Commit graph

6 commits

Author SHA1 Message Date
dd86dce171 feat(physics): 16 - a rock's own shape: phys_convex (Jolt's convex hull of a point cloud) and phys_scaled (one hull, every rock of that shape at its own size); the libraries rebuilt on the Mac and the PC (still KERNEL32 alone); hull_shape_test holds the scale and that a yaw turns a body the way a renderer turns an instance
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 15:22:30 +03:00
3fae64f975 fix(physics): Jolt's own pair and contact limits (65536 / 20480) rather than the body count's, and a temporary allocator that falls back to the heap - a valley of 60,000 still trunks aborted its first step with a moving body in it
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 02:02:56 +03:00
d2cd775309 feat(physics): phys_heightfield_smooth - the ground as a renderer draws a cubic B-spline height map, smoothed in C
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 00:27:15 +03:00
c7a18fd4f0 feat(physics): a walker (Jolt CharacterVirtual with an inner body) and the verbs a boat and a guest's copy need - force, torque, angular impulse, spin, set_pose
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>
2026-09-27 00:24:47 +03:00
d4fc9bbb91 fix(physics): push keeps the old collider contract exactly - a thing wholly under the feet or over the head is not in the way, anything else pushes out sideways (Jolt's axis when side-on, else radially by the overlap across)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 00:08:36 +03:00
72dbdca1f3 feat(physics): phase 16 - ludic.physics over Jolt Physics v5.6.0
Our own shim (native/shim/jph_shim.cpp) over Jolt built from the pinned tag with cross-platform
determinism and no fp contraction: shapes as handles (box, sphere, capsule, cylinder, dome,
offset, heightfield, mesh), still/kinematic/dynamic bodies by id with real removal, rays,
top_at and push (what CharacterGround asks), overlaps, buoyancy against the PhysWater port,
contacts recorded in C and drained as PHYS_HIT / PHYS_SPLASH facts. Fixed 1/60 steps, at most four
a frame. Nine tests against the real library, including a pile run twice to the bit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 23:41:37 +03:00