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Mythic Masters: animation and graphics hill climb to 9/10, rounds 6+ (from #2941) #2943
Continues the animation and graphics hill climb toward 9/10 from #2941 (rounds 1-5, merged). Part of #2802.
Where it stands
A fresh judge agent scored each round from before/after screenshots, out of 10:
Round
What changed
Overall
main before
2.5-3
1
smoothed normals, filmic tone mapping, room light
3.5
2
stadium stands, sky, hills, lake shore, contact shadows, pupils
4
3
64 beasts rebuilt at 2x triangles, camera rim light, crowd of people, bloom
4
4
wings fold, glide and stroke; run lean, idle sway, air tuck; side camera fits both
4.5 (animation 4.5, camera 5.5)
5
hit-stop, hit recoil, spine snakes, tapered sparks, softer flash, tighter camera
not judged
Goal: 9/10, a polished indie 3D game a player would call good-looking and alive.
Next rounds, in order (the judge's top gaps)
Score round 5 from main before changing anything.
Wings. The Jersey Devil's wings are flat cutouts. They need a membrane that sags and billows on the downstroke, and fingers or flex.
Contact. The bodies pass through each other on a hit, with no squash or stop. They need squash and stretch on contact and an anticipation wind-up that reads.
Effects. These are thin: lilac streaks, a white blob on a hit, a white dust oval. Black Shuck's head flame is a small tuft. They need shaped sparks, real dust, and a strong flame.
Anatomy. Rougarou and Black Shuck have no neck, shoulder mass or chest-to-hip taper. This means sheet passes, worst beasts first.
Surfaces. The hides are flat single-colour vinyl, and paint borders step along triangle edges. They need fur or scale detail and smooth paint borders, within the phone frame budget.
Set dressing. Cone trees, plain floors, a peg crowd.
How to run a round
bun run dev in apps/mythic-masters, and use ?gallery=0..3 for the art. A fight is ?a=..&b=..&skin=..&watch=1 plus window.mythicMasters.camera("side"). Take bursts of 4 screenshots about 0.3 s apart to judge motion.
Spawn a fresh judge agent each round with the BEFORE and NOW shots. Don't anchor it on your reasoning. Write its scores in the PR.
Every foot must still come out as a rig tip (bun run beasts). Imugi stays at budget 3200.
One growing PR from main, with before and after shots in docs/shots-<date>/. Check in with the owner every 3 rounds.
If a push is held by the office hook, keep working, commit locally, and retry at the end of each round. Don't stop the loop to wait on a question.
From the round table above: round 4 judged 4.5 overall. Round 5 (hit-stop, recoil) and graphics round 5 (#3224) merged without a score, so the next worker scores main first. Seeded so bun run climbs (#3401) reads it.
Main as of 640b289 (rounds 5 of both lanes, #3224 included), judged by a fresh agent on side-camera bursts (4 frames 0.3 s apart) against the round 4 shots: animation 4.5, graphics 5, camera 4, overall 4.5. Better than round 4 (textured grass, sky, effects, gaits read); poses and models barely changed.
Judge's top gaps, in order:
No contact: Rougarou's swipes stop a body length short of Black Shuck. Pull the striker inside reach, hit spark at the point of impact.
The floating arena: a disc with a striped underside over pale nothing shows past the edge; flat grey stand wall.
Framing: fighters fill 10-15% of the frame; the Jersey Devil is a speck against the wall.
Ghostly materials: Wampus Cat, Jersey Devil and Red Dragon go see-through and washed out during effects.
Flat model detail: tube limbs, rubbery shading, the dragon's wing a single plate, the Jersey Devil's wings barely open in flight.
Round 6 takes gap 1. Bursts are made with bun scripts/burst-shots.ts <dir> <prefix> (new, in the round's PR).
Round 6 (PR #3409): a real meet. Melee strikers slide the last 0.5-1 m the sim leaves between bodies, so blows land on the hide. Fresh judge, main vs round 6: overall 4.0 -> 4.5 (animation 4 -> 4.5, camera 4 -> 4.5, graphics 4 = 4). Kept.
Judge's top gaps now: 1. hides read as glossy grey-violet blobs, the purple rim washes silhouettes; 2. hits lack weight (neutral poses at contact, faint puff); 3. camera too far and high (fighters ~15% of frame); 4. flat bare stands; 5. stiff flyers. Round 7 takes the purple rim and hide (gap 1).
Round 7 (PR #3409): shadow hides read as dark smoke instead of a glowing violet outline, and soft hides lose the vinyl gloss (roughness 0.78-0.9). Fresh judge, round 6 vs 7: overall 4.5 -> 4.5 ("a strong 4.5, close to 5"), animation 4.5 -> 5, graphics and camera the same. Kept: the judge saw it as a little better.
Judge's gaps: the flyer never engages (hovers a body-height over the cat); the hit flash bleaches the whole body beige; ground puffs are flat white discs; plastic-tube surfaces; a wide flat camera.
Next: hits that read. Melee sparks spawned at the struck body's feet; round 8 puts them at the blow's point on its chest and swaps the body-wide white flash for a short warm pulse.
