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Author SHA1 Message Date
802bbcc17a Collide sprites with rectangles that are not sprites
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`SOLID id, x1, y1, x2, y2` registers static collision geometry; `SOLID id`
retires one and a bare `SOLID` retires them all, the way `TRAP`, `COLLISION` and
`DCLOSE` all read absence. `COLLISION 2` and `BUMP(2)` stop being refused and
mean *sprite met static geometry*.

**This is the thing eight sprite slots made impossible.** A wall of bricks wants
sixty, so until now a program could only collide with one by doing the
arithmetic itself against its own array -- which is exactly what both breakout
listings do, at about two hundred lines between them. A rectangle costs no sprite
slot.

The id is the **program's own number**, 1 to 64, not a minted handle. That is the
whole trick for "which brick did I hit": the id comes back out again, so a wall
built as `SOLID I#, ...` maps onto `B#(I#)` with no lookup, and retiring a broken
brick is `SOLID I#`.

`COLLISION 2` was refused with "sprite-to-background collision needs the screen
read back every frame", which was true of the question a C128 asks -- a sprite
against the bitmap's set pixels. `SOLID` gives this interpreter a background made
of rectangles instead, which is the same question in a form it can answer. Same
move `SPRSAV` made when it learned to take an image path.
`AKBASIC_INTERRUPT_BACKGROUND` has been sitting in the interrupt table commented
"COLLISION 2 -- sprite met background; refused" the whole time. Its accumulator is
separate, so a sprite hitting a wall never sets a bit in `BUMP(1)`.

**There is no `akgl_CollisionWorld` here, and that is deliberate.** libakgl's
uniform grid keeps its cell heads, cell size and origin in file-scope statics, so
it is one index per process -- and `akgl_collision_world_init()` ends in a
`reset()` that memsets those heads *and* calls
`akgl_heap_init_collision_cells()`. An interpreter embedded in a game with its
own collision world would have destroyed every registration that game had made,
on the first `SOLID` a script ran. So the geometry is indexed by an ordinary
array here and pairs go straight to `akgl_collision_test()`, which needs no
world. At sixty-four rectangles that is the right answer anyway; libakgl's own
numbers put a naive sweep at 0.7% of a frame at sixty-four objects.

**The scan now short-circuits when nothing has moved**, and that is what makes
any of it affordable. Its inputs are the sprites' boxes, which slots are
collidable, and the static geometry; if none changed the answer cannot have. A
frame runs one full scan and 255 cached ones. Eight sprites against sixty-four
rectangles is five hundred and twelve tests -- fine once a frame, ruinous 256
times.

The benchmark was rewritten to say which path it is timing, because with the
cache in place a loop that only calls the scan measures the short circuit and
nothing else. Breakout now costs 590.6 ns for its one full scan plus 255 cached
at 40.0, which is 10.8 us against a 1.19 ms frame -- **0.91%, less than the 2.0%
it cost before any of this work**, with static geometry and contacts added on
top.

`NEW` retires the rectangles, where it cannot undefine a sprite pattern: there
*is* an entry point for this one, so leaving them would be a choice, and the
wrong one -- a rectangle is invisible, so one left behind by a deleted program is
an unexplainable collision in the next. `CLR` leaves them alone.

`tests/sprite_verbs.c` gains the whole second path against the mock and its
`COLLISION 2` case is rewritten: it pinned the refusal, and now pins that type 2
arms its own handler without disturbing type 1's. `tests/akgl_backends.c` gains
the end-to-end version, including a full sixty-four-rectangle wall so the proxy
budget is exercised at its ceiling and the pool has to come back intact, and the
sixty-fifth refused by name.

A bare `SOLID` needed `akbasic_parse_optional_arglist` rather than
`akbasic_parse_arglist`, which `DCLOSE` already uses for the same shape.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01EwxGB6TdoVvZ11KQQME9cL
2026-08-02 10:25:35 -04:00
f06c53110d Answer sprite collision through libakgl's narrowphase
`spr_collisions()` computed axis-aligned overlaps itself, because at libakgl
0.7.0 there was nothing to delegate to: `akgl_collide_rectangles()` has a
documented corner-containment defect and the physics backend's `collide` slot
raised "Not implemented". 0.8.0 brought a real narrowphase, and this moves onto
it.

The mask is bit-identical and every test from the previous commit passes
**unmodified**, which was the gate this stage had to clear -- including the two
that were written to be hard to satisfy. Edge-to-edge is still not a collision,
so a tile-aligned program is unaffected. The cross-shaped overlap is still
reported, which is the one that could have regressed: it is the case
`akgl_collide_rectangles()` gets wrong and the reason the hand-written loop
existed, and `akgl_collision_test()`'s box path gets it right.

What it buys is the contact -- a normal, a penetration depth and a point --
which four comparisons cannot produce. Nothing consumes it yet; that is the next
commit. It is here now because the mask and the contact come out of the same
test, and computing them in two places would be two things to keep in step.

