ludic/packages/ludic.nav/README.md
Orkuncakilkaya 074189b73e ludic.nav (18.5): a walker the crowd avoids and never moves
nav_crowd_add_fixed adds a walker with no steering, and nav_crowd_place puts it (snapped to the mesh) where the player is, with the velocity they have, each frame. The others plan round it by that velocity, and whatever it was pushed by is undone at the next placement. crowd_test: six walkers aimed through a standing player come no closer than 1.71 m and all get past, and the player stays where it was put. nav 16/16 on the Mac and the PC; DLL KERNEL32 only.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 00:47:47 +03:00

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# ludic.nav
A walkable mesh of the world and the ways across it, over
[Recast & Detour](https://github.com/recastnavigation/recastnavigation) (zlib) built here from a
pinned tag (phase 17). Uses `ludic.base` and nothing else.
```ludic
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
```bash
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.
## 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.