Commit Graph
5 Commits
Author SHA1 Message Date
adrien bb097ea601 Built the map fog for the visible rows only
Marching into unexplored or enemy land reveals a tile every step, and each
reveal rebuilt the whole-map fog mesh: about 1.8M vertices and 50 MB on a
160x160 map, regenerated at the rebuild throttle. Walking through
already-explored home land reveals nothing, which is why the stutter only
showed up on a border crossing, with a single unit.

- buildKnowledge now takes a row range and builds only the rows on screen; the
  row table stays full length so the existing row-banded draw keeps working.
- _flushFog rebuilds on a visibility change or a pan to a new row band, still
  coalesced, and the draw clamps to the band that was built.
- A mode/zoom change schedules the band rebuild instead of building the whole
  mesh, and uniform interior tiles skip the per-vertex blur kernel.
2026-09-21 09:46:34 +02:00
adrien ede258d39f Added warfare depth, focused research and a reworked HUD
- Tile improvements (fortifications, radar towers, coastal cannons), trenches,
  zone of control, support-unit capture and launch transports, with parabolic
  barrage arcs drawn between attacker and target.
- Focused research that pours points straight into the chosen technology, with
  per-technology progress kept when the focus changes, plus repeatable levels.
- Popularity reworked to integer points, war and pillage effects, minority
  policies and month-over-month arrows on the nation summary.
- City progress bars, square improvement buttons, a technology tab of wide
  short cards with progress bars, transport cargo readout and double-click to
  open a city panel.
2026-09-21 01:07:36 +02:00
adrien 34e755d1a4 Optimised snapshot traffic and map rendering 2026-09-20 01:07:03 +02:00
adrien b385679e52 Sped up the flat map modes and added a boot-style loading log 2026-09-19 22:56:12 +02:00
adrien eca9e39760 Added political and economic map modes 2026-09-19 22:40:24 +02:00