WARBIRDS.IO Dev Log

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Solid ground

Cross the island at three hundred and something knots and the ground used to betray you: a chunk of coast the size of a whole airfield would blink out into flat blue water, hang there for half a second, and slam back as landscape. That is fixed. The Brick Sea holds still now.

The vanishing coastline

If you have ever flown a long straight leg over the island and thought did that headland just flicker? — it did. Big rectangular patches of the world, three hundred metres on a side, would drop out to bare water and then reappear a heartbeat later as hills and beach and treeline. Over the Brick Steppe it was worse, because there is more ground down there to lose.

It happened right where you would least want it: at speed, low, in the middle of a run. The ground goes away and comes back and for a moment you cannot tell a valley from the sea.

The coastline stays where you left it now. Whatever the world is doing to keep up with you, it does it behind the ground you are already looking at — a piece of the island is never taken away and given back.

Hills that come into focus, not into being

The other half of it: detail used to arrive in one jump. A ridge a kilometre out would sit there as big soft blocks, and then all at once it was a ridge — every fold and gully in it, appearing between one wingbeat and the next. Once you noticed it you could not stop noticing it.

Detail now arrives in stages, each one small enough that you have to be looking for it. The far shore firms up a little, then a little more, then it is the real thing under your gunsight. Nothing snaps.

The ground knows how high you are

Here is the part you will feel without being able to name it. The world used to decide how much detail a patch of ground deserved by how far away it was on the map — which means at four thousand feet, the ground directly beneath you was treated as though you were standing on it, and carved out every last one-metre step for a pilot who could not possibly see them.

Now it measures the distance the honest way: through the air, from your eyes to the dirt. Climb and the world relaxes. Dive and it tightens up ahead of you. A tank commander at hull height still gets the fine stuff right under the tracks — that is where it was always meant to go — and a bomber at altitude gets the big clean blocky read the Brick Sea has always been about, without the game grinding away at detail nobody up there can see.

The practical upshot: the ground keeps up with you better at speed, the stutter when you cross into new country is gone, and the horizon looks the way it is supposed to look.

Where you'll notice

Nothing about the world itself moved. Same island, same hills, same hedgerow you clipped last night. It just stops arguing with you about whether it exists.

Written by Cameron Sima, who builds Warbirds.io — about the game · get in touch

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