Round 8 (PR #3409): melee hits land on the struck body's chest (they reported its feet, so sparks burst from the floor), the struck body pulses hot orange instead of washing cream-white, a guarded blow glows instead of drawing a white disc, and ground marks fade at the rim. Fresh judge, round 7 vs 8: overall 4.5 -> 5 (animation 5, graphics 4.5 -> 5, camera 4).
Judge's gaps: the whole-body tint still swallows the silhouette; Black Shuck's crest reads as a hit spark that never goes; air hits don't connect; plastic hides; a loose camera.
Next: the whole-body hit tint, capped and quicker, so the silhouette holds and the spark at the contact point carries the hit.
Round 9 (dropped, not in PR #3409): a lower, faster-falling hit tint and half the invulnerability flicker. Fresh judge, round 8 vs 9: 4.5 -> 4.5, and the hit read weaker without the warm flush, so it was reverted. The score stays at round 8's 5.
Judge's gaps: a struck body changes colour but doesn't recoil enough; flyers deal damage from two body lengths up; white special-effect blobs; vinyl hides; a wide camera and a big grey dome in the sky.
Next: the grey dome behind the stands (the horizon hills ring, tinted slate grey by the stadium's prop colour) becomes hazed green hills.
Round 10 (dropped, not in PR #3409): the horizon hills hazed toward the fog, then pushed out to 80 m so the fog fades them. Two fresh judges against round 8: the first gave 4 -> 4.5 but credited a change that wasn't in the build (judge noise); the second gave 5 -> 5 and still saw a pale dome. Reverted. Two rounds now without a gain (9, 10).
Judge's gaps: the hit tint covers the whole body; clay hides with no fur or scale; a flat cheap crowd and bowl; stiff anticipation and follow-through; flat noon light.
Next: hides with visible fur and scale breakup at fight distance (every judge since main has named it).
Round 11 (dropped, not in PR #3409): deeper hide grooves, 2-3x finer fur/scale/hide grain, and a low-frequency light-dark mottle that survives at fight distance. Fresh judge, round 8 vs 11: overall 5 -> 5, graphics 4.5 -> 5. Rougarou and Black Shuck read as furred and rough, but the Jersey Devil turned into a high-contrast marble speckle, so it was reverted. Worth retrying with the mottle and fur alone, the skin/hide contrast lower.
Next: the same hide pass, tuned per surface (fur and mottle yes, no speckle on skin).
Stalled: three rounds (9, 10, 11) without an overall gain; the climb sits at 5/10 with rounds 6-8 in PR #3409.
The blockers:
Judge noise is as big as a round's step. The same round 8 build scored 4, 4.5 and 5 from three fresh judges. A half-point change can't be told apart from noise with one judge on one random fight. Two judges a round (or one judge on two seeds) would settle it.
Bursts miss the hit. Frames 0.3 s apart, cued on an attack's start, rarely catch the 0.1-0.2 s of a hit's sparks and flash, so hit-feel rounds (9) can't be judged. scripts/burst-shots.ts should cue one burst on the hit event itself.
What's left is bigger than one knob. The judges' standing gaps are the stands and crowd (flat grey bowl, identical figures), flyers that strike from two body-lengths up (bot and sim, not the puppet), the hide art per beast, and framing. Each is a round of its own work, not a tuning pass.
Retry list in order: per-surface hide pass (round 11 without the speckle), hit-cued bursts, flyer dive-to-strike in bot.ts, stands with depth.
The owner's own score after rounds 6-8 (#3409): about 3 across the board. The agent judges said 5, so they run about 2 points generous. Read a judge's score as a before-vs-after direction, not the climb's level, and check in with the owner for the real number.
Next: the retry list in the Stalled comment above, starting with the per-surface hide pass.
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QuinnsCode commentedon Nov 3, 2026
Score: 4.5/10 (target 9)
From the round table above: round 4 judged 4.5 overall. Round 5 (hit-stop, recoil) and graphics round 5 (#3224) merged without a score, so the next worker scores main first. Seeded so
bun run climbs(#3401) reads it.QuinnsCode commentedon Nov 3, 2026
Score: 4.5/10 (target 9)
Main as of 640b289 (rounds 5 of both lanes, #3224 included), judged by a fresh agent on side-camera bursts (4 frames 0.3 s apart) against the round 4 shots: animation 4.5, graphics 5, camera 4, overall 4.5. Better than round 4 (textured grass, sky, effects, gaits read); poses and models barely changed.
Judge's top gaps, in order:
Round 6 takes gap 1. Bursts are made with
bun scripts/burst-shots.ts <dir> <prefix>(new, in the round's PR).QuinnsCode commentedon Nov 3, 2026
Score: 4.5/10 (target 9)
Round 6 (PR #3409): a real meet. Melee strikers slide the last 0.5-1 m the sim leaves between bodies, so blows land on the hide. Fresh judge, main vs round 6: overall 4.0 -> 4.5 (animation 4 -> 4.5, camera 4 -> 4.5, graphics 4 = 4). Kept.
