ludic/changes
Orkuncakilkaya ae52e9c4da feat(render3d): anti-aliasing that exists, and a lens for the viewfinder
The shipping default had NO anti-aliasing at all: the temporal resolve was removed, the
setting's first option went on saying "Temporal", and MSAA defaults to one sample, so
every machine without DLSS drew grass and needle cards with nothing smoothing an edge.

FXAA in the sharpen pass, which already reads the neighbourhood and runs last on the LDR
image. No history, so it cannot drag or smear a reflection. 25.5% less single-pixel
staircase on edge pixels.

The trap, recorded because it inverted the result: the unsharp delta must be computed
from the RAW image and only then applied to the anti-aliased colour. Centre from FXAA and
neighbours from the raw texture measures half smoothing and half signal, so the mask
sharpens precisely what FXAA softened - 29% WORSE than no anti-aliasing at all.

Depth of field for the photo mode: a disc whose radius is the circle of confusion,
normalised by focus distance so a landscape shot is not a macro, with taps rejected
unless they are at least as out of focus as the pixel they blur into - which is what
stops a sharp foreground haloing into a blurred background. Between the scene and the
bloom, so a blurred highlight still blooms. Skipped whole when the aperture is shut.

400 frames in ordinary play: GL 7.1 s, VK 7.2 s - the lens does not draw there.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 17:38:25 +03:00
..
a-leaf-is-not-matte.md fix(render3d): a leaf is not matte 2026-09-19 16:41:33 +03:00
a-lens-and-an-edge.md feat(render3d): anti-aliasing that exists, and a lens for the viewfinder 2026-09-19 17:38:25 +03:00
light-air-and-the-hour.md feat(render3d): the air and the light are the hour's, not one constant apiece 2026-09-19 14:42:30 +03:00
light-you-can-see.md feat(render3d): light you can see - sun shafts and valley mist 2026-09-19 16:06:16 +03:00
README.md refactor(cli)!: split the contributor tool out of the ludic CLI 2026-09-05 23:15:12 +03:00
the-ground-up-close.md fix(render3d): the ground keeps more of its own colour, and the rock keeps all of it 2026-09-19 16:29:17 +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