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beezm 5d160511fd chat2/04: the seed gallery — render-only, plus the terrain-curve-v1 checkpoint
Renders the committed curve (tag terrain-curve-v1 = 639dc5f) across 8 draws to answer
two questions the anchor seed alone could not: does the curve produce good islands
generally, and is the mid-slope abruptness a curve trait or a lucky/unlucky draw.

No curve code is touched — `git diff terrain-curve-v1` over ClimbCalibration,
ContinuousCurve, HeightCurve, CurveAnchors, CurveKnots and Shaping is empty.

SeedGalleryTool pins mountainLift/peakSharpness/lowlandCeiling as CONSTANTS with no
env override, unlike every other tool in this phase. A gallery must not be knob-tunable:
a stray ISLA_* left over from a probe would render eight plates of a curve nobody chose
and they would look exactly like the real thing. It re-measures the calibration on task
01's pool at the iteration size, so the plates are the gated curve rather than a
look-alike.

The eight seeds were fixed before the first render and never screened or replaced. Seven
are fresh; none is in the calibration pool, so none shaped the curve it is testing.

Two things worth recording about the metric:

- The curve's normalized mid-slope CANNOT discriminate between seeds. It is dv/du on a
  fixed control polygon and each seed's denormalization is an affine rescale of both
  axes, so it is the same number on every draw by construction. The first cut of the
  tool measured exactly that and dutifully printed an identical 1.86 eight times.
- What ships instead is the spatial height gradient through the 100-220 m band, in
  metres per pixel — the thing the eye is actually reacting to, and genuinely
  seed-dependent through both spikeMax and the terrain's own gradient.

The character note per seed is an eye call, so the tool refuses to invent it: it reads
scratch/character_notes.tsv and prints "(pending)" when absent. ISLA_INDEX_ONLY=1
rebuilds the contact sheet from scratch/metrics.tsv without re-rendering a pixel.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DCWNaDZPfTiAy3meGNGgqt
2026-08-21 00:20:42 -04:00
Client Phase 0: clean project skeleton for the v2 rewrite 2026-08-19 20:21:12 -04:00
Core Phase 2a: restore the mountain — calibrate the climb to the staircase, not to a guess 2026-08-20 04:14:47 -04:00
Server Phase 0: clean project skeleton for the v2 rewrite 2026-08-19 20:21:12 -04:00
Tools chat2/04: the seed gallery — render-only, plus the terrain-curve-v1 checkpoint 2026-08-21 00:20:42 -04:00
.gitattributes Phase 0: clean project skeleton for the v2 rewrite 2026-08-19 20:21:12 -04:00
.gitignore Phase 0: clean project skeleton for the v2 rewrite 2026-08-19 20:21:12 -04:00
islaApocalypse-v2.csproj Phase 0: clean project skeleton for the v2 rewrite 2026-08-19 20:21:12 -04:00
islaApocalypse-v2.sln Phase 0: clean project skeleton for the v2 rewrite 2026-08-19 20:21:12 -04:00
project.godot Move the user:// isolation warning out of project.godot 2026-08-19 21:31:12 -04:00
README.md Phase 2a: the faithful redistribution curve, re-measured against v2's own output 2026-08-20 01:38:10 -04:00

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.godot on 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) — heightClassify is raw and is the oracle; height is 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 .csproj is load-bearing.

The target is net8.0 but this machine carries only a .NET 10 runtime. Without that property the generated runtimeconfig.json rolls 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 emitted runtimeconfig.json after any .csproj change.

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 15 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.