Physics upgrade + repo modularization (RC-375D84)
Delivered by Hermies Qwen, gated and deployed by Relay.
- Board tip/topple: full continuous rotation when a board's center of
mass passes its support edge (Q1: smooth pivot swing, no discrete
snap). Falling boards deal impact damage and can kill enemies in
their fall path.
- Falling-object impact damage: blocks and birds can now kill enemies
from vertical drops and side plows (velocity-aware crush gate),
chain momentum transfers correctly through stacks (mass-weighted
contact), repeated impacts finish tougher enemies.
- Landed-bird physics: a bird resting on a board remains a real
physical body under continuous gravity (Q2: no lifetime timer). If
its platform is destroyed it falls, damages what it lands on
(chain reaction), and can kill enemies.
- Repo modularized: folders = modules, subfolders = submodules,
architecture.md + MODULES.md at root, an agents.md card in every
module and submodule (17 total).
- Test suite grown from 27 to 47 (20 new RED-watched tests for the
above behaviors), all green. Golden differential against the
original core confirmed the only behavioral changes are the
intended ones.
Live at http://10.244.136.121:8093/, independently re-verified by
Relay (full suite re-run, module structure check, headless Chromium
smoke) before this push.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-29 08:21:18 -05:00
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# js/physics/collision/ — agents.md
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2026-09-29 09:36:52 -05:00
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Part of the modularization pass. Module map: `MODULES.md`; runtime model: `architecture.md`.
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Physics upgrade + repo modularization (RC-375D84)
Delivered by Hermies Qwen, gated and deployed by Relay.
- Board tip/topple: full continuous rotation when a board's center of
mass passes its support edge (Q1: smooth pivot swing, no discrete
snap). Falling boards deal impact damage and can kill enemies in
their fall path.
- Falling-object impact damage: blocks and birds can now kill enemies
from vertical drops and side plows (velocity-aware crush gate),
chain momentum transfers correctly through stacks (mass-weighted
contact), repeated impacts finish tougher enemies.
- Landed-bird physics: a bird resting on a board remains a real
physical body under continuous gravity (Q2: no lifetime timer). If
its platform is destroyed it falls, damages what it lands on
(chain reaction), and can kill enemies.
- Repo modularized: folders = modules, subfolders = submodules,
architecture.md + MODULES.md at root, an agents.md card in every
module and submodule (17 total).
- Test suite grown from 27 to 47 (20 new RED-watched tests for the
above behaviors), all green. Golden differential against the
original core confirmed the only behavioral changes are the
intended ones.
Live at http://10.244.136.121:8093/, independently re-verified by
Relay (full suite re-run, module structure check, headless Chromium
smoke) before this push.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-29 08:21:18 -05:00
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Installs into `P`: crushCircleVsBox, collideBirdWorld, collideBirdBlocks,
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collideBirdEnemies, REST_VEL_CLAMP, resolveBoxPair.
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- Contact resolution for circles (birds, enemies) vs axis-aligned blocks and
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block-block pairs. `resolveBoxPair` is the box-box rest/impulse resolver;
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`crushCircleVsBox` is the fast-falling-onto-structure damage path.
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2026-09-29 09:36:52 -05:00
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- Added 2026-09-29: `crushCircleVsBox` is velocity-direction-
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Physics upgrade + repo modularization (RC-375D84)
Delivered by Hermies Qwen, gated and deployed by Relay.
- Board tip/topple: full continuous rotation when a board's center of
mass passes its support edge (Q1: smooth pivot swing, no discrete
snap). Falling boards deal impact damage and can kill enemies in
their fall path.
- Falling-object impact damage: blocks and birds can now kill enemies
from vertical drops and side plows (velocity-aware crush gate),
chain momentum transfers correctly through stacks (mass-weighted
contact), repeated impacts finish tougher enemies.
- Landed-bird physics: a bird resting on a board remains a real
physical body under continuous gravity (Q2: no lifetime timer). If
its platform is destroyed it falls, damages what it lands on
(chain reaction), and can kill enemies.
- Repo modularized: folders = modules, subfolders = submodules,
architecture.md + MODULES.md at root, an agents.md card in every
module and submodule (17 total).
- Test suite grown from 27 to 47 (20 new RED-watched tests for the
above behaviors), all green. Golden differential against the
original core confirmed the only behavioral changes are the
intended ones.
Live at http://10.244.136.121:8093/, independently re-verified by
Relay (full suite re-run, module structure check, headless Chromium
smoke) before this push.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-29 08:21:18 -05:00
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aware (the box must be the body plowing into the enemy, `boxAlong > 30`; a
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resting box never crushes), carries a per-enemy crush cooldown (0.12 s — one
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landing = one crush instance) and an inelastic velocity transfer so boxes do
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not phase through enemies; `resolveBoxPair` stacked contact is mass-weighted
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inelastic (heavy blocks drive light planks — chain-crush). S-3 (topple) does
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NOT live here: pivoting blocks are excluded from box-pair resolution by the
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step loop and integrate in `topple/` — keep it that way.
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- Consumes: MATERIALS, WORLD, damageBlock, damageEnemy.
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