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.
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| README.md | ||
batches/ — convention only; the data lives under user://
This folder documents the batch layout. It does not hold batches.
Real batch output is written under ISLA_OUTPUT_DIR (default user://output/batches), resolved by
Core/Scripts/ToolingPaths.cs. Generated worlds are large, regenerable, and do not belong in git.
Layout
batches/NN_<name>/ NN = the task number that ran it
├── INDEX.md what varied, what to look at, what was concluded
├── scratch/ intermediates — PERSISTENT, never cleaned
└── <seed>_<variant>/ one directory per generated world
INDEX.md is not optional. A/B comparisons are browsed by a human, and a flat directory of
same-named PNGs is not browsable.
⚠ No deletions here. Ever.
FileSafety.AssertDeletable refuses any path under the batches root, and it refuses without a
stated reason regardless. Intermediates persist. Any deletion that does happen elsewhere is
named explicitly in the run report.
→ Tools/README.md, Design - Tooling - Iteration and Batching.md