Ports MapGenerator.GenerateTopography's pass-1 loop (reference ~:553-619 at tag
pre-rewrite-reference / ab78883) into Tools/. Working code and its tuned constants
carried over verbatim, read from source rather than re-derived from a design
summary (D-050). Six elements, in the reference's execution order — the order is
load-bearing: the sinker lands before the Pow (superlinear), the Trench after it
(a raw additive wall), preTrenchFalloff captured between them.
The fractal config is now PINNED. The reference set only NoiseType/Seed/Frequency,
so the island's entire fractal character was Godot 4.7.1 constructor defaults that
nothing recorded. Measured on 4.7.2 (NoiseDefaultsProbe): Fbm / 5 / 0.5 / 2.0 / 0.0
— identical to the 4.7.1 values, so pinning reproduces the look with no delta. The
terrain no longer depends on an engine default, and the probe makes a future drift
visible instead of silent.
Two deliberate departures from the reference's literals, both flagged in-code:
- the latitude noise offset is expressed in map widths, not the reference's raw
+1000 px, so a resize no longer samples a different slice of the noise field
(chat1/00 §4.2). Pinned to 1000/8192 so the 8K realization is unchanged.
- the `if (temperature < 0.65f)` spine gate is dropped as the provable no-op it
is — southernFade already reaches exactly 0 at 0.65. Bit-identical.
The reference's "temperature" is ported as a latitude field and deliberately NOT
named temperature: it is stage-1-local input to terrain geometry, and climate is
stage 3 (D-049 §2, D-056). The ±0.1 wobble is kept — it is what stops the spine's
southern terminus being a ruler-straight line.
Deferred to Phase 2 with the seam open: coast shelf and offshore islets (below-sea,
judged once water renders). Pass1Result exposes PreTrenchFalloff at their exact
consumption point, plus HMaxSeed for the seed-dependent curve.
Render is a direct Godot.Image, not the SubViewport capture path — that machinery
exists to composite vector overlays and is why --headless hangs; Phase 1 has none.
Hypsometric above 0.15, bathymetric below, fixed ramp anchors so seeds and ablation
rungs are comparable. No biome words anywhere.
Verified: land fraction 51.5% identical at 1024, 2048 and 10240 — the scaling
discipline holds across a 10x resize. Full-size 10240 pass: 36.3 s.
No curve, erosion, rivers, water, crater, biomes, roads, or mesher.
Stands up the CODE_REPO the rewrite is written into (D-049, D-058). Godot 4.7.2 /
.NET 8 / Godot.NET.Sdk 4.7.2. Nothing is generated, meshed, or ported — this is the
shell and the two data contracts.
Four layers, each with its boundary stated in a directory README:
Core/ math + data only, and engine-free — depends on nothing above it
Server/ authoritative logic (empty this phase)
Client/ rendering (empty this phase)
Tools/ the offline generator — may NOT reference Client (Phase 1 fills it)
Contracts (compiling stubs, no algorithms):
- Column model (D-053): a 2D grid of columns, each a stack of (material, thickness)
runs, any material at any depth. Air is the TOP RUN — there is no air-vs-solid
height branch, and no surface-height accessor exists to reintroduce one. Water is
not a band; it stays an overlay.
- Material schemas (D-054): terrain and building as two append-only registries,
bridged by a recipe seam that is deliberately EMPTY. Identity is a registry key,
never a serialized ordinal. Mesh style is per-ORIGIN and is not a material field.
Rails, so Phase 1 inherits them rather than rediscovering them:
- GenerationScale: MapSize is a parameter, everything derives from it, nothing uses
a raw pixel number. Tightening over the reference — decorrelation offsets are
declared in map widths, not pixels (chat1/00 §4.2).
- ToolingPaths: config/blueprint/output paths all env-overridable, resolved in one
place, so a batch cannot touch the developer's live files.
- FileSafety: the permanent no-deletion rules as throws rather than sentences.
user:// isolation: project name and use_custom_user_dir both pin the runtime dir to
~/.local/share/islaApocalypse-v2/, away from the old prototype's preserved seeds and
batches. Tools/Scenes/UserDirProbe.tscn confirms it rather than assuming it.