layer_flutter(l, v) gives a scatter layer a per-leaf tremble. The vertex stage offsets
each leaf by a phase taken from its own place on the card, so neighbouring leaves are
never in step, and writes the result out as a varying the fragment stage uses to flash
the leaf's pale underside as it turns - which is the part that reads, since a still
frame of a tremble is a still frame of nothing. One uniform, one varying, no extra pass.
And the sway itself was measured in METRES: hgt * hgt * 0.35 is right for a 40 cm
flower and puts ten metres of sideways into a 14 m trunk, so every tall tree in the
valley stood bent over like a fishing rod. It is a fraction of the model's own height
now - the tip moves a few per cent of the tree whatever the tree is, and the base does
not move at all.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
You walked through a meadow and every blade ignored you, which is the most noticeable
thing missing from every step the game asks you to take.
u_push (x, z, radius) bends blades away from a body and DOWN - a trodden stem is shorter
as well as leaning, and leaving the height alone made them splay outward like a fan
instead of being walked through. Applied after the blade's own yaw has put it into world
axes and before it is tipped onto the ground normal, so the push is a world direction
rather than something in the blade's private frame.
Radius 0 means nobody is there, so nothing is paid for when it does not apply. Measured:
GL 6.9 s, VK 7.3 s over 400 frames, unchanged.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The grass had a gust built from two sines; the trees had no gust term AT ALL, only a
per-instance wobble. So the meadow rippled and the canopy above it swayed to an unrelated
rhythm, and nothing ever crossed the valley.
wind.glsl is prepended to every stage (programs.ludic, and shaders.ludic for the SPIR-V
build) so grass, crowns and water read the same field at the same world position. It
declares no uniforms on purpose: u_time and u_wind already exist in several of those
files and redeclaring them is a compile error in whichever stage includes both.
The wavelength is what made it work. At 0.030 the front was 209 m crest to crest -
longer than the meadow you can see - so the whole frame sat in one phase and the gust
read as everything breathing together. At 0.085 it is 74 m and a front crosses a view in
a couple of seconds.
R3D_DEBUG_WIND=1 paints the field on the ground. It is the only honest way to show a gust
in a still image, and two shots 0.3 s apart move by 39/255.
400 frames: GL 6.9 s, VK 7.2 s. Backends agree to 0.68/255.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Two changes that have been sitting uncommitted in this checkout, gathered as a recovery
point before the next run of work.
grass.vert: the blade existence gate tested green DOMINANCE - g - max(r, b) - which is a
test for lush green and nothing else. A dry alpine meadow is yellow-green, its red as high
as its green, so the meadow scored zero and was thinned to the floor - a QUARTER of the
blades - on exactly the ground that should be thickest. Measured on Maroon's own ortho,
g - max(r, b) reads +0.026 at the camp and -0.002 six hundred metres away, flipping between
full density and a quarter over continuous meadow; g - b reads +0.076 and +0.014 and
separates plant from rock and snow just as well, because rock and snow are neutral and
vegetation is not. Bare ground in the near band went 82% -> 57% looking down.
Blade height is biased short (h3 * h3) rather than spread evenly, so a meadow is a dense
mat with taller stems out of it; an even spread read as a lawn that had been cut.
water.frag: the planar reflection is returned at 0.72 of the scene's exposure rather than
all of it, the fresnel mix caps at 0.70 rather than 0.86, absorption falls so the bed is
visible through the surface at the angles a player stands at, and the ripple field is
roughly halved - so a sheltered lake is one sheet of water with a mountain in it instead
of open chop to the horizon.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Grass (Vulkan with multi-draw indirect): every visible tile is a record in one buffer, uploaded once a
frame, and each band draws its records 256 at a time. A record's firstInstance is its place in the
chunk times 65536; grass.vert's TILES variant reads that place's corner and indices per cell from
u_tiles. R3D_GRASS_TILES=1 keeps a draw per tile. OpenGL is unchanged.
Casters: a LOD level with no impostor is drawn into a shadow cascade only when its distance band,
widened by six times its height, the camera's height over the ground and the frustum's corner reach,
can touch that cascade's receivers. The flowers' mesh levels (6 - 30 m) leave the three outer
cascades. R3D_CAST_ALL=1 draws every level everywhere. OpenGL frames byte-identical at all five
viewpoints; alpha-tested shadow draws at a 460 -> 244.
gpu_has_mdi() guards both this and the GPU-culled trees' multi-record draws.
Camp: Mac Vulkan 2645 -> 2191 (grass) -> 2034 draws; PC 2657 -> 2046, self-tests 59/59, validation 0.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
terrain_reload/terrain_unload release one map's height field, survey, photograph
and patch bounds and generate another at any TERRAIN_HALF; scatter_clear_all
(with streams), actor_clear_all, col_reset and mesh_free empty the scene;
water_body_add/water_bodies_clear draw several still-water planes with one
reflecting; terrain_sea separates the coast's sea level from the carved lake's,
and grass keeps off both. Fixes CDLOD patch bounds for TERRAIN_HALF != 4096 and
water_init leaking a mesh and program per call. examples/rendering/reload.ludic.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
`Gl.*` binds the whole OpenGL 4.1 core API — every entry point of the
platform gl3.h with every GL_* constant, generated by `ludic-dev glgen`
with per-call ABI thunks. Windowed builds get an NSOpenGLContext on the
existing window at Retina resolution; headless builds render into an
offscreen CGL context, so a program that uses Gl.* renders and
screenshots identically under the test harness. It links gl.ll, the
thunks and OpenGL.framework only when used; every other build stays
byte-identical.
packages/ludic.render3d is a physically based renderer written on that
surface: HDRI image-based lighting, GPU-generated terrain with scanned
PBR materials, CDLOD, cascaded shadows, glTF with skinning, instanced
vegetation with impostors, procedural grass, water, SSAO, and an HDR
pipeline with bloom, auto-exposure and ACES.
It also carries this session's work on it: the terrain at half its cost
(10.3 -> 5.4 ms of frame), the streaming hitch that got worse the longer
you played, a resize that emptied the world, and the packaging that lets
a game use the renderer from its own repository — `ludic assets`, the
material manifest shipping with the package, and shader lookup falling
back to the install root. See changes/ for each, with its numbers.
The camping game that drove all of it has moved out to its own
repository, Maroon Lake; examples/rendering/smooth.ludic stays as the
renderer's example here.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>