v0.6.0 — the city gets the screen back
Hacker News arrived, said the panels were in the way, and was right.
Fixed
- The city gets the screen back. Four commenters said the same thing
independently — "eighty percent of the visual space is popups that completely
block it", "remove ~50% of the UI blocking the view", "on mobile especially".
Measured, they were right: at 1280 px the two side panels took 743 px and left
a ~540 px strip that the minimap covered further. They now start collapsed,
and the choice is remembered. - The guided tour is findable. Two people asked for a narrated walkthrough
that already existed and a third had to tell them so. That is a
discoverability failure, not a missing feature. It is now an obvious first
action rather than a keyboard shortcut behind a caution triangle. - The flicker was z-fighting, correctly diagnosed by a commenter — coplanar
ground surfaces, now separated with documented offsets. - Swimming involves water. The swim volume began at deck level, so anywhere
inside the tile field the walker was flagged as swimming while standing on
solid floor: feet planted, never sinking, never crossing a surface. The entry
splash fired once and then nothing ever happened again. - The sample stops calling itself the pool. The plaza's 1,024 tiles are a
sample ofshared_buffers; several readouts multiplied that frame count by
8 KiB and called the result the pool, so one panel could say "2.0 GiB pool"
and "BUFFER POOL 8.0 MiB of 8.0 MiB" in consecutive lines.
Known issues
- The declared working set is ~98 MiB while the
shared_buffersslider starts
at 128 MiB, so every reachable setting saturates the sampled pool. The clock
sweep therefore never evicts and no backend ever writes a victim page. Being
fixed by enlarging the relations. - Buildings are not yet solid to a walker in first person.
- Touch controls have been verified only in Chrome's mobile emulation.