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Studio game step: session-persisted physics (PH-GAME-01)

Date: 2026-05-27
Branch: feat/studio-real-implementation
Packages: li-physics-runtime, li-sim, li-studio

Summary

studio_game_step_hook now advances gravity-integrated rigid-body state stored on SimSessionStub (game_pxgame_vz, game_physics_steps) via game_physics_step_hook in li-physics-runtime, replacing an ephemeral per-call PhysicsWorld.

Verify

lic check packages/li-physics-runtime/src/lib.li
lic check packages/li-sim/src/lib.li
lic check packages/li-studio/src/lib.li
lic check packages/li-studio/li-tests/smoke/studio_game_step_hook.li
lic check packages/li-studio/li-tests/smoke/studio_sim_step_by_profile.li

Evidence

Area Change Smoke
li-physics-runtime GamePhysicsState, game_physics_step_hook
li-sim SimSessionStub.game_* fields, reset in sim_reset defaults in sim_session_stub_default
li-studio studio_game_step_hook(sim_out, dt) session load/store studio_game_step_hook.li, studio_sim_step_by_profile.li

Remaining stubs

  • physics_sync_from_scene / physics_sync_to_scene — no-op
  • studio_game_entity_count_stub — fixed entity count 1 for checkpoint scaffold
  • Full rigid stack + multi-entity scene sync (WP-GAME-02)