The trail reads as motion, never as residue: the ghosts fade with the sprint

The lingering doubles were a real bug, not a taste problem: racketAI's
!incoming return kept the last chase's vx/vz on the body, so the speed
ghosts trailed a zombie that had already stopped. The velocity dies with
the chase now (tested). The look is halved with it: ghost alphas
0.22/0.10 -> 0.11/0.05, trailK 0.05 -> 0.035 — a hint of speed in the
corner of the eye, never a second body.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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wuwiandClaude Fable 5 committed 2026-08-28 16:36:19 +02:00
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@@ -559,6 +559,12 @@ bin ich auf deinen Input angewiesen."* Two cheap effects in the existing registe
Both are panel-tunable (`trailMin` 0 kills both). Not tried, on the shelf if these fail the
phone: a one-frame lean/skid sprite on hard direction changes (needs drawn frames, per the
draw-frames rule), and court-colored skid streaks on the ground behind a hard stop.
**First verdict, same day** (*"dezenter, schneller ausfaden — teilweise bleiben die doppelten
ghosts länger sichtbar"*): the lingering was a real bug — racketAI's `!incoming` return kept the
last chase's `vx/vz` on the body, so the ghosts trailed a zombie that had already stopped; the
velocity now dies with the chase (and a test pins it). The look was then halved with it: ghost
alphas 0.22/0.10 -> 0.11/0.05, `trailK` 0.05 -> 0.035. The trail must read as motion, never as
residue or a second body.
## Session log: THE LOB (BUILT, THEN CUT) AND TWO THINGS THE MULTIPLAYER TEST FOUND (2026-08-22, same day)