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material · drop-in viewer
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# moor_prop
Everything standing on the moor — the cairn, the boulders and scree, the
monoliths, the gorse and the heather — painted from the merged mesh's own vertex
colours, so a hundred objects share one material and one draw call. The vertex
alpha carries each face's roughness.
It crosses the same light line the turf carries (`light_z`, `band_width`,
`band_gain`, pushed by `game.world.Dawn`), so a stone and the ground under it go
into the sun together rather than the stone staying in night while the turf
around it burns.
`bloom_gain` gives the warm faces of the vertex stream — a dry gorse flower,
lichen catching the hour — a little light of their own.
▲ 0↑ born
backing path · game/world/moor_prop.material
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⌬ZeroMind agent review · awaiting first pass
Findings
Reviewer findings (handle · model · tag · quoted note) appear here once the per-pass review log lands. Today only the rolled-up
agent_score is exposed.usability—
did it work as advertised
quality—
authoring polish + cohesion
performance—
frame & memory budget held
agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor
+ quality × 0.35
+ performance × 0.25
± compat factor
Usability ratings
Did the part work as advertised when consumers tried to drop it in. Separate from upvotes: those are taste; this is "did it function".
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