# Simulation Garden 01 Captured: 2026-07-11 ## Files - `docs/baselines/simulation_garden_01_debug.png` - `docs/baselines/simulation_garden_01_cinematic.png` - `tools/capture_simulation_garden.gd` ## Capture Command 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' $env:LOCALAPPDATA = 'C:\Users\Rijad\Documents\Simulation Game\logs\quality\godot_profile' & 'C:\Users\Rijad\Downloads\tools\Godot_v4.7-stable_win64.exe\Godot_v4.7-stable_win64_console.exe' --path 'C:\Users\Rijad\Documents\Simulation Game' --script res://tools/capture_simulation_garden.gd ``` The script warms up `main.tscn`, verifies that the simulation and active NPC visuals exist, captures the F10 debug presentation, then captures the cinematic presentation with development labels and UI hidden. ## Review The milestone is valid as a runtime integration checkpoint: the same Jajce Terrain3D world is running in `main.tscn`, NPCs are alive in the terrain-backed village, the selected-NPC reason inspector is fed by real task scoring, and the cinematic/debug toggle produces a shareable view without changing simulation state. A follow-up pass adds small task glyphs above active NPCs, so the cinematic view now preserves task intent after the debug labels are hidden. A camera-staging pass then gives the runtime capture a wider village view and adds authored dirt path strips that make the task loop readable from the first frame. 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 remaining presentation risks plain: - 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 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. ## July 9 visual follow-up The baseline images now include the first stylized-villager pass. NPCs use multi-part silhouettes and real travel-driven limb motion instead of capsules; profession colors and props remain definition-driven, and authoritative wood 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 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.