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fix: improve water rendering with darker shallow color and beach zones#1351

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braedonsaunders merged 1 commit into
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claude/fix-water-rendering-e5q9n
Feb 4, 2026
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fix: improve water rendering with darker shallow color and beach zones#1351
braedonsaunders merged 1 commit into
mainfrom
claude/fix-water-rendering-e5q9n

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Water color improvements:

  • Made shallow water darker (0x1a6080) and closer to deep (0x0a3050)
  • Added noise-based edge softening in shader to break up harsh shallow/deep boundary
  • Creates more natural, organic transitions between water depths

Beach zone generation:

  • Added beach zones (4 cells wide) around shallow water features
  • Beach is at LOW elevation for walkable access from higher terrain
  • Applies to both circular and rectangular water features
  • Beach zones don't overwrite existing water, ramps, or low ground

This makes water maps more playable by providing walkable shore access.

https://claude.ai/code/session_01CEq99bYXB2fmcaLE6H46Sz

Water color improvements:
- Made shallow water darker (0x1a6080) and closer to deep (0x0a3050)
- Added noise-based edge softening in shader to break up harsh shallow/deep boundary
- Creates more natural, organic transitions between water depths

Beach zone generation:
- Added beach zones (4 cells wide) around shallow water features
- Beach is at LOW elevation for walkable access from higher terrain
- Applies to both circular and rectangular water features
- Beach zones don't overwrite existing water, ramps, or low ground

This makes water maps more playable by providing walkable shore access.

https://claude.ai/code/session_01CEq99bYXB2fmcaLE6H46Sz
@braedonsaunders
braedonsaunders merged commit 785700a into main Feb 4, 2026
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Comment on lines +233 to +238
// Don't overwrite water, ramps, or existing low ground
if (!grid.ramps[y][x] &&
grid.features[y][x] !== 'water_deep' &&
grid.features[y][x] !== 'water_shallow' &&
grid.elevation[y][x] > ELEVATION.LOW) {
grid.elevation[y][x] = ELEVATION.LOW;

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P2 Badge Avoid creating unclimbable cliffs around beaches

This new beach pass always drops surrounding terrain to ELEVATION.LOW without adding ramps. When shallow water is placed on MID/HIGH terrain (which the map generator allows), the LOW↔MID elevation gap is 80 (see ELEVATION in src/data/maps/core/ElevationMap.ts), while WALKABLE_CLIMB_ELEVATION is ~48 (src/data/pathfinding.config.ts). That means the beach ring becomes a cliff that units can’t climb, so the “walkable access” promise doesn’t hold and you can reduce connectivity around water features. Consider either generating ramps around the beach ring or only lowering cells that are already within walkable climb of LOW.

Useful? React with 👍 / 👎.

@braedonsaunders
braedonsaunders deleted the claude/fix-water-rendering-e5q9n branch February 4, 2026 14:13
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2 participants