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Mythic Masters ground: reach 7/10 (walking camera, litter with height), rounds 6+ (from #3968) #4031

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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 #3968 (and #3957, #3262 before it).

Where it stands: 4.5/10. 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), w[3] / total) before the gGrey line paints dirt red); round 5 found its crack bug that way. Template-string trap: a backtick in a shader comment breaks the module (HTTP 500, mythicMasters is not defined).

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 for #3957 patches 10 to 30 m: dirt pans with gravel, needle or leaf mats, damp hollows; ripple fields 4.5 -> 5.3 4.35
5 PR for #3968 needle mats keep their grain, a second layer of light needles on top, ragged edge, lighter tone; the turned tile copy now fades its own cracks (they leaked through on every shaded floor), cracks fade under canopy and in hollows 4.9 -> 5.2 4.35 + 0.15 = 4.5

Next: the judge's top gap after round 5: no 3D litter or relief at walking distance. Every biome reads as one blurred albedo with painted blotches, no leaves, needles or twigs with height; the forest and bayou floors suffer most (the forest floor is a uniform green with no leaf litter). Ideas: a leaf-litter mat in the forest like the needle mats, stronger normal relief on litter layers near the camera, or a sparse instanced litter scatter (twigs, leaves) near the player if the frame budget allows. Smaller: desert cracks are uniform black lines with no depth or edge light; bayou mud has no wetness (sheen, darker damp edges, puddles), and its patch borders read as soft stains. The close-up "ground" shots barely moved in rounds 4 and 5.

Frame cost: round 5 measured no slower than main at phone size (back to back, medians 36 to 40 ms against main's 42 to 54 on a loaded office Mac, so noise). 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

    Score: 4.95/10 (target 7)

    Round 6 (#4150): a fresh judge scored BEFORE (main) 3.4/10 and NOW 4.3/10. Reported as the last score plus half the gain: 4.5 + 0.45 = 4.95.

    place-view before now judge
    pine-barrens walk / ground 3.5 / 3.5 4.5 / 4 needle and leaf flecks break up the sand, but the tufts are sparse and the base texture is still smeared close up
    forest walk / ground 3 / 3 4.5 / 4 the red and orange leaf scatter reads as autumn litter, but it is spread as evenly as confetti, and the big leaves look like flat paper
    desert walk / ground 4 / 4 5 / 5 the pebbles and sticks add believable depth; the stones are a little plasticky, and the cracks are still soft
    bayou walk / ground 3 / 3 3.5 / 3.5 dark leaf flecks, but still no wetness

    Shots: apps/mythic-masters/docs/shots-2026-11-09-ground-r6/ (before-* from main, now-*).

    Next: the floor itself has no relief. From a metre up there are no bumps, ruts, roots or small mounds, so the litter sits on a flat, blurry plane. Smaller gaps: the bayou has no wetness (no standing water, no sheen, no dark damp edges); the litter is too even in density, size and colour (it should drift against trunks and leave bare patches), and the forest's big leaves need curl.

  4. QuinnsCode commented on Nov 9, 2026

    @QuinnsCode
    OwnerAuthor

    Moved up to #4151

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