feat: JoltPhysicsSharp integration — physics simulation
- Engine.Physics project with JoltPhysicsSharp 2.21.0 - PhysicsWorld: PhysicsSystem init/update/dispose, body creation/removal, transform sync (Jolt body → ECS Transform) - RigidBody ECS component: MotionType (Static/Kinematic/Dynamic), ShapeType (Box/Sphere), mass, friction, restitution, damping - Factory methods: DynamicBox, DynamicSphere, StaticBox, StaticPlane - Main loop integration: create bodies on first frame, step physics, sync transforms back to ECS - Demo scene: 6 dynamic cubes + 3 dynamic spheres fall from height, static floor plane. Torus knot and textured cube remain static. - Collision layers: NonMoving (floor), Moving (dynamic objects) - JobSystemThreadPool for multi-threaded physics - 66/66 tests passing, 0 warnings, 0 errors
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@@ -723,7 +723,8 @@ In Release (NativeAOT), the MCP server and ASP.NET Core are excluded. The AI can
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- [ ] **Vulkan backend reintegration** — see §3.3 checklist. Compiles but untested.
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Kept architecturally compatible via `IWindow` / `IRenderContext` / `IRenderer`.
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Deferred because Raylib covers all current needs with far less complexity.
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- [ ] Physics (JoltPhysicsSharp)
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- [x] Physics (JoltPhysicsSharp 2.21.0) — Engine.Physics project, PhysicsWorld wrapper,
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RigidBody ECS component, dynamic boxes/spheres with gravity, static floor, transform sync
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- [ ] AI hot-reload of C# scripts (Roslyn — conflicts with NativeAOT)
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- [ ] Semantic segmentation maps for MMLM vision input
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