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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| .. | ||
| batches | ||
| Scenes | ||
| Scripts | ||
| README.md | ||
Tools — the offline generator
Holds: the world generator and its diagnostics. Everything that produces a blueprint, and nothing that consumes one at play time.
Boundary — the tools wall:
⚠⚠ TOOLS MAY NOT REFERENCE
Client/. THE DEPENDENCY RUNS ONE WAY, OR THE WALL IS NOT A WALL.No UI, no player controllers, no shaders, no rendering code.
Tools/may useCore/.Two reasons, both from
Design - Tooling - Offline Generation.md: a lighter shipped client, and — less obviously — not handing players the world-generation logic. Shipping the generator lets it be reverse-engineered into an unfair map preview, with the whole island's layout, every settlement and every route known before anyone sets foot on the beach.Tools emit data; they never write to a live save. A generator that could touch live server state is a corruption risk for no benefit.
What is here
The generator — pass 1 (Phase 1)
Ported from the reference's MapGenerator.GenerateTopography pass-1 loop at tag
pre-rewrite-reference (ab78883). This is the crown-jewel port: working code and its tuned
constants, carried over verbatim — not re-derived from a design summary (→ D-050,
Design - Rewrite - Extraction Manifest.md).
| File | What it is |
|---|---|
Scripts/TerrainNoise.cs |
⭐ The FastNoiseLite config, every fractal property pinned explicitly |
Scripts/Topography.cs |
⭐⭐ Pass 1 — the six elements, in the reference's execution order |
Scripts/IslandFalloff.cs |
The whole reference file now: SmoothAbs, the coast shelf, the offshore islets + the reshape helpers |
Scripts/OffshorePass.cs |
⭐ Pass 1b — shelf + islets over the finished pass-1 arrays, then HMaxSeed is retaken (chat2/05) |
Scripts/OffshoreSettings.cs |
Every islet dial in one object; Faithful() (the reference) and Hybrid() (the reshape) |
Scripts/OffshoreAnalysis.cs |
Island components, N/S counts, the moat check, the hemisphere convention |
Scripts/TagOverlayRenderer.cs |
The island-tag / hemisphere debug overlay |
Scripts/OffshoreIslandsTool.cs + Scenes/OffshoreIslandsTool.tscn |
The chat2/05 batch |
Scripts/Pass1Result.cs |
The height field and the Phase-2 seams |
Scripts/TerrainGenConfig.cs |
Config + the per-element ablation toggles |
Scripts/HeightField.cs |
Raw .f32 save/load — the generation/presentation seam |
Scripts/TerrainGenTool.cs |
Batch entry point (ladder + seed batch + INDEX.md) |
Scenes/TerrainGenTool.tscn |
Run this |
The generator — pass 2a: the redistribution curve (Phase 2, chat2/01)
Ported from REFERENCE:Tools/Scripts/HeightCurve.cs + TerrainDetailPass.cs at the same tag.
The curve itself lives in Core/ (engine-free, a named C++-candidate seam); Tools/ carries the
wiring, the measuring instrument and the batch.
| File | What it is |
|---|---|
Scripts/Shaping.cs |
⭐⭐ Pass 2a — curve + detail per column, producing the two height fields |
Scripts/Pass2Result.cs |
The render field, the classify field, and FieldsAreAliased |
Scripts/LandHistogram.cs |
⭐ The land CDF — the calibration engine AND the diagnostic |
Scripts/HistogramRenderer.cs |
The labelled distribution plot (clipped axis, marked) |
Scripts/ShapingOracle.cs |
⭐⭐ The four automatic correctness checks |
Scripts/CurveBaselineTool.cs |
The chat2/01 batch: calibrate → variants → histograms → oracle |
Scenes/CurveBaselineTool.tscn |
Run this |
⭐⭐ THE TWO-FIELD SPLIT (D-046) STARTS HERE
heightClassifyis raw, uncurved, un-detailed — bit-for-bit the pass-1 field.heightis curved and detailed, and is what gets drawn and (later) eroded and carved.Everything that CLASSIFIES the world (biomes, water bodies, the ocean fill) will read the classify field; everything that DRAWS it reads the render field. Nothing consumes the classify field yet — it is established at the curve because the curve is where the second field is born, and retrofitting a classify path after three passes have run on one array is how the two silently diverge.
