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Optimize distant factory rendering in v0.40 - #11

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NellInc merged 1 commit into
mainfrom
codex/v040-distant-detail-lod
Aug 10, 2026
Merged

Optimize distant factory rendering in v0.40#11
NellInc merged 1 commit into
mainfrom
codex/v040-distant-detail-lod

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@NellInc

@NellInc NellInc commented Aug 10, 2026

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Summary

  • preserve every authored factory machine body while culling only distant spouting, flow effects, and conveyor detail beyond 200 metres
  • add a 190 metre hysteresis return threshold so the unified factory never chatters between detail states
  • make static exterior batching deterministic by ordering compatible candidates before bounded startup slicing
  • document the measured 11.0 percent water-view draw-call reduction without changing the locked v0.40 version

Verification

  • npm run typecheck
  • npm run lint
  • npm run format:check
  • npm test (95 files, 993 tests)
  • npm run build (3,588 modules)
  • npm run validate:assets
  • npm run validate:depth
  • npm run validate:shaders
  • npm run validate:bundle
  • npm run validate:uncrewed
  • npm audit --audit-level=high
  • npx impeccable detect src
  • npm run test:e2e (2 passed)
  • release matrix and staged routes validated for v0.40, genuine v0.30, v0.20, and v0.10
  • non-art runtime: overview 78.0 FPS, 15.0 ms p95, 1,232 calls; water 71.8 FPS, 15.8 ms p95, 1,269 calls; world continuous and vehicle motion valid
  • final overview and water frames visually inspected

Contracts

  • version remains 0.40
  • no humans, personnel models, host voices, or personnel design studies
  • unified inside and outside world remains mounted
  • authored town, farm, water, castle, mountains, yards, vehicles, tanks, and factory walls/windows remain present

@NellInc
NellInc merged commit 37c0bd3 into main Aug 10, 2026
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