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>
7 lines
344 B
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7 lines
344 B
Text
# ludic.physics - rigid bodies, still shapes, queries and buoyancy over Jolt Physics (phase 16),
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# built here from a pinned tag (native/build.sh). Uses ludic.base and nothing else.
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package "ludic.physics"
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version "0.1.0"
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kind source
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native "macos-arm64" "lib/macos-arm64/libludicjolt.dylib"
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native "windows-x64" "lib/windows-x64/ludicjolt.dll"
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