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1 change: 1 addition & 0 deletions README.md
Original file line number Diff line number Diff line change
Expand Up @@ -51,6 +51,7 @@ so a test written against the reference reads the same here.
| `aephysics.joint_solver` | the seven joints solved: each kind's prepare (frames relative to the centres of mass, effective masses, spring softness), warm start and solve (rigid or soft constraints, speculative limits, springs, motors), the kinds' accessors (limits, springs, motors, current angles and translations, forces and torques), joint.c's dispatch with the constraint hertz clamp; beyond the reference, a spherical joint's cone may be centred off frame A's z and may be an ellipse of two half-angles (the circle stays the default, bit for bit) | `test_joint_solver.ae` (181 checks: test_joint.c's accessors on every kind, each kind solved by hand) | [ours alone](bench/RESULTS.md#joint_solver) |
| `aephysics.solver` | the Soft Step over the workers, the reference's stages: the work in blocks (the bodies', each colour's joints, wide and scalar constraints) that workers claim by compare-and-swap, the stages published as sync bits by worker 0 -- the constraints prepared, per sub-step the velocities integrated (gravity, damping, the gyroscopic torque), warm start, solve, positions, relax, colour by colour with the overflow first on worker 0; restitution, the impulses stored; the bodies finalised in parallel (sleep velocities, move events, fast bodies swept for the time of impact, bounds and proxies), the joint and hit events, the trees refit, bullets, the sensors' hits, islands put to sleep | `test_solver.ae` (45 checks: free fall against the closed form, resting and sleeping, a stack, a bounce and its hit event, a joint event, a pendulum, a fast sphere stopped by a thin wall, a bullet, a sensor swept, two worlds bit for bit alike) | [1.2-1.3x the reference's step, stage by stage](bench/RESULTS.md#stage-by-stage) |
| `aephysics.physics_world` | the world's face: the step (pairs, narrow phase, solve, sensors, events), the events read back, the settings and counters (the reference's whole `b3Counters`: byte count, tasks, manifold counts, time of impact iterations), the maximum capacity kept at each step's start, the memory part by part to the host's log, the world counts, version and CPU queries, queries over every shape (overlap of a box or a proxy, the mover's planes, ray, shape and mover casts, the closest ray hit) and against one body at a transform of the caller's, explosions | `test_physics_world.ae` (259 checks: test_world.c whole, among it the hull database (equal hulls one world-owned copy, a caller's hull freed at once, transformed hulls baked once, every holder's release), empty and recycled worlds, every setting, the worker count set between steps, contact, hit, move and sensor events, a compound child's hit events and materials, the overflow colour pile, the explosion near and far, the bullet and sleep flags, the compound count, an enlarged proxy destroyed; test_body_query.c whole: casts, overlaps of hull proxies and turned compounds, mover planes, and the mover's time of impact against 2,000 random sweeps; test_broad_phase.c's static rebuild and its stress test, a swarm through every proxy change with the pair set checked by brute force every step; test_id.c; the world queries; a wave pile stepping alike twice) | [the reference's own benchmark scenes with the same checksums: 1.2x its AVX2 build on the large pyramid, 1.15x on the many pyramids, 1.05x on the joint grid, ours at eight lanes in AVX2 with float records (#121)](bench/RESULTS.md#the-collide-pass-as-the-reference-keeps-it-2026-10-09-121); [the rest of its suite, nine scenes and the SAT runs, at 1.04-1.21x](bench/RESULTS.md#suite-the-references-benchmark-suite) |
| `aephysics.debug_draw` | what a host draws a world with (the reference's b3DebugDraw): callbacks for a user shape, segments, transforms, points, spheres, capsules, bounds, boxes and strings, the options, the reference's 145 named colours, material presets and graph colours; `physics_world.world_draw` walks the shapes in the drawing bounds (each coloured by its body's state as the reference picks it, or by its material's own colour) and draws what the options ask of their bodies (names, mass, sleep, each joint kind once, contacts by state or graph colour with normals, forces or features, islands); the world def's debug shape callbacks make the host's drawable for a shape when it is first drawn and give it back when the shape goes, its geometry changes (the reference keeps the stale one) or the world goes (the reference leaves those to the host), and an in-place restore keeps the drawables of the shapes still there; `recording.player_draw_frame_queries` draws a replayed frame's queries, the selected one labelled with its caller | done, `test_debug_draw.ae` (41 checks: every shape once with its colour, a drawable each made once and kept, every option counted against the world (a point per manifold point, a weld's two boxes, a label per joint), the drawing bounds and the mask culling, the drawables' lives through destroy, geometry change, restore and the world's end, a player's world and its queries drawn, the labels' number formats) |
