The degenerate case - a point exactly on a collider's axis, where there is no direction to push it - set the normal to (1, 0), which is already a unit vector, and then divided it by the clamped d = 0.001 along with the genuine normals. The push came out a thousand times too big: dead centre on a 0.5 m trunk moved a body about 800 m rather than the 0.85 m that clears it. Off-centre the arithmetic was right, and off-centre is how anything arrives at a trunk on foot, so nothing in play ever hit it. A teleport, a spawn, or a world generator dropping something onto an existing collider would have. (ex, ez) / d is a unit vector for every d > 0, because d is its own length - there was never anything to clamp and nothing that could grow. The normal is now built once and explicitly, and the clamp is gone. Verified through a game, which is the only harness this package has: render3d's own float helpers need the Gl runtime spliced, so collide.ludic cannot be compiled standalone for a unit test. Maroon Lake's selftest12 stands a body dead centre on a trunk and asserts the push never exceeds the two radii added together - which is the definition of being pushed clear, and so the tightest honest bound available. It reports 798.88 m before this change and 0.80 m after, with the off-centre case unchanged at 0.66 m. |
||
|---|---|---|
| .. | ||
| collide-centre.md | ||
| README.md | ||
Changesets
A changeset is one small Markdown file describing a single user-facing change,
dropped in this directory. ludic-dev release consumes every changeset here into a new
CHANGELOG.md section, bumps VERSION, and deletes the consumed files.
Format
bump: minor
type: feat
One or more lines describing the change, in the past-agnostic imperative used in
the changelog. Markdown is fine.
bump:—major,minor, orpatch(SemVer). The release version is bumped by the highest level among the pending changesets (unlessludic-dev release <level>overrides it).type:— the Conventional Commit type (feat,fix,perf,docs, …). It decides which group the change lands in:feat→ Features,fix→ Fixes,perf→ Performance, and so on, in that order. A type with no known heading gets one named after itself.
Writing the body
The body is markdown and reaches the changelog as markdown: it becomes one list item, with continuation lines indented to stay inside it. Nested bullets, blank lines between paragraphs and inline code all survive.
bump: minor
type: feat
**Tiled map support** — load and draw Tiled maps.
- **TMX/TSX** — the XML formats, decoded to the same intermediate as JSON.
- **Collision** — the `collision` layer projects onto the engine tilemap.
Lead with the thing that changed, not with the mechanism. A reader scanning the release should be able to stop after your first clause.
Adding one
Create a file with a short, unique name, e.g. changes/regex-namespace.md. Any
filename works except this README.md, which the release step always skips.
Preview how the next release will read before cutting it — this writes nothing:
ludic-dev release --dry-run