..
lib /macos-arm64
runtime (macOS): MoltenVK opened first, so a process holds one - the SDK's loader in /usr/local/lib loaded its own MoltenVK beside the linked one and the program drew through it; the loader only when a layer is asked for, pinned to ours (VK_DRIVER_FILES, lib/macos-arm64/MoltenVK_icd.json) unless a driver is named. steady's stream round: a 300-cell warm-up, then the least of three 150-cell windows
2026-09-30 00:41:27 +03:00
native
feat(render3d): 22.10 - ludic.render3d carries MoltenVK, so a Mac program has its Vulkan driver
2026-09-28 01:16:26 +03:00
shaders
Merge grass/far into main (gathering every branch; main's side kept on conflicts)
2026-09-30 17:21:20 +03:00
tests
render3d: ground_fill_golden.json is valid JSON (the cover and solid blocks each closed one brace too many)
2026-09-30 15:36:08 +03:00
actor.ludic
render3d: a glTF material's factors are drawn - base colour, roughness, metallic and emission
2026-09-29 18:52:42 +03:00
assets.manifest
feat(gl): OpenGL 4.1 and the ludic.render3d renderer
2026-09-10 03:31:12 +03:00
bake_load.ludic
render3d: an impostor's bake is BC7 with its mips - both atlases uploaded compressed, as baked
2026-09-29 19:18:48 +03:00
bake_parts.ludic
render3d + lab: bakes as PNGs, and impostors, the sky's light and the carpet read from their bakes
2026-09-29 19:10:06 +03:00
baked_tex.ludic
render3d: baked textures before the PNG - a png_decode takes assets/baked/png, a cut-out load assets/baked/cutouts
2026-09-29 17:30:57 +03:00
camera.ludic
render3d: the fog wall culls on the CPU - nothing past it costs a draw, a vertex or a caster
2026-09-29 15:38:00 +03:00
daylight.ludic
packages: ludic.ui's render3d backend threads Render3dState; render3d's settable vars (r3d_dem_path, post_*, grass_*, wt_wade_*, ...) are Render3dState's fields again, not lets
2026-09-25 17:11:15 +03:00
drawstats.ludic
r3d/runtime: allocs, keeps and births at 0 on this side
2026-09-28 20:10:59 +03:00
env.ludic
Merge r3d/cb-cap into main (gathering every branch; main's side kept on conflicts)
2026-09-30 17:21:21 +03:00
FEATURES.md
r3d/runtime: allocs, keeps and births at 0 on this side
2026-09-28 20:10:59 +03:00
fmath.ludic
r3d/runtime: allocs, keeps and births at 0 on this side
2026-09-28 20:10:59 +03:00
fog_casters.ludic
render3d: under a fog wall the volumetric air is marched only to it, SSGI stops where it is solid, and card casters that fill the wall stop rebuilding
2026-09-29 17:00:27 +03:00
fog_impostors.ludic
render3d + lab: bakes as PNGs, and impostors, the sky's light and the carpet read from their bakes
2026-09-29 19:10:06 +03:00
fog_streams.ludic
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
2026-09-29 16:22:45 +03:00
gltf.ludic
render3d: a glTF material's factors are drawn - base colour, roughness, metallic and emission
2026-09-29 18:52:42 +03:00
gltf_cached.ludic
render3d: 671 frame-reachable allocation sites to 161 - declared, split, or made nothing
2026-09-28 15:58:18 +03:00
gltf_release.ludic
render3d: @creates / @releases on its handles
2026-09-28 16:58:31 +03:00
gpu.ludic
wip: uncommitted work gathered before the branch is merged into main
2026-09-30 17:18:48 +03:00
gpu_fault.ludic
render3d: a renderer that cannot draw says so and stops - LUDIC_HOME's leading ~ expanded (an unexpanded one left a run without shaders, logging 27 missing variants and drawing on), the SPIR-V manifest ends with E <count> and a cut or miscounted one is refused, and every such failure is a fault: r3d_open / r3d_load_step fail on it, r3d_fault() / r3d_fault_exit(code) for the game; tests/manifest_test
2026-09-29 22:12:39 +03:00
gpu_manifest.ludic
render3d: a renderer that cannot draw says so and stops - LUDIC_HOME's leading ~ expanded (an unexpanded one left a run without shaders, logging 27 missing variants and drawing on), the SPIR-V manifest ends with E <count> and a cut or miscounted one is refused, and every such failure is a fault: r3d_open / r3d_load_step fail on it, r3d_fault() / r3d_fault_exit(code) for the game; tests/manifest_test
2026-09-29 22:12:39 +03:00
gpu_vk.ludic
wip: uncommitted work gathered before the branch is merged into main
2026-09-30 17:18:48 +03:00
gpu_vk_bc.ludic
feat(render3d): 23.3 - a .dds beside a .png is uploaded BC-compressed with its whole mip chain
2026-09-28 01:23:45 +03:00
gpu_vk_draw.ludic
Merge r3d/cb-cap into main (gathering every branch; main's side kept on conflicts)
2026-09-30 17:21:21 +03:00
gpu_vk_layers.ludic
render3d: the terrain's GPU maps paged round the camera while the tiles are on
2026-09-29 17:13:11 +03:00
gpu_vk_readback.ludic
