The latest Drune development checkpoint focuses on how the valley reads at driving distance. Broader colour and roughness variation, changes to texture orientation and scale, and smaller stochastic patches address repeated patterns across the hillsides.
Forest work combines denser stands with simpler distant tree shapes. The diary records a useful constraint: adding trees did not help while the geometry budget removed much of the distant forest before it reached the screen. The new distant representation makes those stands more continuous, with sparser trees around their edges.
The running game also gained an inspector for the actual cooked car asset, including stored levels of detail, errors, material metadata, source, and licence information. Leaving the Assets tab restores the normal driving settings.
The final release build and two-client Vulkan check passed in the 28 October diary checkpoint. That entry describes the changes as ready for review, with the main branch still pending review at that time; this post records that development state rather than claiming a public release.
Driving capture from before the final texture adjustment. It is a visual record, separate from the performance measurement.
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