feat: add witnessed knowledge and wind ambience

This commit is contained in:
Rijad Zuzo
2026-07-11 11:27:40 +02:00
parent 2ed93de6d1
commit 81409650df
72 changed files with 3001 additions and 606 deletions
+49 -11
View File
@@ -1,6 +1,6 @@
# Simulation Garden 01
Captured: 2026-07-09
Captured: 2026-07-11
## Files
@@ -10,7 +10,17 @@ Captured: 2026-07-09
## Capture Command
Run from the project root with the normal renderer:
Run from the project root with the normal renderer on macOS:
```bash
HOME="$PWD/logs/quality/godot_profile" \
APPDATA="$PWD/logs/quality/godot_profile" \
LOCALAPPDATA="$PWD/logs/quality/godot_profile" \
/Applications/Godot.app/Contents/MacOS/Godot \
--path "$PWD" --script res://tools/capture_simulation_garden.gd
```
On Windows:
```powershell
$env:APPDATA = 'C:\Users\Rijad\Documents\Simulation Game\logs\quality\godot_profile'
@@ -36,17 +46,17 @@ The next presentation pass adds compact silhouette props to the ridge landmark,
pantry, guard, study, and rest sites so work locations remain identifiable in
cinematic mode.
The frame also makes the next presentation risks plain:
The frame also makes the remaining presentation risks plain:
- the camera still favors verification over composition;
- placeholder characters, houses, and work props remain useful but visibly
- the elevated third-person/top-down camera is intentionally preserved; future
staging should improve composition within that cozy follow perspective;
- houses and several work/resource props remain useful but visibly
prototype-grade;
- terrain texture variation and path strips read better than the old flat map,
but landmarks, water, and foreground silhouettes need stronger first-read
staging;
- task glyphs and work-site props help, but the cinematic view still needs
richer water/foreground shapes and stronger authored silhouettes before it
becomes a strong public-facing shot.
but terrain/color hierarchy still flattens some village landmarks;
- task glyphs and work-site props help, but blockout buildings and resource
props need stronger authored silhouettes before this becomes a polished
public-facing shot.
Use this baseline as the first runtime comparison image before adding more
systems or expanding the terrain.
@@ -60,4 +70,32 @@ inventory now appears as carried logs. The capture also fixes three effects
that obscured the simulation on Metal: waterfall mist was incorrectly emitted
at the village origin, ridge/valley wind systems overlapped, and chimney smoke
ignored particle transparency. The player capsule and camera composition are
the next visible presentation gaps.
the next visible presentation gaps at that checkpoint.
## July 11 visual follow-up
The implementation keeps the overlapping valley-wide white stroke/speck fields
removed: those read as constant scratches or insects. In their place, one
bounded controller produces sporadic groups of two or three terrain-aware
calligraphic ribbons. Their tapered sage, warm amber, and pale aqua strokes are
drawn head-to-tail by the shader, remain below 30% alpha, cannot stack, and
share the prevailing direction used by deterministic tree-canopy motion and
chimney smoke. The capture tool stages one gust so the next visual comparison
does not randomly land during the intended quiet interval.
The PNGs listed above still predate that gust-controller pass. A fresh Metal
capture was unavailable when the code and headless mesh/shader checks landed,
so do not use those images as evidence of the final ribbon opacity or terrain
contact. Replace both images after running the capture command on the normal
renderer and reviewing the staged mid-sweep gust.
The day/night controller also reconnects to the authoritative simulation clock
after scene startup and uses the correct sunrise/sunset color order, preventing
lighting drift during speed changes or restoration.
The player now uses a compact multi-part silhouette with a teal tunic, warm
scarf/satchel accents, and velocity-driven walk motion. Collision, controls,
and the elevated staggered follow camera are unchanged. The next visible gains
should come from replacing remaining blockout architecture, strengthening work
props, and improving terrain/color hierarchy—not from changing the camera
language again.
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