Repository navigation
Description
Hill climb: the Mythic Masters open-world ground, target 7/10 (on the owner's scale, halved 2026-11-05). Carries on from #4031 (and #3968, #3957 and #3262 before it).
Where it stands: 4.95/10. Score the ground from 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] takes shots at the four places; --perf adds frame timing at phone size with the CPU 4x slower. bun run ground rebakes the layer textures. The shader is GLSL_FRAG_MAIN in src/world/ground.ts. The 3D litter (leaves, twigs, needle drifts, cones, pebbles, one mix per biome in LITTER) is in src/world/litter.ts, and mythicMasters.world.state().litter counts its pieces. 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 | 4.6 -> 5.4 | 3.95 |
| 4 | #3969 | patches 10 to 30 m across: dirt pans with gravel, needle or leaf mats, damp hollows, ripple fields | 4.5 -> 5.3 | 4.35 |
| 5 | #4032 | needle mats keep their grain, with light needles on top and a ragged edge; no cracks under trees | 4.9 -> 5.2 | 4.5 |
| 6 | #4150 | instanced 3D litter in a 30 m ring round the player, per biome, thickest under the trees | 3.4 -> 4.3 | 4.95 |
Next: the judge's top gap after round 6: 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. Ideas: stronger normal-map relief near the camera, small mounds or roots in the near patch's heights, and contact darkening under the litter. Smaller gaps: the bayou has no wetness (no standing water, sheen or dark damp edges). The litter is too even in density, size and colour: let it drift against trunks and leave bare patches. The forest's big leaves need curl.
Frame cost: round 6 measured medians 1.4 to 4.2 ms higher than main at phone size (back to back). Keep --perf in each round; the frame-budget climb (#3796) shares this ground.
Your own score for round 1 is MANUAL RUN #3413, still open.
Activity
QuinnsCode commentedon Nov 9, 2026
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.
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.
QuinnsCode commentedon Nov 10, 2026
Score: 5.2/10 (target 7)
Round 7 (#4168): a fresh judge scored BEFORE (main) 3.6/10 and NOW 4.1/10. Reported as the last score plus half the gain: 4.95 + 0.25 = 5.2.
Shots:
apps/mythic-masters/docs/shots-2026-11-10-ground-r7/(before-* from main, now-*).Next: the judge still finds no relief in silhouette. The shader's shading relief (mounds, bumps, hollows) reads as tint, so put real undulation in the near patch's vertices (a few cm of heave round the player, matching gH in the shader) or parallax. Smaller gaps: the water needs a reflection of the canopy and soft, blended shores; the bases (sand, soil, grass) need grain and a second litter scale (half-buried stones, twig piles, tufts at plant roots).
QuinnsCode commentedon Nov 10, 2026
Moved up to #4169