Pass2Result.FieldsAreAliasedis true when the curve is off (both point at one array, as the reference did) — a later pass that writes one while reading the other must read both into locals first.
⭐ THE KNOTS ARE MEASURED, NOT CHOSEN
The curve's six input knots are P60/73/83/88/96/99 of the pooled land height distribution, which is what makes the band shares 60/13/10/5/8/3/1 exact by construction. The reference shipped the six resulting literals and threw the instrument away — so its knots could never be re-derived, only trusted.
LandHistogramis that instrument, rebuilt.⚠ A knot set is only valid for the distribution it was measured on. Re-run
CurveBaselineToolafter any change to pass 1.
xvfb-run -a Godot_v4.7.2-stable_mono_linux.x86_64 \
--path ~/celerNexus/islaApocalypse-v2 res://Tools/Scenes/CurveBaselineTool.tscn
ISLA_MAPSIZE (default 2048) · ISLA_SEEDS (6 pinned) · ISLA_SHOWPIECE_SIZE (8192) ·
ISLA_SHOWPIECE=0 · ISLA_VARIANTS=0 (calibration-only probe) · ISLA_PHASE1_SOURCE ·
ISLA_SKIP_RAW=1
The oracle runs before anything is looked at, and the tool exits non-zero if any check fails:
| Check | |
|---|---|
a |
curve OFF is bit-identical to Phase 1's pass-1 output |
a′ |
pass 1 is bit-identical to Phase 1's .f32 dump |
b |
the classify field is bit-identical to the raw pre-curve field, curve on or off |
c |
the effective per-seed curve is strictly monotonic (24-corner sweep, throws otherwise) |
d |
realized land shares match 60/13/10/5/8/3/1 |
The map renders — presentation (Phase 1, the look)
Presentation only (→ Design - Rendering - Roughness Is Presentation.md): it changes how height
is shown, never how it is made. It cannot change the terrain — it is handed a height field
loaded from a .f32 dump and has no way to produce one.
| File | What it is |
|---|---|
Scripts/GrayscaleRenderer.cs |
⭐ Plain grayscale — for judging the noise itself |
Scripts/ReliefPalette.cs |
The hypsometric palettes, stops placed on measured percentiles |
Scripts/ReliefRenderer.cs |
The tint (+ optional hillshade) blend |
Scripts/Hillshade.cs |
Horn 3×3 shaded relief; the ZExaggeration slope table |
Scripts/LegendRenderer.cs |
⭐ The elevation legend strip |
Scripts/TinyFont.cs |
A 5×7 bitmap font, so a legend needs no viewport |
Scripts/LookConfig.cs |
The look dials and the named variants |
Scripts/ReviewBatchTool.cs |
⭐ The review batch — grayscale + hero gradient + labelled relief |
Scripts/ReliefRenderTool.cs |
Taste-gate batch runner |
Scenes/ReviewBatchTool.tscn, Scenes/ReliefRenderTool.tscn |
Run these |
⭐ The pretty map is the WIDE GRADIENT, rendered FLAT. Relief is not the hero.
A reference relief map gets its look from wide colour + subtle relief + COHERENT TERRAIN. We have the first. The third is Phase 2's curve and erosion. On raw pass-1 noise a hillshade has nothing coherent to shade, so it renders fine fractal bumpiness as visual fuzz that actively hides the elevation the colour is showing. So:
Look Role gradient_flat⭐ the hero. Wide Costa-Rica gradient, HillshadeStrength = 0, no relief at allsubtle_reliefgentle relief (zex 18, strength 0.30) for comparison — still fuzzes on raw noise ⚠ diagnostic_reliefA DEV VIEW, NEVER THE PRETTY MAP. Strong exaggeration to make slope artifacts jump out. Its bumpiness is exaggerated slope, not extra terrain atlas,duskthe task-03 plates, kept reachable Relief comes into its own once erosion carves ridges and valleys worth lighting.
