Stage 1 fills the IslandFalloff.cs stub from the reference, verbatim: the coast shelf (below-sea only, depth-preserving, held strictly below sea by MathF.BitDecrement — the clamp that makes "cannot move the waterline" exact rather than statistical) and the islet layer (OffshoreBlob, CalibrateThreshold against the field's ACTUAL distribution, the OffshoreZoneWeight moat + pre-Trench-falloff test). Both run as pass 1b — OffshorePass, a second sweep over the finished pass-1 arrays with the same per-pixel arithmetic in the same order — and HMaxSeed is retaken AFTER them, as the reference did. That closes chat2/00 Drift §2. The value did not move on any of 15 runs; the order is now right by construction and oracle (l) prints it every time. Stage 2 is the reshape, OffshoreSettings.Hybrid(): a seeded floor of ≥2 N / ≥4 S islands placed by a PCG32 off the world seed — min-separated, clear of ALL existing land by a gap so each stamp is its own connected component by construction, fully inside the zone so the moat and falloff protections gate the floor exactly as they gate the organic layer — plus the noise layer on top, smaller (freq 16), lower (24 m pre-curve, which the preserved toe squashes to ~5 m and keeps there across curve tweaks), flatter (core 0.25), crisper (edge sharpness 2.5, stamp rim jittered so it is rigid without being a compass disc), south-weighted (0.007 N / 0.012 S, blended across the midline), corners allowed (trench mask 0.90→0.97). Every lifted cell is tagged with its hemisphere — NORTH is rows [0, N/2), y runs south, read off the spine's southern fade and the southern sinker, not invented — and carried through Pass1Result → Pass2Result for a consumer that does not exist yet. Two things the probes taught, both now in the code: the first organic densities produced 183 blobs of which 174 were noise debris (a six-config sweep fixed that), and the reference's lerp-to-crest leaves shallow humps across the seabed wherever a blob fails to surface (a guard reverts them outside any surviving island's skirt; specks by component membership, bumps by location). The faithful control keeps both, because it is the reference — its islets measure min 1 cell, median 28. Oracle, all hard checks passing: floor met on every hybrid seed (N 2–4, S 9–16); zero land bridges; every offshore-OFF land cell bit-identical with offshore ON; tag ↔ coastline consistent in both fields; curve-off still bit-identical to Phase 1's dump and continuous_restored to task 03's. Both gates default OFF, deliberately: flipping them is the act that retires the Phase-1 regression dumps, and that belongs in a task that re-baselines the oracles. The faithful control on seed 8675309 produced one north island. That is the gap the floor exists to close. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01DCWNaDZPfTiAy3meGNGgqt |
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| Client | ||
| Core | ||
| Server | ||
| Tools | ||
| .gitattributes | ||
| .gitignore | ||
| islaApocalypse-v2.csproj | ||
| islaApocalypse-v2.sln | ||
| project.godot | ||
| README.md | ||
Isla Apocalypse — v2
The rewrite (D-049). A post-apocalyptic survival voxel game: one island, generated once offline, loaded by everyone.
Status: Phase 2 — shaping. Phase 0 laid the contracts and the tooling rails; Phase 1 ported the crown-jewel noise and pass 1 (the island's raw shape); chat2/01 added pass 2a — the height redistribution curve and shelf detail, re-calibrated against this repo's own output, with the two-height-field split and an automatic oracle.
Still no erosion, rivers, water bodies, crater carve, coast shelf, offshore islets, biomes, roads or mesher.
⚠ Two repos. Never one.
| Repo | Role |
|---|---|
~/celerNexus/islaApocalypse-v2/ (this) |
The rewrite. Every line of new code is written here. |
~/celerNexus/islaApocalypse/ |
⛔ READ-ONLY. The pre-rewrite prototype, archived at ab78883, tag pre-rewrite-reference. Ported FROM; never written to. |
~/celerNexus/islaApocalypse-vault-v0.1/ |
The design vault — the source of truth for WHAT and WHY. The vault leads. |
The old codebase is a spent quarry (D-050): mined, never tracked, never synced, never canon'd. Writing rewrite code into it would corrupt the very thing being ported from.
