In Wildfire Isle the graphics setting also sets the gameplay grid size. That hides a trap. On a finer grid the fire's edge wiggles more, so it takes more steps to cross the forest, and the coast is more jagged, so there are more shore tiles to spawn things on. If you tune speeds and spawn rates in metres at Medium, Ultra players get a fire that takes about six days instead of eighteen hours, and more fishing spots. The new rule scales each step and each shore tile by a power of the tile size that matches how wiggly the shape is. One set of knobs then plays the same on every grid, and the cheap grids stay cheap.
performance.now() in this browser. REFERENCE always pays the Ultra cost.demos\L3-fractal-ladder\out\ladder.json): with the new fire rule, a 32×32 grid lands within +3.2% (95% CI up to +5.0%) of an 8192×8192 reference, and 64×64 within +0.9%.medium), PRIOR BEST gives the same results as NEW at the same cost. NEW only pays off when players change the setting.bandlimited) the coast is smooth at fine scales, the exponent falls toward 1, and the plain per-metre rule closes most of the gap (PRIOR BEST within 15% of the target, NEW within 7%).?scene=compare (default): High, side by side. ?scene=low, ?scene=medium (tie: PRIOR is tuned here), ?scene=ultra.?scene=bandlimited: Ultra with fixed-detail terrain, where the prior coast rule nearly ties. ?scene=play: NEW only, Ultra, at night.frames=N stops after N frames, q=0..3, view=all|prior|new|ref, t=hours since ignition.