Now 11743 KB at 200000
bodies and 8461 KB at the 98304 the game opens for (jolt_floor_test holds it under 16 MB). The temp heap
still falls back to malloc for a step that wants more.

lib/macos-arm64 rebuilt; lib/windows-x64 needs native/build.sh on the PC (jph_world_new's new sizes).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 16:18:42 +03:00
031fcad641 Merge commit '4d485a1' into lang/foundations 2026-09-29 16:11:12 +03:00
4d485a1778 render3d: the shadow array holds only the cascades a fog wall needs, and a thick fog takes the whole sky
A cascade that begins past the wall was fitted and cleared every frame for nothing: the array is now
made with the ones that begin inside it (2 at 30 m, 3 at 175 m, 5 without a fog) and made again when
the wall changes that count; shadow maps 80 -> 32 MB at 30 m, 48 MB at 175 m. A layer the array lacks
clamps to its last, read only past the wall where everything is fogged.

The sky: at walls of 110 m and nearer the whole sky is the fog's colour, overhead too, with a soft
glow at the sun or moon and no stars or clouds through it, easing out by 175 m; from 175 m on the
horizon band alone, and off as before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 16:10:58 +03:00
e33a1133b7 Merge commit '7024f42' into lang/foundations 2026-09-29 16:05:44 +03:00
7024f42789 render3d: a fog wall nearer than a layer's cards lets its impostor atlases go, and a fog that opens bakes them again
Inside the wall every instance is a mesh whose LOD2 casts its shadow, so a card is neither drawn nor
cast there: fog_impostors.ludic frees a layer's atlases while wall + margin < its near (trees 420-480
m, rocks 320 m) and paints them again from the model when it opens past it (impostor_paint, split out
of the bake). Impostor atlases get memory of their own, so a release goes back to the driver instead
of leaving a hole in a shared block. R3D_FOG_AT=<frame> with R3D_FOG_TO=<m> changes the wall mid-run.

At the overlook: 2102 MB off, 1824 MB at 30 m (249 -> 67 MB of atlases; the rest is the ground cover's
card atlases, drawn inside the wall); opening re-bakes 16 layers in 42-46 ms, back to 2102 MB.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 16:05:16 +03:00
41ad5d1e9b Merge commit '181d317' into lang/foundations 2026-09-29 16:01:57 +03:00
181d317d20 ludic.ui: <option disabled="{...}"> - a select steps past it, clamps off it and greys the arrow toward it
- The arrows, a press on the select and the pad step past a disabled option (ct_opt_step), wrapping
  as before.
- A value naming a disabled option is shown as the nearest enabled one (the lower of two as near) and
  set to it once the build is done: an event fired while the tree is built is cleared with the frame's,
  so the clamp is queued (ct_clamp_n / _i) and fired after nt_fired_clear.
- The < or > whose next option is disabled is drawn disabled (its part's :disabled), so a cycler shows
  where the options stop being on; it still steps past them.
- ct_build_select moves to controls_opts.ludic with the rest (controls_build.ludic 119 -> 104 lines).

