drive-between-the-lines/src
dejvino 1019c3aec3 Walls that are actually there
Three separate holes, reported as one bug.

The building lookup grid under-registered. It stepped the world
coordinate by the cell size from x-reach to x+reach, but a building's
reach is about 7m and a cell is 24m, so the loop always took exactly
one step: every building registered one cell and silently vanished from
the other three it straddled. Points in those cells read as open
ground - bullets flew through the wall, line of sight saw through it,
and people stood inside it. Walk cell indices instead.

Nothing checked line of sight before pulling a trigger. Rounds always
died against the building; the decision to fire did not know the
building was there, so units emptied magazines into walls and what you
saw from the car was tracers coming out of solid concrete.

And every kind of free movement wrote straight into x and z, so
pedestrians, militia, fighters and fleeing civilians all walked through
walls. They now share the detour the hunters already used, and spawns
retry rather than dropping someone inside a building on the first
frame.

Six units in ninety were standing inside buildings. Now none are.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-09 08:02:08 +02:00
..
audio Phase 7: sound, synthesised from the simulation 2026-08-07 21:31:49 +02:00
core Overhaul: something you can do about the ceiling 2026-08-09 07:52:27 +02:00
physics Overhaul: something you can do about the ceiling 2026-08-09 07:52:27 +02:00
render Hold on the wreck before moving the player 2026-08-09 07:57:11 +02:00
sim Walls that are actually there 2026-08-09 08:02:08 +02:00
ui Overhaul: something you can do about the ceiling 2026-08-09 07:52:27 +02:00
carSpec.ts Phase 1: road network and heat 2026-08-07 07:47:19 +02:00
debug.ts Patrols settle their district too, slowly, and a debug lever for condition 2026-08-08 12:11:53 +02:00
heatProps.test.ts Patrols everywhere they should be, and concrete that has to be poured 2026-08-07 21:14:19 +02:00
heatProps.ts Patrols everywhere they should be, and concrete that has to be poured 2026-08-07 21:14:19 +02:00
main.ts Walls that are actually there 2026-08-09 08:02:08 +02:00
persistence.ts Districts that remember you, and roads worth staying on 2026-08-08 12:06:59 +02:00
unitBodies.test.ts Sharper steering, solid traffic, and a map that is mostly war 2026-08-07 21:42:17 +02:00
unitBodies.ts Sharper steering, solid traffic, and a map that is mostly war 2026-08-07 21:42:17 +02:00