**The first attempt was ten times slower and the benchmark caught it.** Syncing
all eight proxies and running the narrowphase on all twenty-eight pairs measured
984 ns a scan against 96 ns for the loop it replaced -- 21% of a frame at 256
scans a frame -- to produce a mask that was bit-identical and a contact that was
thrown away. Two changes fixed it, and both are what a broad phase *is* rather
than workarounds for a slow library:

- **Reject on the bounding boxes first.** The four comparisons that were always
  here now decide which pairs are worth an exact answer. The narrowphase still
  decides the bit -- the box test only says "maybe", which will matter the moment
  a shape is not the whole frame.
- **Do not sync a proxy that has not moved.** The scan runs at the top of every
  interpreter step and a sprite moves at most once in that time, so almost every
  sync would rewrite a proxy with what it already holds. Compared against the
  last synced rectangle rather than flagged by the verbs, because a host game can
  move a BASIC sprite through the actor registry and a flag would miss that.

Measured after: 54.9 ns at eight sprites spread out, which is *faster* than the
96.3 ns it replaced -- boxes are now built eight times a scan instead of
fifty-six. The number that matters is the new benchmark row for the arrangement
`examples/breakout/sprites/breakout.bas` actually has, which is 211.8 ns, or
4.5% of a frame. That game reaches it because two of its eight sprites are the
screen -- a captured HUD strip and a captured play field -- so the field's box
covers everything and those pairs can never be rejected. Roughly double the old
cost, for contacts. Recorded in MAINTENANCE.md with the two synthetic extremes
either side of it as a bracket.

The eight proxies are claimed once at init and held, so exhaustion of the pool
shared with an embedding host is an initialization failure that names the pool
rather than a collision scan refusing halfway through somebody's game. The shape
is built before the proxy is spawned from it and the acquire sits adjacent to the
initialize, which are two traps libakgl hit itself and documents.

`tests/akgl_backends.c` now tears the sprite backend down between cases. It never
did, and got away with it while init claimed nothing; eight proxies apiece across
twenty cases is a hundred and sixty against a pool of a hundred and twenty-eight.
A host releases what it took, and so does the harness.

Both games run forty seconds headless with no error line. 111 with akgl, 110
without.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01EwxGB6TdoVvZ11KQQME9cL
2026-08-02 09:48:11 -04:00
d61e352f36 Test the collision scan, and measure what it costs
`spr_collisions()` had no test. `tests/sprite_verbs.c` drives the collision path
end to end but through a mock backend, so the real overlap arithmetic in
`src/sprite_akgl.c` could have changed what `BUMP(1)` reports for every program
in existence and the suite would still have printed 110/110. That gap is closed
here, before anything touches the arithmetic, so that there is a *before* to
compare an *after* against.

Six cases against the real akgl backend: nothing defined, two sprites
overlapping, edge-to-edge, a hidden sprite, and the x-expand bit doubling the box
that collides rather than only the one that draws. Edge-to-edge earns its place
-- the test is a strict `<`, a tile-aligned program puts sprites there
constantly, and a replacement answering "touching" instead of "overlapping"
would change every one of them silently.

**The seventh is the cross-shaped overlap**, and it is the one to watch. A tall
thin sprite crossing a short wide one overlaps without either rectangle holding a
corner of the other; `akgl_collide_rectangles()` is documented as answering "no"
there, which is why `src/sprite_akgl.c` does the four comparisons itself rather
than calling it. Two further assertions stop that test passing by accident: each
sprite is moved clear along the axis it is supposed to be short on, so a sprite
that came out the wrong size fails rather than quietly reporting an ordinary
overlap.

`tests/collision_perf.c` answers the question nobody had measured. The service
runs at the top of every interpreter *step* and the frontend takes 256 steps per
rendered frame, so a busy program scans up to 256 times a frame over sprites that
have not moved. At RelWithDebInfo, scale 10, best of 5: the scan is 96.3 ns at
eight overlapping sprites and 19.4 ns at none, against a rendered frame of
1.17 ms. **256 scans is 24.7 us, or 2.1% of a frame, in the pathological case,
and 0.42% for a program with no sprites.**

So the per-step cadence stays. It is what makes a collision report describe where
the sprites have just been moved to rather than where they were, and 2% of a
frame in a case no real program reaches is not worth changing when a handler
fires for every program that already works. The numbers and that conclusion are
in `MAINTENANCE.md` so it does not get re-argued.

The benchmark borrows libakgl's `benchutil.h` by include path rather than copying
it, the way the fixture font is already borrowed, and is labelled `perf` so
`ctest -LE perf` can leave it out. It runs at scale 1 in the ordinary suite --
1.2 seconds -- because a benchmark nothing ever builds is a benchmark that rots.

Both suites green: 111 with akgl, 110 without.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01EwxGB6TdoVvZ11KQQME9cL
2026-08-02 09:25:22 -04:00