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