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Let cells where something moves take one-sub-pixel steps sooner - #16
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# Conflicts: # CONTRIBUTING.md # src/canvas.ts # src/engine.tsx # src/sky.ts # src/wallpaper.ts # src/weather.ts # wallpapers/beach.ts # wallpapers/city.ts # wallpapers/desert.ts # wallpapers/farm.ts # wallpapers/jungle.ts # wallpapers/prehistoric.ts # wallpapers/space.ts # wallpapers/template.ts # wallpapers/tundra.ts # wallpapers/zen.ts
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Summary
Slowly moving creatures jumped several sub-pixels at a time, because every cell held its old split until the new one fit clearly better. Cells under what moved this frame now take a one-sub-pixel step as soon as it fits a little better, so motion glides; bigger changes, steps back, and every still cell keep the full hysteresis.
movingcomes from dirty-cells'touchedboxes (this branch's own copy of the interface is dropped), ignoring tiny boxes and boxes over 10% of the screen. A fit made while something moved is not reused next frame, so dirty refits still match a full refit.--verify-dirtynow also fails on any pixel a scene draws outside its touched boxes.Evidence
Glyph changes on a moving creature through the engine (60 s, octants), origin/main → this branch:
Worst flicker in
dev/check.ts78 → 83 cells (ocean teeming night; limit 150).Verified: typecheck, build,
dev/check.ts --max-ms=60in octant and quadrant mode (0 failed),--verify-dirty90/90 identical with no pixel outside the touched boxes, screenshots up to date.Merge Danger
Door: two-way
Blast Radius: glyph choice in cells where something moves; slightly more glyph changes there.