ludic/changes
Orkuncakilkaya b12228c662 feat(render3d): light you can see - sun shafts and valley mist
Everything before this made the air a COLOUR APPLIED TO A SURFACE. Nothing put light
in the space between surfaces, so the basin had no shafts, no pooled mist and no rays
off a ridge at any hour, whatever was done to the fog.

A half-resolution march from the camera to the depth buffer, asking the same shadow
the rest of the frame asks - the cascades, the baked height-field shadow and the cloud
mask - so a shaft is cast by the actual trees and the actual ridge and a passing cloud
dims its own rays. Henyey-Greenstein scattering, because real air throws light forward.
Density and a separate ground-hugging mist layer ride the sun's elevation, so mist
forms in the cold at either end of the day and burns off by mid-morning.

Composited with the bloom pyramid's own tent upsample under ONE/ONE - what was wanted
and already there - and before bloom, so a shaft blooms. Into post_hdr, not post_scene:
post_scene is what the water refracts and shafts added there would sit under the lake.

The tuning that mattered was the sky term, which is added at every step: at 0.06 it
accumulated into a flat grey wash lifting lit and shadowed air equally, which is the
contrast a shaft is made of, and the valley came out one pale sheet. At 0.012 the sun
dominates and there is light rather than fog. I cut the density and mist three times
before the frame looked like air instead of paint.

R3D_NOVOL=1 for an A/B; Off in Settings skips the pass whole.

400 frames at 07:00: GL 7.1 -> 7.3 s, VK 7.2 -> 7.4 s. Backends agree to 0.08/255.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 16:06:16 +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

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