render3d: gpu_tex_read_all and gpu_tex_write_all flush the frame first - the read-back is a submit of its own and took the image before the draws that fill it (the sky bake's BRDF table was all zeros at one width in three)
2026-09-29 23:18:05 +03:00
gpu_vk_res.ludic
Merge grass/far into main (gathering every branch; main's side kept on conflicts)
2026-09-30 17:21:20 +03:00
grass.ludic
render3d: heightgen's plain and SMOOTH variants compiled (61 programs) - a smoothed or noise-only terrain had no height field on Vulkan; run-time defines as pure functions (program_defs.ludic) and manifest_test holds every program the source can ask for, literal or computed, to the manifest
2026-09-29 22:30:35 +03:00
grass_bind.ludic
render3d: a grass kind - the GPU blades' per-kind numbers are a GrassKind record the game hands over (grass_kind_set), not constants
2026-09-29 19:15:39 +03:00
grass_density.ludic
render3d: the blades' density window filled apart from its upload - gb_window_fill (the tiles round the camera's, zeros off the map, the corner) and gb_frame sends it; the same bytes, now readable by a test without a GPU
2026-09-30 02:03:43 +03:00
grass_gpu.ludic
wip: uncommitted work gathered before the branch is merged into main
2026-09-30 17:18:48 +03:00
grass_kind.ludic
render3d: a grass kind - the GPU blades' per-kind numbers are a GrassKind record the game hands over (grass_kind_set), not constants
2026-09-29 19:15:39 +03:00
grass_rule.ludic
render3d: the GPU blades grow by a painted density (a layer of the ground densities, grass_density_layer) where a map has one - a 5x5-tile window round the camera in a storage buffer the cull samples - and by today's rules where not; grass_rule_at is the rules on the CPU for the migration
2026-09-29 21:14:22 +03:00
ground_cand.ludic
render3d: ground_fill's candidate is a function of its own; solid layers with stable ids; the trample as clearing discs
2026-09-30 15:23:53 +03:00
ground_clear.ludic
render3d: ground_fill's candidate is a function of its own; solid layers with stable ids; the trample as clearing discs
2026-09-30 15:23:53 +03:00
ground_density.ludic
render3d: gd_fill tests a deflated tile's top bit as written, (b & 0x80000000) != 0, now that the compiler emits the literal (lang/hex-literal, reseeded) - the b < 0 stand-in goes
2026-09-29 22:20:20 +03:00
ground_density_write.ludic
render3d: ground densities as LGD2 - empty tiles free, one-value tiles a word, deflated tiles, quantized
2026-09-29 21:55:28 +03:00
ground_fill.ludic
render3d: gf_hash's comment says what it is - a 64-bit mix (the big constants lex as longs, & 0xFFFFFFFF is & -1); deterministic, and narrowing it would move every painted thing
2026-09-30 15:38:39 +03:00
ground_solid.ludic
render3d: ground_fill's candidate is a function of its own; solid layers with stable ids; the trample as clearing discs
2026-09-30 15:23:53 +03:00
ground_solid_list.ludic
render3d: ground_fill's candidate is a function of its own; solid layers with stable ids; the trample as clearing discs
2026-09-30 15:23:53 +03:00
hooks.ludic
wip(0.S3): packages and examples migrated again from their pre-0.S sources in one run
2026-09-25 15:31:34 +03:00
layer_chunks.ludic
render3d: place_rec.ludic, the one encoder and decoder of a baked placement
2026-09-29 17:28:11 +03:00
mesh.ludic
render3d: @owns on the handles records hold
2026-09-28 17:08:15 +03:00
overlay.ludic
render3d/overlay: the font atlas kept as its coverage, one byte a texel
2026-09-29 14:45:02 +03:00
package.ludic
feat(render3d): 22.10 - ludic.render3d carries MoltenVK, so a Mac program has its Vulkan driver
2026-09-28 01:16:26 +03:00
place_rec.ludic
render3d: place_rec.ludic, the one encoder and decoder of a baked placement
2026-09-29 17:28:11 +03:00
png_jobs.ludic
inflate in a caller-owned context, and a PNG decoded in three steps (parked: the boot's PNGs move to build time)
2026-09-29 17:17:20 +03:00
post.ludic
render3d: under a fog wall the volumetric air is marched only to it, SSGI stops where it is solid, and card casters that fill the wall stop rebuilding
2026-09-29 17:00:27 +03:00
prof.ludic
render3d: start-up declared, ov_nine and the caster test on buffers made once - 362 frame sites to 122
2026-09-28 16:21:51 +03:00
program_defs.ludic
render3d: heightgen's plain and SMOOTH variants compiled (61 programs) - a smoothed or noise-only terrain had no height field on Vulkan; run-time defines as pure functions (program_defs.ludic) and manifest_test holds every program the source can ask for, literal or computed, to the manifest
2026-09-29 22:30:35 +03:00
programs.ludic