Golden ui_select_disabled: options 3 and 4 disabled, a value of 4 clamps to 2, > is drawn disabled
there, > wraps to 0 and < from 0 steps back to 2. The 38 ui examples pass.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 16:01:43 +03:00
5f6277a74c Merge commit '6289564' into lang/foundations 2026-09-29 15:59:33 +03:00
6289564382 render3d: R3D_VKMEM=<frame> says where the GPU memory is, by owner, and the renderer's big CPU arrays
Every allocation carries the owner its maker was wrapped in (models, terrain, impostor atlases,
scatter, grass, shadow maps, frame targets, sky, water, game textures, made in a frame), and the
report prints each owner's images and buffers, the 25 largest images and the scatter layers',
streams' and terrain's CPU copies. Nothing drawn changes.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 15:58:59 +03:00
6af48afdda Merge commit '93e5cb3' into lang/foundations 2026-09-29 15:55:07 +03:00
cdf7da94db Merge commit '8b85282' into lang/foundations 2026-09-29 15:55:07 +03:00
8b85282502 ludic.zones: a disc per player from their fog, merged into clusters; the simulating packages ask whether a place is simulated
zones_set / zones_clear / zones_merge, zones_contains / zones_nearest and the clusters' bounding circles,
over fixed arrays of ZONES_MAX (16). WildlifeWorld.active freezes an animal outside (no state change, no
dice), NpcWorld.active a walker (and no birth outside), VehicleWorld.active a moored boat, and
ThingsWorld.restocks keeps a morning's restock inside; every default is "everywhere", so an unbound game
is unchanged. Tests: the merge (near players one cluster, far two, a player leaving splits a chain),
contains, nearest, the radius; wildlife, npc, vehicles and things pass as before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 15:53:23 +03:00
93e5cb391e nav: nav_tiles_keep_near - a file-backed mesh's tiles kept by a distance the game answers (its players' zones, ludic.zones' zones_nearest): in within pad of it, out only past pad + hyst; the tile counters in resident_count.ludic
For loading the world by each player's fog rather than a fixed 900 m. keep_near_test: a zone round
one corner brings in its tile, a bigger one its neighbours, an edge nudged back and forth twenty times
changes nothing, and a zone moved 2 km away lets them all go.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 15:43:22 +03:00
d8aa070c93 Merge commit 'f65bd1a' into lang/foundations 2026-09-29 15:41:37 +03:00
f65bd1aca1 render3d: the fog wall is solid by 0.85 of it and the blades end at 0.75
Whatever is cut at the wall is now cut inside full fog: at 0.3-1.0 the last metres before the cut
were 80-95% fogged against fully fogged ground behind, which drew a line of tufts at 70 m and a
dark band of blade tips at 30 m. The blades thin out while the fog is still coming in.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 15:41:25 +03:00
ef924b9e9e Merge commit '2ce2d99' into lang/foundations 2026-09-29 15:38:40 +03:00
2ce2d997be render3d: the fog wall culls on the CPU - nothing past it costs a draw, a vertex or a caster
cam_sphere_visible refuses a sphere wholly past the wall (terrain patches, scatter cells, stream
chunks, grass tiles, water), actors past it are skipped for draws, casters and outlines, the grass
reach and the streams' generate-and-gather reach end at it, and the card shadows cast only from
the wall's share of a layer (fog_casters.ludic, rebuilt every 4 m). r3d_beyond_fog is exported for
the game to skip animating what will not be drawn. Render-only: no query of the ground or the world
changes, and off is the old frame (0 pixels over 8 against 160ce96, twice per side).

Draws per frame at the overlook: 2757 off, 1104 at 175 m, 484 at 30 m.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 15:38:00 +03:00
2958539514 ludic.ui: a new component instance's first build is declared - a first show mid-play is not a frame's keep
Master's windowed fog profile failed the fence at walk t 35 s: +512 B from value_new / value_put /
value_slot / value_lists under bd_class and cmp_keycap_model - a KeyCap first shown mid-walk.

It is a first build, bounded, not a per-show leak: an unmounted instance goes to in_free and the next
show of its class reuses it (in_reuse, `renew`), its props and model objects kept and filled in place.
Only a NEW instance makes them - bounded by how many of that class are up at once, and the ones
unmounted less than two builds ago. in_reuse already declared the record; the props and model objects
and their first fill, made afterwards in bd_class, were not. They are now: in_reuse marks a new record
`fresh`, and bd_class's first fill of it goes through bd_first_fill (@alloc_ok) - a reused instance's
fill stays judged, so a real per-show leak would still fail.

