ludic/packages/ludic.nav
Orkuncakilkaya 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
..
lib 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 2026-09-29 13:32:18 +03:00
native 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 2026-09-29 13:32:18 +03:00
tests 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 2026-09-29 13:32:18 +03:00
build.ludic feat(npc, nav): 17.5 - a person walks by the world's way where it has one (NpcWorld.way: the next corner toward the target, asked every half second, on reaching it or for a new target; the errand begins only at the target itself; the step round and the give-up stay the fallback), way_test round a wall; and ludic.nav reads a mesh file into the shim's own memory and frees it once parsed, so loading a map leaves nothing in Ludic's never-freed heap 2026-09-27 21:57:34 +03:00
crowd.ludic resources (25.5e): @creates/@releases on Physics' handles - every shape maker and phys_shape_free (PhysShape), the body adds and phys_remove (PhysBody), the walker (PhysWalker), and ludic.nav's crowd agents (NavAgent) 2026-09-28 16:57:39 +03:00
index.ludic ludic.nav (23.5b): a baked mesh resident by chunk 2026-09-28 11:07:27 +03:00
native.ludic 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 2026-09-29 13:32:18 +03:00
package.ludic feat(nav): 17.1/17.3 - ludic.nav over Recast & Detour v1.6.0 (zlib), built here from the pinned tag on the Mac and the PC (the DLL imports KERNEL32 alone): a navmesh per kind of walker from triangles with an area byte each and cylinders nothing stands in, saved and loaded as bytes; the nearest point, a path as corners (partial when the end cannot be reached), whether a straight line stays walkable, a cost per kind of ground. Tests on a hand-built meadow: round a post, over a ford, stopped at a bank, a saved mesh answering alike - Mac and PC 2026-09-27 15:29:11 +03:00
query.ludic ludic.nav (17.10): the time paths take, counted in the shim 2026-09-27 22:41:30 +03:00
README.md 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 2026-09-29 13:32:18 +03:00
resident.ludic ludic.nav (23.5b): a baked mesh resident by chunk 2026-09-28 11:07:27 +03:00
state.ludic ludic.nav (23.5b): a baked mesh resident by chunk 2026-09-28 11:07:27 +03:00

ludic.nav

A walkable mesh of the world and the ways across it, over Recast & Detour (zlib) built here from a pinned tag (phase 17). Uses ludic.base and nothing else.

import "ludic.nav"

The rules it keeps

  • One mesh per kind of walker. NAV_PERSON (0.35 m wide, the hiker's 0.55 m step), NAV_LARGE (an elk, a bear, a horse) and NAV_SMALL (a hare, a marmot) each have their own, because what a hare slips between a bear walks round. A NavConfig says what a mesh is built for: its voxels and its walker's height, radius, step and steepest slope.
  • Built from ground, or loaded from a bake. A NavGround is triangles - each with an area byte, 0 not walkable and 1..62 a kind of ground - and what nothing stands in: cylinders (a trunk, a post) and convex footprints (a boulder). Ground steeper than the slope is cleared whatever its area. nav_build makes one mesh of it; a map is square tiles (nav_tiled, then nav_tile_build for each tile from the ground under it and a few metres round), and a tile must be a whole number of cells across or its seams never join - the shim refuses one that is not. A game bakes its maps once and loads the bytes (nav_save_file / nav_load_file, one format for one tile or many): a map is never built at start-up. Polygon refs are 64-bit, so a map may have 16384 tiles.
  • A path is corners. nav_path answers the way from one point to another as the corners where it turns, the first the start and the last the end. When the end cannot be reached the path stops as near it as the mesh allows and nav_partial says so - a walker goes there and gives up, never through a river. Either end off the mesh is -1.
  • A wander's goal is somewhere it can go. nav_random_near answers a point about r away that a walker standing at the start can reach - never across a river without a ford - from a seed the caller draws from its own Rng, so the same seed is the same point on every machine.
  • A kind of ground has a cost, and a walker has a taste. A mesh carries NAV_FILTERS (8) sets of costs per area (nav_area_cost(kind, filter, area, cost)), and every path, straight line and random point names the filter it walks by: a deer's dislikes scree, a marmot's likes it, a person's prefers the town. The nearest point uses filter 0.
  • The same question gets the same answer. Detour is deterministic for the same mesh and the same points, so co-op's order of dice is untouched by asking it.