Plain grayscale (GrayscaleRenderer) normalizes a field to its own [min,max]. ⚠ This is the
one place per-image normalization is correct — everywhere else anchors are fixed so images compare.
Here the point is to see one field at full contrast, so the range used is printed and written into the
INDEX.md, and a shade reads back to a height. You cannot judge noise through a palette: a ramp
bends the value distribution and a hillshade adds shape the data does not have.
The legend (LegendRenderer) draws a colour bar with ticks from the palette's own ramp, so it
cannot drift from the map beside it. ⚠ Ticks are RELATIVE height, not metres — the metres
conversion is Phase 2's elevation profile, and labelling the bar "m" now would invent a fact. It says
so on the image. Text comes from TinyFont, a 5×7 bitmap font, specifically so a legend does not drag
in the SubViewport capture path (which awaits render frames and is why --headless hangs).
Godot_v4.7.2-stable_mono_linux.x86_64 --headless \
--path ~/celerNexus/islaApocalypse-v2 res://Tools/Scenes/ReliefRenderTool.tscn
ISLA_LOOKS=atlas,relief,dusk · ISLA_SOURCE (batch to read .f32 from) · ISLA_MAPSIZE ·
ISLA_SEEDS · ISLA_BATCH · ISLA_DUMP_RAW=1
Three looks, deliberately — a subjective gate drowns in a wall of near-duplicates, and each pair
isolates one question: atlas vs relief asks how strong the relief should be (same palette and
light); atlas vs dusk asks about palette and sun angle.
⚠ Vertical exaggeration is required, and it is a LOOK dial — not a physical claim.
Height is in raw noise units over a 1 m grid, so the true per-pixel gradient is tiny: measured median land slope is 0.22°. Un-exaggerated, the whole island shades as a flat plane. The raw units are not metres — the metres-per-unit conversion is Phase 2's, not this renderer's.
The blend, and why it is not a multiply. Hillshade on flat ground is sin(altitude) ≈ 0.71, so a
plain tint × shade darkens the entire map by 29% before any slope is involved and the hypsometric
tints are never actually seen. So the shade is normalized by its flat-ground value first — flat
terrain keeps its true tint, and only slope moves the colour — then shadows multiply while
highlights screen toward white. That asymmetry is the difference between a colour ramp and a map
you would frame.
⚠ Relief fades out with depth below sea. Not only taste: the deep floor is dominated by the Trench, a synthetic additive wall whose gradient is ~1.5× the p99 land gradient. Shading it faithfully draws a bright rim around the whole map and lights up the abyss with base-noise mottle — relief on terrain nobody is meant to look at. The fade puts relief where the bathymetry is real (the near-shore shelf) and lets the abyss lie flat, which is the cartographic convention anyway.
Godot_v4.7.2-stable_mono_linux.x86_64 --headless \
--path ~/celerNexus/islaApocalypse-v2 res://Tools/Scenes/TerrainGenTool.tscn
ISLA_MAPSIZE (default 2048) · ISLA_SEEDS (comma-separated, positive) · ISLA_BATCH ·
ISLA_SKIP_RAW=1 · ISLA_LADDER=0
The six ported elements, in order — the order is load-bearing, not an implementation detail:
- wobbled latitude scalar —
y/MapSizeplus a ±0.1 low-frequency wobble - island falloff/mask — squircle + ellipse, 50/50, then
Pow(·, 2.5f) - edge roughness —
noise(x·2.5, y·2.5), modulated by the squircle so it bites only at the rim - southern sinker — bottom 25%, before the power (its effect is superlinear)
- the Trench — map-anchored, additive on both axes, after the power
- mountain spine —
SmoothAbscrest, cubic, southern fade, amplitude0.6f
⚠ The latitude scalar is NOT climate temperature.