render3d: a renderer that cannot draw says so and stops - LUDIC_HOME's leading ~ expanded (an unexpanded one left a run without shaders, logging 27 missing variants and drawing on), the SPIR-V manifest ends with E <count> and a cut or miscounted one is refused, and every such failure is a fault: r3d_open / r3d_load_step fail on it, r3d_fault() / r3d_fault_exit(code) for the game; tests/manifest_test
2026-09-29 22:12:39 +03:00
quat.ludic
r3d/runtime: allocs, keeps and births at 0 on this side
2026-09-28 20:10:59 +03:00
r3d.ludic
render3d: ground_fill's candidate is a function of its own; solid layers with stable ids; the trample as clearing discs
2026-09-30 15:23:53 +03:00
r3d_root.ludic
render3d: a renderer that cannot draw says so and stops - LUDIC_HOME's leading ~ expanded (an unexpanded one left a run without shaders, logging 27 missing variants and drawing on), the SPIR-V manifest ends with E <count> and a cut or miscounted one is refused, and every such failure is a fault: r3d_open / r3d_load_step fail on it, r3d_fault() / r3d_fault_exit(code) for the game; tests/manifest_test
2026-09-29 22:12:39 +03:00
README.md
render3d: a README note on painted ground layers, and the changeset
2026-09-30 15:24:23 +03:00
render.ludic
Merge r3d/cb-warm into main (gathering every branch; main's side kept on conflicts)
2026-09-30 17:21:21 +03:00
safe_api.ludic
render3d: cut-out padding on every core - tex_dilate's rows per pass through Job.parallel_for, bytes unchanged
2026-09-29 17:11:21 +03:00
scatter.ludic
Merge commit ' e908672' into lang/foundations
2026-09-29 19:22:23 +03:00
shadow.ludic
render3d: the survey DEM is let go once the height field is made, and the terrain sun shadow is R32F + RG16F
2026-09-29 16:48:26 +03:00
skin.ludic
r3d/runtime: allocs, keeps and births at 0 on this side
2026-09-28 20:10:59 +03:00
sky.ludic
render3d + lab: bakes as PNGs, and impostors, the sky's light and the carpet read from their bakes
2026-09-29 19:10:06 +03:00
stream.ludic
render3d: a stream can be laid on the baked chunks' grid and filled from their records
2026-09-29 17:25:18 +03:00
stream_baked.ludic
render3d: stream_capture runs the game's own fill for a chunk outside any frame, for the bake
2026-09-29 17:34:16 +03:00
streamline.ludic
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
2026-09-29 15:07:40 +03:00
terrain.ludic
Merge grass/far into main (gathering every branch; main's side kept on conflicts)
2026-09-30 17:21:20 +03:00
terrain_baked_boot.ludic
render3d: terrain_baked_at - a map's terrain and sun shadow taken from its bakes at start and on a swap
2026-09-29 17:42:16 +03:00
terrain_chunks.ludic
render3d: the height field and photograph on the CPU as tiles read from a file (off until the game asks)
2026-09-29 16:53:28 +03:00
terrain_height_file.ludic
render3d: the terrain's questions never page - ter_h and ter_o read a resident tile in place and any other through the file scratch (heights and now the photograph, four tiles each, sized when the tiles open, forgotten when they close), so terrain_height, _smooth, terrain_ortho, the chunk heightfields, ground_fill, grass, water and shadow no longer take slots or move the clock. Only the loaders page: tp_fill reads through tt_h_load / tt_n_load / tt_o_load, and terrain_tiles_prefetch as before. terrain_height_file is now terrain_height, kept as the name callers wrote against. No answer changes: every read was already the whole copy's texel. tests/height_file_test: heights and photograph equal the texels written, resident or not; a whole-map sweep of the questions, and a ground layer's fill over the map (a one-layer LGD2 written in the test), leave the slots, their contents, the clock and the read counts unchanged
2026-09-30 02:43:17 +03:00
terrain_ltt2_read.ludic
render3d: the terrain's questions never page - ter_h and ter_o read a resident tile in place and any other through the file scratch (heights and now the photograph, four tiles each, sized when the tiles open, forgotten when they close), so terrain_height, _smooth, terrain_ortho, the chunk heightfields, ground_fill, grass, water and shadow no longer take slots or move the clock. Only the loaders page: tp_fill reads through tt_h_load / tt_n_load / tt_o_load, and terrain_tiles_prefetch as before. terrain_height_file is now terrain_height, kept as the name callers wrote against. No answer changes: every read was already the whole copy's texel. tests/height_file_test: heights and photograph equal the texels written, resident or not; a whole-map sweep of the questions, and a ground layer's fill over the map (a one-layer LGD2 written in the test), leave the slots, their contents, the clock and the read counts unchanged
