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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@@ -622,7 +622,8 @@ export const TUNE = {
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// back along the velocity). Procedural register only — dust and afterimage, never painted into
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// a sprite, and nothing draws at walking pace: trailMin sits above every shamble.
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trailMin: 3.6, // m/s of ground speed before a body earns dust + ghosts (0 = both off)
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trailK: 0.05, // s each ghost trails behind along the velocity (two samples: 1x and 2x)
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trailK: 0.035, // s each ghost trails behind along the velocity (two samples: 1x and 2x).
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// 0.05 on the first cut — "der Effekt sollte dezenter sein": shorter smear
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runDustEvery: 0.5, // m of ground covered per dust puff while sprinting
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fps: 60, // frame cap — 30 halves battery/heat but Oliver felt it; smoothness wins (0 = uncapped)
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lowPower: 1, // >= 0.5 caps RES at 3 (−44% of pixels painted per frame) — the battery saver,
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