Golden ui_first_show: a component first shown at frame 700, once the fence is judging, then hidden and
shown twice more: bad 0 (the toolchain before this fails frame 701: +464 B value_new from value_slot
under cmp_cell_model, value_put grow - the profile's failure). The 37 ui examples pass.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 15:18:22 +03:00
b9f9cb8495 render3d: r3d_fog_wall(dist) - fog that closes to the sky's horizon colour from 0.3 dist to dist, and nothing drawn past dist + 8 m
Every lit program blends toward the horizon colour (the prefiltered sky with the sun's inscatter,
so it carries the day's grade); the sky's horizon band is pulled to the same colour, wider the
closer the wall. The far plane, scatter and stream cull reach and the shadow cascades are clamped
to the wall; the reflection pass shares the shaders and the cull. 0 is off: every branch is gated
on u_fog_wall > 0 and r3d_reach hands back the far it was given. R3D_FOG_WALL=<m> for a shot.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 15:07:40 +03:00
160ce96e4f Merge commit '0c6dab3' into lang/foundations 2026-09-29 14:56:32 +03:00
0c6dab39a8 render3d/vk: a sub-allocation takes a whole number of its alignments, so the free list stays small
The valley self-test died after the Lamar swap, loading Maroon's pine LODs:
gvk_fr_blk (the device suballocator's free ranges) grew past its @max(4096).
Nothing failed to coalesce: a range was carved at the buffer's bare size, so
what was left after it started unaligned and the next buffer, rounding its
start up, left a sliver before it that no later buffer could use. One host
block held 3,968 small buffers and 3,718 free ranges between them - 496 KB
free in all, 133 bytes a hole. Those merge away when a neighbour is freed, so
nothing leaked; the count simply rose with live buffers.

gvk_mem_new now carves `span`, the size rounded up to the alignment, and
records it as the allocation's length, so a free gives back exactly what was
carved and the rest of a range always starts aligned.

The same repro (the lab's `tests` scene, headless, a fresh test root): the list
never reached 256 slots (it passed 4096 before), the run completes (exit 0),
LAMAR OK and THINGS OK. r3d_small was 0 throughout, as ECS said.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 14:56:14 +03:00
9b1cd7d608 render3d/vk: a small window's screen has no depth image
A small window (r3d_small: the launcher's UI process) draws its interface flat
and tests no depth, but gvk_screen_make gave it a 32-bit depth image the size
of the screen - 8 MB at 1920 x 1080. In small mode the screen has none: the
pass and a clear with no depth attachment already leave depth alone (clearing
DEPTH_BUFFER_BIT with no attachment is skipped), and pipelines follow the
pass's formats.

With the launcher's own 1920 x 1080 backdrop (maroon-lake game/launcher-small),
the launcher window measured 378 -> 295 MB of footprint at 25 s; its headless
shot (R3D_SMALL=1, so no depth) differs from the unchanged build by 0.279% of
pixels, the resized backdrop, and two runs of each are identical.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 14:50:17 +03:00
22a384a76a Merge commit 'db7c21e' into lang/foundations 2026-09-29 14:45:29 +03:00
db7c21e5d8 render3d/overlay: the font atlas kept as its coverage, one byte a texel
The atlas is white glyphs on alpha and the overlay reads only the coverage,
but it was uploaded RGBA8: Maroon Lake's 3072 x 2688 atlas was 43 MB of Metal
memory with its mips, the largest single thing in the launcher window.
overlay_font now keeps the alpha alone as R8 (ov_font_tex; any other PNG
shape is uploaded as before) and overlay.frag reads .r - the white fallback
texture reads 1 there as it did from .a.

Launcher window, graphics regions: the atlas 43.0 -> 11.5 MB; process
footprint at 25 s 402 -> 378 MB. The headless launcher shot is identical to
the unchanged build's (0 pixels differ; two unchanged runs differ from each
other by 1.69%, and the new one by the same against them).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 14:45:02 +03:00
2bb7ae1883 render3d/vk: a buffer re-filled every frame ping-pongs between two instead of being made again
With one frame in flight, a buffer filled every frame (the interface's vertex
buffer, ov_vbo) was still being read by the frame on the GPU when the next
frame filled it, so gvk_buf_reserve released it and made a new VkBuffer and
its memory every frame - and every new buffer took a prime submit of its own.
Each handle now keeps a second buffer (gvk_bsp_*): a busy one swaps with it
when it is free, else the busy one becomes the second and one new buffer is
made; releasing a handle lets both go.

