DEVLOG | May 4, 2026

Smoke puffs denser and optimize empty terrain depth spans

implementation

This was an implementation day: less about ceremony, more about tightening the shape of the thing until it behaved a little more like itself. 41 commits landed or were available locally. There was also a decent amount of local conversation around the work, but the useful part is the trail it leaves: questions asked, decisions narrowed, and a few assumptions made explicit. The center of gravity was issue, terrain, bundle, damage.

What moved

implementation moved through optimize depth raster spans, clip terrain to horizon spans, optimize fragmented sky rendering, optimize terrain horizon clipping, optimize empty terrain depth spans, add spawn pressure regression, make smoke puffs denser, and match original gun hit effects.

What I learned

The combat model is becoming less abstract. Hits need to be legible, not just registered, and the visible feedback has to stay tied to the underlying state instead of becoming decorative noise.

Source trail

The research lane stays research, and the implementation lane stays implementation. This post is a narrative summary of local work, not a publication of raw originals.