- grass_cull.comp decides each candidate blade once a frame (place, ground, density, water,
slope, frustum, colour field) and writes survivors into three bands by distance, one indirect
draw each; grass_inst.vert only bends and places the vertices. OpenGL keeps grass.vert's
per-vertex path; R3D_GRASS_GPU=0 compares
- compute programs take sampled textures after their buffers (gpu_compute_tex / gpu_dispatch_tex),
and every dispatch now records a compute-to-draw memory barrier
- the blades as a sward: 4 m cells, bands with five, three and one-quad blades, spacing doubling
every 18 m to 70 m, never narrower than a pixel; lit facing the sun and leaning to the sky,
shadow looked up above the ground (it read the terrain as its caster), a colour ramp that
leaves only the sheath dark, clumps, dry patches and a tussock shade worked out per blade
- scatter layers flagged grass are skipped while the blades draw (and under R3D_NOGRASS);
R3D_BLADES, R3D_NOBLADES win over the game's setting; R3D_GRASS_S0/D0 for measuring
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- a CAMetalLayer on the view (cocoa.ll win_metal_layer), VK_EXT_metal_surface, QuartzCore linked
with Vk.*; the drawable measured after the layer sets the backing scale
- vk_mac.ll opens MoltenVK directly after any loader: a bundle ships only libMoltenVK.dylib
- a covered window is not presented to (win_visible); one frame in flight on macOS
(R3D_VK_INFLIGHT), with images, buffers and descriptor pools held until it is done
- win_held / win_mouse / win_pad / win_touch / win_text / win_present pass slice elements (arg_buf):
every windowed program died on its first input poll
- variants.list and SPIR-V for the three NEAR_FADE foliage programs
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
collide.ludic (circles in a cell grid that could not be removed) and its Render3dState fields are
deleted, and the reload example stops asserting colliders. A game still calling col_* must move to
ludic.physics first (Maroon Lake's src/solid).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ludic migrate state packages <every example program> packages/ludic.lab/example/plate.ludic
1804 vars into 126 states, 64 into lets; 23498 edits in 460 files
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Every R3D_* read goes through r3d_env_has / r3d_env (env.ludic): a headless
build honours them as before, a windowed build only when R3D_DEV is set to
anything but "0", so a shipped game never reaches a debug view, feature kill,
file writer or hardware fake. Documented in docs/SHIPPING.md.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>