The launcher window (--launcher-ui, R3D_VK_PROF, per 120 frames): buffers
made/destroyed 120/120 -> 0/0, command buffers 240 -> 120 (one a frame). Its
footprint does not move with it (358 MB at 40 s, both): the churn was work,
not memory.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 14:45:02 +03:00
e958d00373 Os.heap_relief(): the allocator's freed-but-cached memory handed back, once after a load
Beside Os.heap_bytes: malloc_zone_pressure_relief(NULL, 0) on macOS (weak, so a libc without it reads
0) and HeapCompact(GetProcessHeap(), 0) on Windows - kernel32 only, so the Windows build imports
nothing new; the bytes it says it released. Once after a load, never per frame.

Measured, for the record: on macOS it does NOT reach the large-block cache. A C program that frees six
15 MB blocks still holds 90 MB of MALLOC_LARGE (empty) after relief on every zone (it returns 0); only
MallocLargeCache=0 in the environment AT PROCESS START turns the cache off (read at malloc's init -
set later, it does nothing). Maroon Lake's watcher sets it for the processes it spawns.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 14:30:20 +03:00
5297996640 Merge commit '8030cfd' into lang/foundations 2026-09-29 14:23:33 +03:00
8030cfdfde render3d: r3d_small, a renderer sized for a small UI window
Set before r3d_open: the frame's uniform ring is 2 x 4 MB (was 2 x 64), memory blocks are 8 MB with
anything over 4 MB on its own (was 64 and 16), and the descriptor pools are an eighth of a world's.
Maroon Lake's launcher window draws a picture and text and never becomes the game; its launcher home
and Settings page draw pixel-identical on it. The full-size path is unchanged (steady: STEADY OK).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 14:23:00 +03:00
84d754a4e9 a render3d program's window is opened by its renderer, not by the runtime before main
rt_init opened every windowed program's window before main, and render3d's gvk_open then only
retitled it. win_open makes the window when there is none (cocoa.ll and win32.ll alike), so for a
program that has gvk_open the runtime now leaves it (window_later(), an intrinsic: windowed and
render3d present): a process that never reaches the renderer - Maroon Lake's launcher watcher, which
only spawns the game and waits - never makes a window, an NSApplication or AppKit's heap.

Audited every window native reachable before the renderer opens (settings, telemetry, rescue, the
watcher reach App.* and Input.*): on macOS each that loads W_win / W_app / W_view / W_mtl / W_glctx
checks it for null; win_close, win_running, win_text, win_held, win_cursor_mode, win_gl_scale and the
pad and touch reads load none. On Windows each that loads W_hwnd / W_hdc checks it; the rest load none.

Measured, windowed, R3D_DEV=1 R3D_PLAYTEST=2, both killed after:
- the game straight to play: the window, the Vulkan swapchain (1920x1080) and the valley's models
  come up, alive at 30 s;
- the launcher (R3D_GAME=launcher): the watcher 11 MB -> 3.7 MB, its launcher window alive at 10 s.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 14:19:10 +03:00
30a641d249 Merge commit '12fdc07' into lang/foundations 2026-09-29 14:14:26 +03:00
12fdc0717e a program's states made on first injection, and the ECS stores started at 8 slots
Maroon Lake's launcher watcher - a process that only spawns the game and waits - held 58 MB, 48 MB of
it MALLOC_SMALL. Measured with malloc stack logging it was not the state defaults but L_grow: every
program sized every property type's per-entity store to MAX_ENT (1024) slots at start, 1,583 stores,
entities or none. And every state record was made with its defaults in L_init_globals before Boot.

- emit_lazy.ludic: a program's (not the runtime's) state global is left out of L_init_globals, and
  every read of it calls @S_<global>(), which makes it on first call from its own initializer - after
  every registry and plain global, so a default may read them (the init-order crash cannot come back
  through a state). What a getter makes is declared (@lp_fdecl): a state first touched in play is made
  once and not judged as a frame's keep. A function value's trampoline calls the getter too.
- L_grow starts the stores at ECS_FIRST (8) and doubles as entities come, as it always did past MAX_ENT.

The watcher (with the game's watch step moved before the systems' defs): 57 MB -> 11 MB; the only
state it makes is UiState (14 KB). What is left: AppKit's window, opened by rt_init before main for any
windowed program (~4 MB), and the runtime's font, image and 2D inits (~1.2 MB).

