The bread slice is the whole game's canvas, so it's built first and properly: - Field: a 128x128 scalar field with bilinear sample, a mass-conserving brush, self-levelling relax, and the masked statistics the judge will read. - Slice: extruded loaf silhouette (domed top), planar-projected UVs so the sim grid lines up with the bread, per-texel silhouette mask, and four fields (browning/dryness/spread/damage) packed into one RGBA8 texture per frame. - Custom shader: browning ramp with blotchy char, crumb/crust/inclusions, spread wetting + opacity + thickness relief, gloss, gouge exposure, and flat data views for the judge screen. - bread.ts / spreads.ts: the archetypes and the rheology the difficulty curve will live in. - scripts/gen-assets.sh: reproducible fixed-seed asset generation through MODELBEAST (flux_local -> bg_remove_local -> hunyuan3d_mlx). All on-device. Legibility work that mattered: butter rendered invisible at first. Fixes were a gamma-style wetting darkening (a multiply *brightens* pale crumb), a normal perturbation taken in UV units rather than raw texel deltas (~30x too small), and pulling the lighting back under 1.0 so ACES stops desaturating yellow to cream. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
4.2 MiB
4.2 MiB