2026-09-30 02:43:17 +03:00
terrain_ltt2_write.ludic
render3d: the bake and tile magics are "LBAK" and "LTT2" (they were "LAAK" and "LDT2")
2026-09-29 18:28:11 +03:00
terrain_pages.ludic
render3d: the terrain's GPU maps paged round the camera while the tiles are on
2026-09-29 17:13:11 +03:00
terrain_pages_fill.ludic
render3d: the terrain's questions never page - ter_h and ter_o read a resident tile in place and any other through the file scratch (heights and now the photograph, four tiles each, sized when the tiles open, forgotten when they close), so terrain_height, _smooth, terrain_ortho, the chunk heightfields, ground_fill, grass, water and shadow no longer take slots or move the clock. Only the loaders page: tp_fill reads through tt_h_load / tt_n_load / tt_o_load, and terrain_tiles_prefetch as before. terrain_height_file is now terrain_height, kept as the name callers wrote against. No answer changes: every read was already the whole copy's texel. tests/height_file_test: heights and photograph equal the texels written, resident or not; a whole-map sweep of the questions, and a ground layer's fill over the map (a one-layer LGD2 written in the test), leave the slots, their contents, the clock and the read counts unchanged
2026-09-30 02:43:17 +03:00
terrain_pages_frame.ludic
render3d: the terrain's GPU maps paged round the camera while the tiles are on
2026-09-29 17:13:11 +03:00
terrain_tiles.ludic
render3d: the terrain's questions never page - ter_h and ter_o read a resident tile in place and any other through the file scratch (heights and now the photograph, four tiles each, sized when the tiles open, forgotten when they close), so terrain_height, _smooth, terrain_ortho, the chunk heightfields, ground_fill, grass, water and shadow no longer take slots or move the clock. Only the loaders page: tp_fill reads through tt_h_load / tt_n_load / tt_o_load, and terrain_tiles_prefetch as before. terrain_height_file is now terrain_height, kept as the name callers wrote against. No answer changes: every read was already the whole copy's texel. tests/height_file_test: heights and photograph equal the texels written, resident or not; a whole-map sweep of the questions, and a ground layer's fill over the map (a one-layer LGD2 written in the test), leave the slots, their contents, the clock and the read counts unchanged
2026-09-30 02:43:17 +03:00
terrain_tiles_cut.ludic
render3d: terrain_height_file - terrain_height's exact bilinear that never pages: a resident tile is read in place, any other from tt_file into four tiles of scratch of its own (in the state's defaults, forgotten when the file closes), so no slot is taken and no recency bumped - a sweep at boot no longer changes which tiles the cache holds, and so what is drawn from it. With the whole copy it is terrain_height. tests/height_file_test: equal to terrain_height over a grid across many tiles, resident and not, at tile corners and past the edge; a whole-map sweep leaves slot_of, tile_in, ref, the heights, the hand and the read counts unchanged
2026-09-30 02:29:55 +03:00
terrain_tiles_open.ludic
render3d: terrain_tiles_open_file(path, key, version, half, ox, oz) - a map's baked tiles opened for the CPU questions alone (terrain_height, _file, _smooth, terrain_ortho), with no device and no renderer booted: terrain_from_baked's opening without its coarse level on the GPU. False and nothing changed for another bake's key or version, a missing file, or a whole copy already kept (it answers first). tests/tiles_open_test: a bake written with LBAK's header answers its heights and photograph at a map origin of (300, -120), nothing on a device; the refusals leave no file open, and a bake opened after them answers. The hand-written tiles move to tests/fakes/tiles_file.ludic (payload, raw file, bake, the expected answer at an origin, the cache's snapshot), shared with height_file_test
2026-09-30 03:13:18 +03:00
texture.ludic
render3d: baked textures before the PNG - a png_decode takes assets/baked/png, a cut-out load assets/baked/cutouts
2026-09-29 17:30:57 +03:00
texture_dds.ludic
render3d: baked textures before the PNG - a png_decode takes assets/baked/png, a cut-out load assets/baked/cutouts
2026-09-29 17:30:57 +03:00
vkmem_report.ludic
render3d: the terrain's GPU maps paged round the camera while the tiles are on
2026-09-29 17:13:11 +03:00
water.ludic
render3d: the height field and photograph on the CPU as tiles read from a file (off until the game asks)
2026-09-29 16:53:28 +03:00