Goldens: the arena, fence, value and json goldens; the 36 ui examples; 30 of the 32 ECS test cases
(sprite_render and sprite_atlas time out under a plain runner with the toolchain before this too).
Package tests: ludic.base, save, settings, i18n.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 14:14:05 +03:00
5d8cbac06a render3d/vk: a swapchain rebuild gives back its scratch and the old image list
gvk_swap_make freed none of what it made - the surface caps, the count, the
format and present-mode lists, the create info, the handle out - and replaced
gvk_swap_images without freeing it: a few hundred bytes every time the window
changed size, went to or from Retina, or the chain came back suboptimal. Each is
now freed on every way out (the minimised return and the failed create included),
and the old image list before the new one is made.

A windowed memory walk built against it (main 5ee600d2, 300 s, the autopilot
opening screens every 6 s): footprint 2816 MB at 120 s, 2818 MB at 300 s; the
fence judged 0 frames kept.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 13:56:02 +03:00
90b23e11e9 Merge commit '3f685af' into lang/foundations 2026-09-29 13:43:43 +03:00
3f685af868 Json.free_all is safe on a parsed tree a migration and a loader have edited; sv_str keeps a copy
A load freed only the parsed trip's nodes (Json.free) and kept every string the parser made, because
a loader might keep one; free_all freed every string and every key, so on a tree a migration had
added a literal to (`Value.put(v, "sver", Value.str("2"))`) it freed the literal and aborted.

- The parser marks the string values it makes (JP_OWNED, in the node's otherwise unused num) and
  interns object keys (a few names, never freed); free_all frees only marked strings, never keys,
  and a list's spares too. A setter that gives a marked node other text (value_set_str/_strs,
  value_into_str/_strs, value_become) frees the parser's text first. value_as_int / _as_float read a
  string as 0 as before.
- ludic.base sv_str returns intern(...): every package load that keeps a text read from a section
  (minimap labels, a Thing's look, photo tags and files, an effect's label, ...) holds its own copy.

Golden json_free_edited: parse, put a literal key and string in, set a string, keep an interned copy,
free_all - 1100 loads: the copy reads on and nothing grows (the toolchain before this aborts, 134).
Tests: ludic.save, base, settings, minimap, things, photo, effects; json_saves, value_list_regrow; the
36 ui examples.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 13:43:24 +03:00
2bd6d30dcc Merge commit '99f8749' into lang/foundations 2026-09-29 13:41:50 +03:00
99f8749949 render3d/vk: the kept descriptor sets start over after 256 textures are freed
gvk_sc_make's cache (program + bound textures -> a set in the kept pool) evicted
nothing until the pool's 8192 sets filled. A texture freed - a photograph's
thumbnail, a wall frame, any picture a screen loads - left its entries and their
sets behind for good, since its handle's generation moved on and the key could
never match again: 262 KB over 12 minutes of the user's play, and bound only by
the pool, hours away.

gvk_tex_release counts the releases (gvk_sc_dead); at GVK_SC_DEAD_MAX (256) the
next frame's start resets the kept pool and empties the cache (gvk_kpool_reset,
which waits for the frame in flight), and each draw still in use makes its set
again the first time it is drawn - the budget is the live combinations plus at
most 256 textures' dead ones. The declared reason on gvk_sc_make was the
swapchain's, copied; it now says what the cache is and what bounds it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 13:41:35 +03:00
6f39b50e63 Merge commit '338202c' into lang/foundations 2026-09-29 13:34:15 +03:00
338202c41b play 2's frame keeps and a dropped file: a var() join made at once, the hint rail emptied in place, save_read gives its text back
- ludic.ui cv_join (units_pieces.ludic:93): a var() value's pieces were joined by +, a text left
  behind per piece on every memo miss; it is written at its length at once (units_join.ludic), and
  the miss is its own declared function (cs_vars_miss), bounded by the memo.
- ludic.hints hn_slots (rail.ludic:41): hints_reset made a new rail every time; the rail is
  emptied in place, made again only for another count (rail_slots.ludic).
- value_spare_put (value.ludic:138): a list's spares grow only past the most it has ever cut off;
  declared as such.
- ludic.save: save_read reads, parses and frees the file's text - the tree's strings are the
  parser's own - and says whether the text was whole (SaveRead.intact) for the words of a refusal.
  Maroon Lake's trip and home reads kept the whole file on every load and every menu card read.