The reference called it
temperatureand let biomes read the same array — a large part of how climate and terrain got fused. Here it is a stage-1-local latitude field that terrain geometry reads, and nothing else. Climate is stage 3 and classifies finished shape (D-049 §2, D-056). Do not alias, store, or rename this into a climate map.
Pass 1b — the coast shelf and the offshore islets (chat2/05). The reference continued its pass-1
loop with the submarine coast shelf and the offshore islet layer (~:621-664); v2 runs them as a
second sweep over the finished arrays — OffshorePass — with the same per-pixel arithmetic in the same
order, then retakes HMaxSeed after them, as the reference did (chat2/00 Drift §2, closed). The
islets exist in two presets: OffshoreSettings.Faithful() (the reference, verbatim — the control) and
OffshoreSettings.Hybrid() (the reshape: small / low / flat / rigid, a seeded floor of ≥2 N / ≥4 S
islands whose positions vary per seed, organic extras weighted south, corners allowed).
⚠ Both default OFF — deliberately, and that is a decision to revisit.
Every oracle in this phase holds pass 1 against Phase 1's
.f32dumps. The shelf changes every below-sea cell and the islets ADD LAND, so defaulting either ON stales every regression anchor at once. Batch tools turn them on explicitly. Flipping the defaults is the act that retires the Phase-1 dumps — do it in a task that re-baselines the oracles. →TerrainGenConfig.
⭐ The island tag — data, set here, read by nothing yet.
Pass1Result.IsOffshoreIsland/IslandHemisphere(carried throughPass2Result) mark every cell the islet layer lifted above sea, with its hemisphere. NORTH = rows[0, MapSize/2), SOUTH =[MapSize/2, MapSize)— y runs south, as the spine's southern fade and the southern sinker already encode. A biome / fertility / placement pass reads it from there and never re-derives island-land from geometry. Null when offshore is off.
⚠ The one honest coupling: islets TURN WATER INTO LAND.
Unlike the curve, which moves heights but not the waterline, the islet layer adds above-sea cells — new classification downstream. That is why it runs in the base shape before anything classifies: change an island dial, regenerate, and classification re-runs consistently. A known property, not a surprise.
Not here at all: erosion, rivers, water bodies, the crater carve, biomes, roads, the mesher.
⚠ The render writes a Godot.Image directly — not the capture path
The reference captured maps through a SubViewport + a TextureRect._Draw, because it composited
vector overlays (roads, town markers, river polylines) onto the raster. That machinery awaits
render frames — which is exactly why unattended runs need xvfb-run and why --headless hangs on
it.
Phase 1 has no overlays. A heightmap is a raster, so it is written per-pixel into an Image and
saved: no viewport, no frame awaits, no display. Do not reintroduce the capture path by habit —
it becomes correct the moment something vector needs compositing, and not before.
Diagnostics
Scenes/UserDirProbe.tscn— confirms this project'suser://is its own, not the old prototype's. Exits non-zero on a clash.Scenes/NoiseDefaultsProbe.tscn— prints this engine'sFastNoiseLiteconstructor defaults and checks them against the recorded baseline. Run it after any Godot upgrade. It cannot change the terrain (TerrainNoisepins every value); it makes a drifting default visible instead of silent.
⭐ The conventions Phase 1's generator inherits
These were earned, not assumed — each one came out of the prototype's terrain arc.
→ Design - Tooling - Iteration and Batching.md.
1. xvfb-run for unattended generation — NOT --headless
⚠
--headlessHANGS on a real generation run.The snapshot capture awaits render frames, and there is no frame loop without a display. Measured, not assumed. A run left on
--headlessdoes not fail loudly; it sits there.
xvfb-run -a Godot_v4.7.2-stable_mono_linux.x86_64 --path ~/celerNexus/islaApocalypse-v2 <scene>
A windowed run on the desktop also invites being closed mid-run by whoever is using the machine.
The one exception is a job that awaits no frames — like UserDirProbe, which is why that one
documents --headless explicitly:
Godot_v4.7.2-stable_mono_linux.x86_64 --headless \
--path ~/celerNexus/islaApocalypse-v2 res://Tools/Scenes/UserDirProbe.tscn
If a job awaits a frame, it needs xvfb-run. When unsure, use xvfb-run — it is correct in
both cases and costs nothing.