Judge's top gaps now: 1. hides read as glossy grey-violet blobs, the purple rim washes silhouettes; 2. hits lack weight (neutral poses at contact, faint puff); 3. camera too far and high (fighters ~15% of frame); 4. flat bare stands; 5. stiff flyers. Round 7 takes the purple rim and hide (gap 1).
Mythic Masters hill climb round 7: shadow hides read as dark smoke, n…
QuinnsCode commentedon Nov 3, 2026
Score: 4.5/10 (target 9)
Round 7 (PR #3409): shadow hides read as dark smoke instead of a glowing violet outline, and soft hides lose the vinyl gloss (roughness 0.78-0.9). Fresh judge, round 6 vs 7: overall 4.5 -> 4.5 ("a strong 4.5, close to 5"), animation 4.5 -> 5, graphics and camera the same. Kept: the judge saw it as a little better.
Judge's gaps: the flyer never engages (hovers a body-height over the cat); the hit flash bleaches the whole body beige; ground puffs are flat white discs; plastic-tube surfaces; a wide flat camera.
Next: hits that read. Melee sparks spawned at the struck body's feet; round 8 puts them at the blow's point on its chest and swaps the body-wide white flash for a short warm pulse.
Mythic Masters hill climb round 8: a hit lands on the chest with a wa…
QuinnsCode commentedon Nov 3, 2026
Score: 5/10 (target 9)
Round 8 (PR #3409): melee hits land on the struck body's chest (they reported its feet, so sparks burst from the floor), the struck body pulses hot orange instead of washing cream-white, a guarded blow glows instead of drawing a white disc, and ground marks fade at the rim. Fresh judge, round 7 vs 8: overall 4.5 -> 5 (animation 5, graphics 4.5 -> 5, camera 4).
Judge's gaps: the whole-body tint still swallows the silhouette; Black Shuck's crest reads as a hit spark that never goes; air hits don't connect; plastic hides; a loose camera.
Next: the whole-body hit tint, capped and quicker, so the silhouette holds and the spark at the contact point carries the hit.
QuinnsCode commentedon Nov 4, 2026
Score: 5/10 (target 9)
Round 9 (dropped, not in PR #3409): a lower, faster-falling hit tint and half the invulnerability flicker. Fresh judge, round 8 vs 9: 4.5 -> 4.5, and the hit read weaker without the warm flush, so it was reverted. The score stays at round 8's 5.
Judge's gaps: a struck body changes colour but doesn't recoil enough; flyers deal damage from two body lengths up; white special-effect blobs; vinyl hides; a wide camera and a big grey dome in the sky.
Next: the grey dome behind the stands (the horizon hills ring, tinted slate grey by the stadium's prop colour) becomes hazed green hills.
QuinnsCode commentedon Nov 4, 2026
Score: 5/10 (target 9)
Round 10 (dropped, not in PR #3409): the horizon hills hazed toward the fog, then pushed out to 80 m so the fog fades them. Two fresh judges against round 8: the first gave 4 -> 4.5 but credited a change that wasn't in the build (judge noise); the second gave 5 -> 5 and still saw a pale dome. Reverted. Two rounds now without a gain (9, 10).
Judge's gaps: the hit tint covers the whole body; clay hides with no fur or scale; a flat cheap crowd and bowl; stiff anticipation and follow-through; flat noon light.
Next: hides with visible fur and scale breakup at fight distance (every judge since main has named it).
Mythic Masters hill climb rounds 6+: a real meet on contact (#2943) (#…
QuinnsCode commentedon Nov 4, 2026
Score: 5/10 (target 9)
Round 11 (dropped, not in PR #3409): deeper hide grooves, 2-3x finer fur/scale/hide grain, and a low-frequency light-dark mottle that survives at fight distance. Fresh judge, round 8 vs 11: overall 5 -> 5, graphics 4.5 -> 5. Rougarou and Black Shuck read as furred and rough, but the Jersey Devil turned into a high-contrast marble speckle, so it was reverted. Worth retrying with the mottle and fur alone, the skin/hide contrast lower.
Next: the same hide pass, tuned per surface (fur and mottle yes, no speckle on skin).
QuinnsCode commentedon Nov 4, 2026
Stalled: three rounds (9, 10, 11) without an overall gain; the climb sits at 5/10 with rounds 6-8 in PR #3409.
The blockers:
scripts/burst-shots.tsshould cue one burst on the hit event itself.Retry list in order: per-surface hide pass (round 11 without the speckle), hit-cued bursts, flyer dive-to-strike in
bot.ts, stands with depth.QuinnsCode commentedon Nov 4, 2026
Score: 3/10 (target 9)
The owner's own score after rounds 6-8 (#3409): about 3 across the board. The agent judges said 5, so they run about 2 points generous. Read a judge's score as a before-vs-after direction, not the climb's level, and check in with the owner for the real number.
Next: the retry list in the Stalled comment above, starting with the per-surface hide pass.
QuinnsCode commentedon Nov 4, 2026
Moved up to #3441 (rounds 12+), which carries this issue's state, round table and retry list. Continue the climb there; this one can close.
QuinnsCode commentedon Nov 4, 2026
Closing: already moved up to #3441, and that one moved up to #3455 (rounds 13+).