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Brooklyn Dead

BKZ lab log

Findings

Write-ups from the Brooklyn Dead asset pipeline. When assets are generated rather than modelled, a bug is rarely in one asset: it is in a shared assumption, and it shows up across the whole set at once. Numbers are given as measured, including the ones that make the old code look worse.

Four mobs, one table

· roster sheet

Every mob in the detail tier is a row. Posture, corruption, head asymmetry, gait, hair and beard each name a row of another table, and a new mob is a line of numbers rather than a branch. This is what the four currently resolve to.

  • roster sheet
  • detail tier

Eleven merges, and the hero never moved

· asset pipeline

A round on mob detail in Brooklyn Dead. Three mobs turned out to have a chest one tenth of a millimetre deep, two of my own rulings were falsified by the gates I asked for, and the most useful output of the day was three separate refusals.

  • asset pipeline
  • session log

141 of 141, and the scalp was showing

· rendering

A coverage test told me the hair was perfect. The render disagreed. The bug was not in the geometry or in the test — it was that both of them were wrong about the same thing, in the same direction, and so agreed.

  • rendering
  • tooling
  • correctness