⚠ Runtime data isolation — do not weaken
This project pins its user:// directory away from the old prototype's, which holds the
preserved reference seeds, blueprints and batches:
user:// → ~/.local/share/islaApocalypse-v2/ ← this project
~/.local/share/godot/app_userdata/islaApocalypse/ ← ⛔ the OLD prototype. Never touch.
Pinned two ways in project.godot — a distinct application/config/name and
use_custom_user_dir + custom_user_dir_name. Both must stay.
⚠ Do not document this with a comment in
project.godot— it will not survive.Godot rewrites
project.godoton import and STRIPS ALL COMMENTS, replacing the header with its own boilerplate. (Measured: a warning block written there was gone after the next--import. The settings survived; only the explanation was deleted.) So the warning lives here, and the guarantee is enforced by the probe below — which exits non-zero on a clash and therefore works in a pre-flight check, not just by eye.
After any change to the [application] block, re-run the probe:
Godot_v4.7.2-stable_mono_linux.x86_64 --headless \
--path ~/celerNexus/islaApocalypse-v2 res://Tools/Scenes/UserDirProbe.tscn
Layout
Core/ math + data only, ENGINE-FREE — depends on nothing above it
Server/ authoritative logic — may use Core (empty: not yet its phase)
Client/ rendering — may use Core (empty: not yet its phase)
Tools/ the offline generator — ⚠ may NOT use Client
Each layer has a README.md stating its role and its boundary. Read the one for the layer you are
about to write in — they carry the reasons, not just the rules.
The contracts this phase establishes
- ★★ The column model (D-053) — the world as a 2D grid of columns, each a stack of
(material, thickness)runs. Air is the top run; there is no air-vs-solid height branch. →Core/Scripts/Column.cs - The material schemas (D-054) — terrain and building, two schemas bridged by a transformation
seam that is deliberately empty. Identity is a registry key, never an ordinal. Mesh style is
per-origin, never a material property. →
Core/Scripts/MaterialRegistry.cs - The scaling discipline — nothing uses a raw pixel number.
→
Core/Scripts/GenerationScale.cs - The vertical yardstick — ONE metres-per-raw-unit number, not three constants and twenty
literals as the prototype had. →
Core/Scripts/WorldScale.cs - The elevation profile — the 7-band redistribution curve, identity at and below sea, its
knots measured rather than chosen. →
Core/Scripts/HeightCurve.cs - The two-height-field split (D-046) —
heightClassifyis raw and is the oracle;heightis curved and is what gets drawn. →Tools/Scripts/Pass2Result.cs - Tooling safety — every path env-overridable, deletion refused by code.
→
Core/Scripts/ToolingPaths.cs,Core/Scripts/FileSafety.cs
Build
dotnet build
Godot_v4.7.2-stable_mono_linux.x86_64 --headless --import --path .
Godot 4.7.2 (mono) · .NET 8 (net8.0) · Godot.NET.Sdk/4.7.2
The reference repo is Godot 4.7.1. This repo deliberately targets 4.7.2 — clean rewrite, current tooling. 4.7.1 is the port source, not a constraint on new code.
⚠
<RollForward>Major</RollForward>in the.csprojis load-bearing.The target is
net8.0but this machine carries only a .NET 10 runtime. Without that property the generatedruntimeconfig.jsonrolls forward by MINOR only and every run fails with "You must install .NET 8". This bites at run time, not build time — the build succeeds either way — so re-check the emittedruntimeconfig.jsonafter any.csprojchange.
What this phase is NOT
No mesher, no stratigraphy, no biomes, no water, no rivers, no erosion. The pipeline is 2D-maps-first (D-056): stages 1–5 are flat maps, gotten completely right before a single 3D vertex exists. Building the mesher before the data is right is the specific trap this rewrite exists to undo.
And the curve is a BASELINE, not a verdict. It is ported faithfully and calibrated honestly so that later reshaping has a control to be judged against. Whether this elevation profile — 60 % of land in the bottom 14 m, 4 % above the plateau — is the one the world wants is an open question the histograms exist to inform, not one this port has answered.