| `aephysics.snapshot` | a world as bytes and back (the reference's world_snapshot.c): `save_world` and `load_world` keep everything a step reads (the settings, the id pools, the solver sets, bodies, shapes and their geometry once each, contacts with their manifolds and mesh caches, joints, sensors, islands, the trees and pair set, the graph's colours), so a loaded world steps on as the one it was taken from, bit for bit; `restore_world` loads one into an existing world in place, its id, workers and callbacks kept (what a replay rewinds with); a snapshot of another layout or any damage to its bytes loads no world | done, `test_snapshot.ae` (63 checks: a world of every kind of thing loaded at four moments and stepped 150 steps beside its original, the same hash and events every step; a loaded world saves to the same bytes; one worker's world loaded with four steps alike; a restore in place stepping alike and saving to the same bytes, a refused restore leaving the world empty and whole; every truncation and corruption refused, nothing leaked) |
| `aephysics.recording` | recording and replay (the reference's recording.c and recording_replay.c): a world records every call that changes it, 160 kinds, field by field, a create's record with the id it made, a state hash after every step and the geometry the calls name once each, and every world query with each visit and the caller's answer (a caller named by the query filter's id and name gets a key a viewer follows it by); a player replays it into a world of its own, restored in place so its id stays, checking every step's hash and every created id, asking every recorded query again with the recorded answers and comparing each visit, with keyframes under a memory budget for seeking, bodies in the order they were made, the queries of the frame last played with their hits, a pause before a step that makes bodies, and the recording's info; records it does not know are skipped, as a newer minor version may add some | `test_recording.ae` (152 checks: the snapshot test's scene recorded from an empty world and from mid stream with the host changing it between steps, played on one worker and several, every frame's hash as recorded; every one of the 160 calls recorded and replayed (the reference's AllOps); geometry kept once from two copies; seeking back and forth with and without keyframes and under a tight budget; the reference's QueryReplay and TaggedQuery, every query kind with answers that stop and clip them, a changed hit caught at its frame; the reference's NameRoundTrip, RollbackNames, GeometryHashCollision and ReservedHeaderBytes; a file round trip; every truncation, a skipped call, a changed id, a short record and a changed hash each caught, nothing leaked); `test_threads.ae` (four threads querying a recording world, every record whole and replayed alike) |
| `aephysics.human` | the ragdoll: twelve capsule bones on spherical joints with cone and twist limits and revolute joints with angle limits -- a person's ranges by default (shoulders that reach overhead on a cone centred off the rest, hips on an elliptical cone through 125 degrees ahead, 25 back, 45 out and 30 across, knees and elbows that never pass straight), the reference's tight ones on request -- soles that grip, and on request (`Human.ankles`, past the reference) the feet as bones of their own on ankles, an elliptical cone through 50 degrees down, 35 up and 15 aside with 15 of roll, so a crouched figure's soles lie flat, a spring on every joint toward the reference pose, a motor whose torque limit is joint friction, filter joints for the limbs that clash; the align spring, kinematic anchors through motor or parallel joints and their targets driven over a step (the pose drive of an active ragdoll), velocity, kicks, bullets | `test_human.ae` (115 checks: the figure's shape, a fall to rest in one piece, the setters, a kick, standing under the align spring, the pose held on anchors, the anchors driven two metres and the figure walked behind them, the same drop twice bit for bit, a fitted shape, each arm reaching flexion 170, abduction 160 and extension 45 degrees standing and prone, the hips' cone through a person's four ranges and short of a split, the hinges stopping at straight and folding to their range, the soles' grip, the ankles' four ranges measured through the joint and the soles flat under shins tipped 25 degrees over them) | [the reference's rain benchmark, 300 ragdolls over 400 steps, at 0.9x](bench/RESULTS.md#human) |
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