Fog of war: wider fades and a grainy edge instead of stepped lines (t17)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
2026-10-24 12:39:13 -04:00
co-authored by Claude Opus 5.5
parent 1f56d27ded
commit a18dcda8a4
7 changed files with 43 additions and 17 deletions
+12
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@@ -4,6 +4,18 @@ What agents have done, newest first. Add an entry for every piece of work: the d
note or request it was for, what changed, the files touched, the tests run, and anything left
open or not verified. Keep each entry short; the git history has the details.
## 2026-10-24: t17 follow-up: softer fog edges (Claude Code, Codex)
- The owner found the edges sharp and stepped. `src/sim/fog.js`: sense ring 24 grains with a
12-grain fade (`FOG_SENSE_FADE`), rays fade 8 grains into rock and over the last 16 of range,
surface fade 16, `fogRevealAround` gets a 6-grain soft edge. `src/render/world.js`: partly seen
grains get ±40 of per-grain noise (`noiseB`), so edges look grainy, not stepped.
- `test/t_fog.js`: a point in the fade band is between 0 and 128. `docs/systems/fog.md` updated.
Screenshots `shots/fog-edge-{before,after}{,-nolight}.png` compared.
- Tests: all pass except `t_smooth` half-resolution, which failed 1 of 3 runs with the change and
passed 2 of 2 without, at load 6–12; that check runs with fog off, so the drawing change does
not run there. Fog drawing 0.43 → 0.45 ms.
## 2026-10-24: t17 Fog of war reveals the ground around the bot (Claude Code, Codex)
- `src/sim/fog.js`: `FOG_SENSE = 20`; `fogLook` also reveals every fog cell within 20 grains,