API

NAV_PERSON, NAV_LARGE, NAV_SMALL, NAV_FILTERS, NAV_CORNERS the kinds of walker, the filters a mesh has (8), and a path's most corners (256)
NavConfig { cell, cell_h, height, radius, climb, slope } what a mesh is built for (a person by default, 0.25 m cells)
NavGround { v, nv, t, nt, area, cyl, nc, foot, nf } what it is built from: triangles, an area byte each, cylinders (x, y, z, r, h) and footprints (n, n points x z, ymin, ymax)
nav_build(kind, ground, config) -> bool, nav_polygons(kind) one mesh over all of it
nav_tiled(kind, ox, oz, tile, max_tiles, max_polys) -> bool, nav_tile_build(kind, tx, tz, ground, config) -> int a map of square tiles, a tile at a time (its polygons, 0 none, -1 failed)
nav_save_file(kind, path), nav_load_file(kind, path), nav_reset() a baked mesh written and read; every mesh let go
nav_nearest(kind, x, y, z) -> bool, nav_near_x/y/z() the nearest walkable point within a couple of metres
nav_path(kind, filter, sx, sy, sz, ex, ey, ez) -> int, nav_corners(), nav_corner_x/y/z(i), nav_partial(kind) a way as corners
nav_next_corner(kind, filter, sx, sy, sz, ex, ey, ez) -> bool the next corner of that way, read back as the nearest point is (a walker's one question a frame)
nav_straight(kind, filter, sx, sy, sz, ex, ez) -> bool does the straight line stay walkable
nav_random_near(kind, filter, x, y, z, r, seed) -> bool, nav_near_x/y/z() a reachable point about r away, from the caller's seed
nav_asked(), nav_found(), nav_short(), nav_us() paths asked for, found and cut short since the meshes loaded, and the microseconds they took (timed in the shim by the OS clock: a game's measure of how often its walkers had a way, and what it cost)
nav_area_cost(kind, filter, area, cost) how dear a kind of ground is to cross by that filter

Tests

ludic test packages/ludic.nav

A 40 m meadow built by hand: a path round a post and a boulder's footprint, round a band of thicket by a filter that dislikes it and straight through by the plain one, over a river's ford, stopping at the bank of a river with none, the nearest point, random points that never cross the river, and a saved mesh answering as the built one did. And a 128 m meadow as four tiles: a path across the seams, a tile under water with no polygons, and the set saved and loaded.

The native library

native/build.sh fetches Recast & Detour v1.6.0, checks its SHA-256, and builds Recast, Detour and the shim (native/shim/nav_shim.cpp) into lib/<target>/ - the same script on the Mac and on the PC (Git Bash, the LLVM installer's clang). native/LICENSE-recastnavigation ships with it.

Every byte Recast and Detour allocate - the tiles in, the queries, the crowds - goes through a counted allocator registered when the library loads (native/shim/nav_alloc.inl, as ludic.physics counts Jolt's): nav_heap_bytes(), nav_heap_peak() and nav_heap_allocs(). A tile's bytes are staged from it too, since Detour frees them with the tile. tests/nav_heap_test holds fifty crossings of the map and a thousand crowd walkers to the bytes of the first, and a reset to the bytes before the mesh.

Crowds (phase 18)

nav_crowd_start(kind, max, max_radius) puts a DetourCrowd on a kind's mesh, with the mesh's tastes as its filters. nav_crowd_add(kind, x, y, z, radius, height, speed, filter, separation) adds a walker (snapped to the mesh, -1 off it), nav_crowd_target and nav_crowd_speed say where and how fast, and nav_crowd_step(dt) steps every crowd. nav_crowd_read puts a walker into nav_agent_x/y/z/vx/vz, and nav_crowd_us() is what the stepping has cost. nav_crowd_add_fixed adds a walker the crowd avoids but never steers (a player), which nav_crowd_place puts where it is, and how fast it goes, each frame. The mechanic decides and the crowd moves, and dropping a mesh drops its crowd first. On the test meadow, twenty walkers crossing head-on never come closer than their two radii, and a step costs about 12 us.

Tiles resident by chunk (phase 23.5b)

nav_load_index(kind, path) loads a baked mesh as an index of its tiles and keeps its file open, with no tile in yet. nav_tiles_keep(kind, xs, zs, n, rin, rout) reads in the tiles within rin of any of the n points and lets go of those past rout of all of them. It is asked now and then, not every frame. The file is read through file_open, so a shipped game reads straight from its pack. nav_tiles_in / _bytes / _all say what is resident. Dropping the mesh closes the file. On Maroon the 900 / 1100 m ring round the start holds 617 of 1807 tiles, 8.9 MB of a person's mesh.