102 lines
4.8 KiB
Markdown
102 lines
4.8 KiB
Markdown
# Simulation Garden 01
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Captured: 2026-07-11
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## Files
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- `docs/baselines/simulation_garden_01_debug.png`
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- `docs/baselines/simulation_garden_01_cinematic.png`
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- `tools/capture_simulation_garden.gd`
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## Capture Command
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Run from the project root with the normal renderer on macOS:
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```bash
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HOME="$PWD/logs/quality/godot_profile" \
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APPDATA="$PWD/logs/quality/godot_profile" \
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LOCALAPPDATA="$PWD/logs/quality/godot_profile" \
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/Applications/Godot.app/Contents/MacOS/Godot \
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--path "$PWD" --script res://tools/capture_simulation_garden.gd
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```
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On Windows:
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```powershell
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$env:APPDATA = 'C:\Users\Rijad\Documents\Simulation Game\logs\quality\godot_profile'
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$env:LOCALAPPDATA = 'C:\Users\Rijad\Documents\Simulation Game\logs\quality\godot_profile'
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& '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
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```
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The script warms up `main.tscn`, verifies that the simulation and active NPC
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visuals exist, captures the F10 debug presentation, then captures the cinematic
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presentation with development labels and UI hidden.
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## Review
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The milestone is valid as a runtime integration checkpoint: the same Jajce
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Terrain3D world is running in `main.tscn`, NPCs are alive in the terrain-backed
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village, the selected-NPC reason inspector is fed by real task scoring, and the
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cinematic/debug toggle produces a shareable view without changing simulation
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state. A follow-up pass adds small task glyphs above active NPCs, so the
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cinematic view now preserves task intent after the debug labels are hidden. A
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camera-staging pass then gives the runtime capture a wider village view and adds
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authored dirt path strips that make the task loop readable from the first frame.
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The next presentation pass adds compact silhouette props to the ridge landmark,
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pantry, guard, study, and rest sites so work locations remain identifiable in
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cinematic mode.
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The frame also makes the remaining presentation risks plain:
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- the elevated third-person/top-down camera is intentionally preserved; future
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staging should improve composition within that cozy follow perspective;
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- houses and several work/resource props remain useful but visibly
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prototype-grade;
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- terrain texture variation and path strips read better than the old flat map,
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but terrain/color hierarchy still flattens some village landmarks;
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- task glyphs and work-site props help, but blockout buildings and resource
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props need stronger authored silhouettes before this becomes a polished
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public-facing shot.
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Use this baseline as the first runtime comparison image before adding more
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systems or expanding the terrain.
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## July 9 visual follow-up
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The baseline images now include the first stylized-villager pass. NPCs use
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multi-part silhouettes and real travel-driven limb motion instead of capsules;
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profession colors and props remain definition-driven, and authoritative wood
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inventory now appears as carried logs. The capture also fixes three effects
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that obscured the simulation on Metal: waterfall mist was incorrectly emitted
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at the village origin, ridge/valley wind systems overlapped, and chimney smoke
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ignored particle transparency. The player capsule and camera composition are
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the next visible presentation gaps at that checkpoint.
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## July 11 visual follow-up
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The implementation keeps the overlapping valley-wide white stroke/speck fields
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removed: those read as constant scratches or insects. In their place, one
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bounded controller produces sporadic groups of two or three terrain-aware
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calligraphic ribbons. Their tapered sage, warm amber, and pale aqua strokes are
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drawn head-to-tail by the shader, remain below 30% alpha, cannot stack, and
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share the prevailing direction used by deterministic tree-canopy motion and
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chimney smoke. The capture tool stages one gust so the next visual comparison
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does not randomly land during the intended quiet interval.
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The PNGs listed above still predate that gust-controller pass. A fresh Metal
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capture was unavailable when the code and headless mesh/shader checks landed,
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so do not use those images as evidence of the final ribbon opacity or terrain
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contact. Replace both images after running the capture command on the normal
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renderer and reviewing the staged mid-sweep gust.
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The day/night controller also reconnects to the authoritative simulation clock
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after scene startup and uses the correct sunrise/sunset color order, preventing
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lighting drift during speed changes or restoration.
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The player now uses a compact multi-part silhouette with a teal tunic, warm
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scarf/satchel accents, and velocity-driven walk motion. Collision, controls,
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and the elevated staggered follow camera are unchanged. The next visible gains
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should come from replacing remaining blockout architecture, strengthening work
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props, and improving terrain/color hierarchy—not from changing the camera
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language again.
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