ludic/changes/physics-jolt.md
Orkuncakilkaya 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

545 B

bump: minor type: feat ludic.physics: Jolt Physics as a package. Shapes (box, sphere, capsule, cylinder, a boulder's dome, a heightfield, a mesh), still, kinematic and dynamic bodies that can be removed for real, rays, a foot's landing height, a push out of what a body stands in, overlaps, buoyancy against a PhysWater port with its current, and hard contacts and splashes as facts - stepped at a fixed 1/60 s, deterministic across machines. Jolt v5.6.0 is built here from its pinned tag (native/build.sh) through the phase-15 route.