Ants whose index exceeds ANTS_START_COUNT output zero state and return
immediately on init, keeping them dormant without consuming GPU work.
This lets the ant texture capacity exceed the active ant count without
spawning unwanted ants.
- isObstacle() now blocks all non-air, non-home materials so ants treat sand/dirt/rock/food as walls
- gravity pulls ants down when no solid cell is below them, gating all steering logic while falling
- collision displacement pushes ants to nearest air cell when sand falls on top of them
Checks each blur neighbor's material behavior before including it in
the average. Solid and non-gas cells are excluded so pheromones don't
bleed through walls, sand, or rock.
In side-view mode, ants carrying non-food powder material now bias their
angle upward toward the surface (30% blend). Ants not carrying anything
bias downward (20% blend) when diggable powder material is detected below.
Both biases are subtle so pheromone-following still shapes overall behavior.
Add VIEW_MODE_SIDE define to common shader defines so shaders can
branch on view mode via preprocessor. In side view, ants init by
scanning downward from the top to find the first non-air cell, then
spawn one pixel above it facing downward. Top view keeps the original
center spawn with random angle.
Replace bit-flag draw modes with direct material ID painting. draw.frag
now writes the material ID float directly instead of toggling individual
cell flag bits. ScreenScene drops the PointerState enum in favor of
numeric material IDs from constants.ts, and adds Digit1/Digit2 bindings
for sand and dirt.
Replace bit-packed cell flags in the R channel with a direct material ID float pass-through. Food clearing now writes MAT_AIR instead of clearing a bit.
Reserve bits 3-5 for terrain type (0-7) and bits 6-13 for food quality
(0-255) in the world texture R channel. Adds shared TS constants and
matching GLSL defines. world.frag now preserves upper bits when writing
cell data. Infrastructure only — no behavior changes.