ludic/changes
Orkuncakilkaya 00df8839e6 perf(render3d): the sky light baked once at start, the terrain load in four steps, actor cull bounds by height
- sky_start_yaw: a game that turns the sky at boot sets it before r3d_init and the image-based light
  is baked once at that yaw; sky_set_yaw to a yaw already baked bakes nothing.
- terrain_init_step: the height field and normals, the sun shadow, the materials, the patches and
  programs as separate steps; r3d_load_count is 8, so a loading bar moves through the terrain (half
  the start-up) instead of jumping over it. terrain_init runs the four in a row as before.
- The per-cascade actor cull centres its sphere at half the model's height and sizes it by the
  larger of height and radius: centred at the radius, it dropped a head at a cascade's edge (11 px
  in town, found by the drawstats comparison). Lake was byte-identical before and after.

OpenGL frames at the five viewpoints unchanged; the game's 59 self-tests pass.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 15:03:06 +03:00
..
os-threads.md feat(jobs): real OS threads - Job.parallel_for, fn name, thread-safe Sync 2026-09-15 13:52:22 +03:00
quality-settings-live.md feat(render3d): texture filtering and shadow resolution a game can change while it runs 2026-09-15 14:25:55 +03:00
quality-switches.md feat(render3d): load steps for a loading screen, four quality switches, and the ring's uniform usage 2026-09-15 14:46:55 +03:00
r3d-load-steps.md feat(render3d): load steps for a loading screen, four quality switches, and the ring's uniform usage 2026-09-15 14:46:55 +03:00
README.md refactor(cli)!: split the contributor tool out of the ludic CLI 2026-09-05 23:15:12 +03:00
sky-start-yaw.md perf(render3d): the sky light baked once at start, the terrain load in four steps, actor cull bounds by height 2026-09-15 15:03:06 +03:00

Changesets

A changeset is one small Markdown file describing a single user-facing change, dropped in this directory. ludic-dev release consumes every changeset here into a new CHANGELOG.md section, bumps VERSION, and deletes the consumed files.

Format

bump: minor
type: feat
One or more lines describing the change, in the past-agnostic imperative used in
the changelog. Markdown is fine.
  • bump: — major, minor, or patch (SemVer). The release version is bumped by the highest level among the pending changesets (unless ludic-dev release <level> overrides it).
  • type: — the Conventional Commit type (feat, fix, perf, docs, …). It decides which group the change lands in: feat → Features, fix → Fixes, perf → Performance, and so on, in that order. A type with no known heading gets one named after itself.

Writing the body

The body is markdown and reaches the changelog as markdown: it becomes one list item, with continuation lines indented to stay inside it. Nested bullets, blank lines between paragraphs and inline code all survive.

bump: minor
type: feat
**Tiled map support** — load and draw Tiled maps.

- **TMX/TSX** — the XML formats, decoded to the same intermediate as JSON.
- **Collision** — the `collision` layer projects onto the engine tilemap.

Lead with the thing that changed, not with the mechanism. A reader scanning the release should be able to stop after your first clause.

Adding one

Create a file with a short, unique name, e.g. changes/regex-namespace.md. Any filename works except this README.md, which the release step always skips.

Preview how the next release will read before cutting it — this writes nothing:

ludic-dev release --dry-run