arena: Quake-style physics, death pit, body + tile highlights
- graph: tighten CPU rasterizer near-plane clip (NEAR_CLIP_Z=0.05) +
post-clip W guard + rasterizer maxCoord 2× screen — fixes "shooting
off" triangles near the camera.
- cam-doll: opt-in grounded physics (runSpeed, jumpVelocity, gravity,
eyeHeight, crouchEyeHeight, groundBounds, deathFloorY). Space jumps,
shift crouches (clamped to floor), gravity + floor clamp run in sim.
defocus event drops all held keys. Third-person view with lazy follow
via setThirdPerson/toggleThirdPerson; render camera lerps behind the
player. Death-floor clamp stops the frozen player on the lava.
- disk: fps system pieces can now export fpsOpts to configure CamDoll.
- arena: fork dialled for Quake feel (FOV 90, run 10 u/s, gravity 50).
Donut lava floor with animated stripe colours, bright platform edge,
shadow symbol per physics state, plumb line to feet, walk-over tile
trail + crosshair-raycast hover highlight, wireframe feet + arms that
yaw with the camera, YOU DIED overlay + tap-to-respawn, POV indicator
+ FOV/RUN/GROUND labels in HUD.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>