Tests: ludic.save (10), ludic.hints (8); the 36 ui examples; value_list_regrow, json_saves and
alloc_fence_declared unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 13:33:54 +03:00
b368912c78 nav, physics: Recast's and Detour's memory counted (nav_heap_bytes / _peak / _allocs, a counted allocator registered at load, tile bytes staged from it); package tests that crossing the map and back holds the native bytes
The user's walk showed the footprint rising outside the Ludic heap. Jolt's bytes were already counted;
the navmesh's were not, so nothing could see them. Now:
- ludic.nav nav_heap_test: fifty crossings of a four-tile map by the resident index hold the tiles in and
  the native bytes to the first crossing's; a thousand crowd walkers in and out grow nothing; a reset
  gives back every byte the mesh took.
- ludic.physics cross_heap_test: a 1 km map of 64 m chunks kept to a ring round a player crossing
  corner to corner and back, each chunk a heightfield, twelve owned posts and six owned scaled hulls
  as the game makes them: six more crossings hold the bodies, the shapes and Jolt's bytes and peak
  exactly. (A post made as an offset of a cylinder, with only the offset owned, leaked the cylinder
  every time: the game's solid_pillar owns its cylinder directly.)

lib/macos-arm64 rebuilt; lib/windows-x64 needs native/build.sh run on the PC for the new exports.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 13:32:18 +03:00
7b91300962 photo: a frame's tags written into a kept buffer and interned, one string per distinct text - a viewfinder composes every frame, and each tag concatenated a new text the frame dropped
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 13:29:00 +03:00
f38581754a Merge commit '9b3d3e3' into lang/foundations 2026-09-29 13:27:18 +03:00
9b3d3e3298 ludic.ui: the pointer looks through a box with no size; a control's parts answer :hover
From the user's play, reproduced on Maroon Lake's customisation screen with the pointer scripted over
each control (the lab's R3D_CLICKS): nothing on it was ever pressed or hovered.

- A screen's root <div> round a positioned panel (a component's root holding the kit Screen's
  modal) lays out to 0x0, and the hit test (fr_pick) and :hover (fr_under) only walked into a child
  whose box held the point - so nothing under it was reachable. A box with no size holds no point and
  clips nothing: both look through it now (fr_empty), without hovering it.
- A control's parts (a select's < and >, a range's thumb) are made by ct_part, which never set
  `hovered`: `select .ui-prev:hover` could not match anywhere. It is set as an element's is.

Golden ui_pointer_through: the panel's button pressed and hovered through the empty root, and a
select's > hovered (before this: pressed 0, hovered 0). The 36 ui examples pass.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 13:26:33 +03:00
6029d10e62 character: a seated body is held by its seat alone - no step to the walker while sitting, and a hold no longer turns it off the seat's heading
The user's play of the bundle: the character shook while seated. chr_sit_tick eased the body onto the
seat point at the ground's height, then the same frame's chr_travel handed it to the walker, which
pushed it off a log, a bench or a boulder beside the seat; the next frame pulled it back. Unwalked, the
game's walker parks as it does under a rider. A hold's turn toward the work fought the seat's yaw the
same way. The new test sits the body against the boulder: 4.63 m from a seat at 5.7 before, still after.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 13:12:22 +03:00
614f030407 Merge commit 'e691f07' into lang/foundations 2026-09-29 12:37:40 +03:00
e691f072ae render3d/shadow: tree impostors cast only into the far cascades
Every tree on the map was drawn as an impostor card into all the cascades,
the near two included, whose receivers (within 60 m) are shaded by the near
trees' own LOD2 meshes cast beside them. The cards now cast from cascade 2 on.

Aspen view, same main and foundations, 240 frames, with the figure capsule:
shadow instances 323,587 -> 202,743; shadow GPU 4808-4942 -> 4579/4578 us;
median frame 17200-17693 -> 17178/17205 us. The look held: shots of the view
taken twice a side are identical within a side (0.00% of pixels past 8) and
differ by 0.04% across (every pairing).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 12:37:24 +03:00