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Mythic Masters ground: reach 7/10 (walking camera, stains to litter), rounds 5+ (from #3957) #3968

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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 #3957 (and #3262 before it).

Where it stands: 4.35/10. 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. To see where a patch kind lies, paint it a flat colour for one shot (gDetail = mix(gDetail, vec3(3, 0.2, 0.2), gGravel) after the tone lines); that's how round 4 found its white-mat bug.

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 turned, shifted copy 6.8 -> 7.1 7.1, halved to 3.55
2 #3432 cracks and ripples per biome, wet and dry patches, litter under groves none 3.55
3 #3958 a mixed floor gathers into clumps a few metres across; detail maps' tint damped 4.6 -> 5.4 3.95
4 PR for #3957 round 4 patches 10 to 30 m across: dirt pans with gravel at the heart, needle or leaf mats the grass gives way to, damp dark hollows; ripples in fields; needle and gravel bakes toned down 4.5 -> 5.3 3.95 + 0.4 = 4.35

Next: the judge's top gap after round 4: in the Pine Barrens walk view the new needle mats look like flat brown-black stains or scorch marks, one even darkness with no needle grain inside, a tint rather than litter lying on the ground (give the mat its needle grain and some light needles on top, and a softer edge). Smaller: the dry crack pattern shows through on the shaded forest and bayou floors, where cracked mud doesn't fit (cut gCrack harder under canopy and in hollows). The close-up "ground" shots barely moved in round 4.

Frame cost: round 4 measured within noise of main at phone size (back to back, medians 36 to 40 ms against main's 36 to 44 on a loaded office Mac). 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.

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  1. self-assigned this
    on Nov 9, 2026
  2. QuinnsCode commented on Nov 9, 2026

    @QuinnsCode
    OwnerAuthor

    Score: 4.5/10 (target 7)

    Round 5: a fresh judge scored BEFORE (main) 4.9/10 and NOW 5.2/10. Reported as the last score plus half the gain: 4.35 + 0.15 = 4.5.

    place-view before now judge
    pine-barrens walk 5 5.5 the litter patches are speckled and broken up, not flat brown stains, but still read a little as blotches
    pine-barrens ground 5 5 the same
    forest walk 4 5 the black crack lines through the forest floor are mostly gone; still a uniform green with no leaf litter
    forest ground 4.5 5 a little more detail, still soft
    desert walk / ground 5.5 / 5 5.5 / 5 the cracked playa keeps its cracks; they are flat black lines
    bayou walk / ground 5 / 5 5 / 5 no wetness

    Shots: apps/mythic-masters/docs/shots-2026-11-08-ground-r5/ (before-* from main, now-*).

    Next: no 3D litter or relief at walking distance. Every biome reads as one blurred albedo with painted blotches, with no leaves, needles or twigs that have height. The forest and bayou floors suffer most. Smaller gaps: the desert cracks have no depth, and the bayou mud has no wetness.

  3. QuinnsCode commented on Nov 9, 2026

    @QuinnsCode
    OwnerAuthor

    Moved up to #4031 (the PR for round 5 closes this one when it merges).

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