Rings of detail, and a softer far edge
Devlog 13 let you choose how far you see. Today the world reaches much farther than that, and the far edge got a softer look.
Less work per frame
The light got cheaper again, with the pictures coming out exactly the same. Everything solid is now drawn once just to find what is in front, and only then lit, so nothing hidden behind something else is ever lit at all. And the game keeps the height of the highest land in each area, so a shadow ray that is already above an area skips straight over it.
Rings of detail
Render distance now sets the full world close around you: every block, people, creatures, shadows. Past it, rings of plainer land go on much farther out, each ring coarser than the one inside it, so the hills and ranges far off are still there on the horizon. The rings fill in nearest first, and the fog follows what has arrived, so there are no holes or flashes as they load.
Shadows and the shading in creases now carry on into the first ring, fading out evenly across it. Water out in the far rings is drawn solid, so sand no longer shows through lakes and the sea in the distance.
A blur at the far edge
Far land now blurs a little, the way distance looks to the eye. The blur follows the rings, so the full world near you stays sharp however high you climb, and it grows smoothly toward the far edge, where the land fades softly into the sky. Open sky and stars stay crisp.
How strong the blur is is a new row on the Settings screen, from off to strong.
Thoughts or feedback? I'd love to hear them at thewonjdev@gmail.com.