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Mythic Masters ground: reach 7/10 (walking camera, repeating trail dirt cracks), rounds 4+ (from #3262) #3957

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@QuinnsCode

Hill climb: the Mythic Masters open-world ground, target 7/10 (owner's scale, halved 2026-11-05). Carries on from #3262.

Where it stands: 3.95/10. Score the ground at the walking camera (the default) and from a metre up, in the Pine Barrens (1), a forest (3), the Southwest desert (6) and the bayou (7).

Tools: cd apps/mythic-masters && bun scripts/ground-shots.ts <dir> <label> [--perf] (shots at the four places, --perf adds phone-size frame timing with the CPU 4x slower), bun run ground (rebakes the layer textures). The shader is GLSL_FRAG_MAIN in src/world/ground.ts.

Round PR Change Judge before -> now Reported
0 #3261 the layered ground 3.4 -> 6.8 (6.8, before the halving)
1 #3408 each layer's 2 m tile swapped in patches for a copy that is turned and shifted 6.8 -> 7.1 7.1, halved to 3.55
2 #3432 cracks and ripples set per biome, wet and dry patches, litter under groves, arena normal maps (leftovers, not judged) none 3.55
3 PR for #3262 round 3 a mixed floor gathers into clumps a few metres across (needles, sand, dirt trade ground); the detail maps' own tint damped 4.6 -> 5.4 3.55 + 0.4 = 3.95

Next: the judge's top gap after round 3: no large-scale structure yet (patches of a different material, damp dark hollows, exposed roots or stones), so each biome reads as one texture with noise on it. It shows most in:

  • the desert's ripples, one even wave pattern to the horizon (break them by patches of hard pan, gravel or rock, and vary their direction and strength);
  • the Pine Barrens' flat, washed-out pale sand (the new needle clumps read as near-white smeared blotches; darker needle mats, bare grey sand);
  • the cracked-dirt trail decal, which still reads as a flat stamp;
  • close-up forest and bayou litter, soft and low-contrast.

Frame cost: round 3 measured within 1 to 2 ms of main at phone size (forest median 19.4 ms against 17.7). Keep --perf in each round; the frame-budget climb (#3796) shares this shader.

Your own score for round 1 is MANUAL RUN #3413, still open.

Activity

  1. QuinnsCode commented on Nov 8, 2026

    @QuinnsCode
    OwnerAuthor

    Score: 3.95/10 (target 7)

    Round 3 (#3958): a mixed floor gathers into clumps a few metres across, and the detail maps' own tint is damped. A fresh judge scored BEFORE (main) 4.6 and NOW 5.4, so this reports 3.55 + half of 0.8. Shots: apps/mythic-masters/docs/shots-2026-11-08-ground-r3/.

    Next: large-scale structure (patches of another material, damp dark hollows, stones and roots). The desert's even ripples and the Pine Barrens' washed-out sand show it most.

  2. self-assigned this
    on Nov 8, 2026
  3. QuinnsCode commented on Nov 8, 2026

    @QuinnsCode
    OwnerAuthor

    Score: 4.35/10 (target 7)

    Round 4 (#3969): patches of another stuff 10 to 30 m across (dirt pans with gravel at the heart, needle or leaf mats the grass gives way to, damp dark hollows), the desert's ripples in fields, and the pale needle and rock bakes toned down on the flat. A fresh judge scored BEFORE (main) 4.5 and NOW 5.3, so this reports 3.95 + half of 0.8. Shots: apps/mythic-masters/docs/shots-2026-11-08-ground-r4/.

    Next: the Pine Barrens' needle mats read as flat dark stains with no needle grain inside; give them grain and a softer edge, and keep the dry cracks off shaded forest and bayou floors. Moved up to #3968.

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