Commit Graph

2 Commits

Author SHA1 Message Date
type-two
0d491f8a2f [render] GLB legibility pass (emissive floor + accent beacon), parity-mite visuals, relic excavation VFX
- registry: texel-following emissive floor + one-impossible-element accent beacon on every
  hot-swapped GLB (generic, no hardcoded list) — restores the two-material rule on baked assets
- wildlife: parity-mite beetles with green checkmark eye, size-driven state tell (hunt/repair/
  sated), derived 'repaired' tidy sparkle + firewall-can 'filed paperwork' cue
- relics/juice: golden excavation geyser on unfound->found transition
- devscene: parity-mite fixtures across all three states for verification

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-20 19:00:58 +10:00
type-two
a89525ecbf [render] THE FLOOR, the relic, the juice, the pipe — and the colorspace bug behind it
The review verdict was "the game about place has no place". The root cause was
not a missing feature: a raw ShaderMaterial gets none of the renderer's output
includes, so THREE.Color's sRGB->linear conversion was never undone and the
crust rendered ~6x too dark. Measured: authored #0c0a15 (RGB 12,10,21) came out
RGB(1,1,2). One #include <colorspace_fragment> and it measures (10,8,18). Every
raw shader in this lane has been that dark since round 1.

Round 5 orders 1-8:
- ground.ts: fbm terrain mottle + neutral rim + the colorspace fix.
- seams.ts: 8 seam regions from data/seams.json. Era skins the crust with a
  wide falloff; the ore glints as sparse twinkling flecks (first pass drew
  continuous veins and they read as green worms competing with the belts).
  Fleck fade is short on purpose: SIM extracts on any footprint/rect overlap,
  so a glint dying inside the boundary would under-report where mining works.
- relics.ts: unfound = a breathing static patch, found = fossil on a plinth.
  Measured +39 contrast vs floor at wandering zoom, -18 at overview zoom —
  findable by looking, invisible from above.
- wildlife.ts: dust-pile glitter heaps + gnat swarms, harassed machines stutter.
  Two draw calls for the whole ecosystem.
- juice.ts: placement scale-pop + puff, demolition burst, shipment flash,
  all derived from snapshot deltas since render() never sees events.
- breakroom.ts: the GLYTCH cabinet, own raycast, opens match.html.
- ghost.ts: inspect highlight + cooler aura (closes round 4's placed-and-
  selected gap).

Also fixes juice never appearing: clock.getDelta() returns the real gap and a
backgrounded tab hands back SECONDS (measured 63.7s), so particles were born
and killed inside one update and the integrator flung them to infinity.
render() now clamps dt to 0.05.

Default framing lifts world origin clear of the build bar. 500 entities +
2,000 items + 50 piles + 198 gnats + the floor: 4.4ms/frame, 8 draw calls.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-18 14:09:20 +10:00