2. Environment overrides — safe BY CODE, not by care
Every path a tool reads or writes resolves through Core/Scripts/ToolingPaths.cs, and each has an
environment override, so a batch cannot read over or write to the developer's live files:
| Variable | Overrides | Default |
|---|---|---|
ISLA_CONFIG_PATH |
the generation config file | user://config.json |
ISLA_BLUEPRINT_PATH |
blueprints read/written | user://blueprints |
ISLA_OUTPUT_DIR |
generation output (batches live under it) | user://output |
⭐ The point is that it is enforced by CODE, not by care. A rule that depends on an executor remembering it will eventually meet an executor who does not.
There is no second way to obtain these paths. Do not add one.
3. ⚠ File safety — permanent rules
Enforced by Core/Scripts/FileSafety.cs, which throws rather than advises.
- No deletion in the runtime root or anywhere under
batches/. - Intermediates persist in a
scratch/subfolder that is never cleaned. - The developer's placed files are never touched.
- Any deletion is named explicitly in the run report.
⚠ These came from a real incident: an executor admitted it had been deleting the developer's staged test blueprint. It was owned and fixed in code. That is why these are rules and not guidance.
4. Batch layout
batches/<task>_<descriptor>/<seed>_<variant>/
batches/<task>_<descriptor>/INDEX.md
batches/<task>_<descriptor>/scratch/ ← persistent; never cleaned
⚠⚠ THE PREFIX IS THE AUTHORING TASK NUMBER. IT IS NOT A COUNTER.
04_reviewmeans "the batch task 04 authored". It does not mean "the fifth batch". A task that produces six batches produces six04_*folders — not04_through09_.This already drifted once. Tasks 02 and 03 used the prefix as a global running counter and produced
00_smoke…05_trophy_10240across two tasks, so nothing in a folder name said which task made what.Enforced in code, not remembered: the task number is an explicit argument to
ToolingPaths.BatchRoot(taskNumber, descriptor), which composes the prefix itself and refuses a descriptor that carries its own (ISLA_BATCH=05_foo→REFUSED, exit 2). Tools take it asISLA_TASK.
A/B comparisons are browsed by a human, and a flat directory of same-named PNGs is not
browsable. The INDEX.md is what makes a batch readable a week later.
⚠ Batches are OUTPUT. They live under ISLA_OUTPUT_DIR (i.e. under user://), not in this
repo. The batches/ folder here carries the convention, not the data. No batches are run this
phase.
5. Iteration levers, for when the generator exists
- Skip the road pass for all terrain and water iteration. In the prototype this cut a run from ~26 min to ~80 s — a 19× cut, and the difference between iterating on terrain and not iterating on terrain. Blueprints from such a run carry present-but-empty road sections, which is legitimate, not corrupt.
- ⭐ Build the oracle before the taste-iteration, not after. Because the classify path was pinned to uncurved height, every shaping iteration had a hard automatic correctness check (biome and water maps md5-identical). Five rounds of taste-iteration were safe because correctness was not being judged by eye. Where a future phase has a subjective gate, ask first what the automatic invariant is.
- Config-gate every shaping change, with the legacy behaviour surviving on the other side. It keeps changes comparable as an A/B pair, and it means a rejected change costs a flipped default rather than a reverted commit.
- The lever is variants per batch, not speed per pass. Two Phase B tasks ran ~2 hours each, which looked like the pipeline getting slower. It was not — a single pass stayed at ~2 minutes. The cost was A/B/ablation multiplication. When a batch is genuinely wide, say so up front.
6. Scaling discipline
Nothing uses a raw pixel number. Every distance, radius, threshold and noise frequency comes
from Core/Scripts/GenerationScale.cs. Read its header before adding any constant — including the
tightening on normalized additive noise offsets, which is a forward-guard for the Phase 1 noise
port. → Design - Tooling - Scaling Discipline.md.