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Mythic Masters ground: reach 7/10 (floor relief in silhouette, water reflections), rounds 8+ (from #4151) #4169

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@QuinnsCode

Hill climb: the Mythic Masters open-world ground, target 7/10 (on the owner's scale, halved 2026-11-05). Carries on from #4151 (and #4031, #3968, #3957 and #3262 before it).

Where it stands: 5.2/10. 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
7 #4168 shader relief round your feet (mounds, bumps, shaded hollows) and standing water with a sky sheen in wet low ground, gated by the biome's damp 3.6 -> 4.1 5.2

Next: the judge's top gap after round 7: still no relief in silhouette. Round 7's relief is shading only (gH and gRelief in GLSL_FRAG_MAIN), so it reads as tint. Ideas: heave the near patch's vertices a few cm with the same noise as gH, or parallax. Smaller gaps: the water (gPud) needs a canopy reflection and soft, blended shores; the bases need grain and a second litter scale (half-buried stones, twig piles, tufts at plant roots). The forest's big leaves still need curl.

Frame cost: round 7 measured phone medians at or under main's, on the same machine (the water noise stops at 50 m; out to 140 m it cost the forest 13 ms). 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.

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  1. QuinnsCode commented on Nov 10, 2026

    @QuinnsCode
    OwnerAuthor

    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.

    place-view before now judge
    pine-barrens walk / ground 3.5 / 3.5 3.8 / 3.7 a faint damp patch; the sand is still a smooth airbrushed base with no grain
    forest walk / ground 3.5 / 3.5 4.2 / 4.0 dark wet blotches and a damp sheen add variety, but the edges are hard, like slate stains
    desert walk / ground 4 / 4.5 4.2 / 4.5 cracks and stones still read best; pebbles float flat, none half buried
    bayou walk / ground 3 / 3 4.3 / 4.4 wet sheen and puddle shapes now say swamp; the water is flat grey-blue with no canopy reflection

    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).

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