Presentation only. Nothing here touches Topography, the noise, or any generation constant; the renderer is handed a height field LOADED from a .f32 dump and has no way to produce one, so a look change provably cannot move the terrain. Hillshade: Horn 3x3, cell size 1, edges clamped (never wrapped — the Trench border is a wall, not a seam). ZExaggeration is required rather than optional: measured median land slope is 0.22 degrees unexaggerated, so the island shades as a flat plane. Chosen from a measured slope table — zex 75 gives 16/28/37 deg at land median/p90/p99, which reads as natural relief. It is a look dial; raw units are not metres and no code may read it as if they were. Palette: stops placed on the MEASURED height distribution, not spread linearly. Land is bottom-heavy (median 0.456, p99 1.113, max 1.415 over 8.6M land columns across four seeds), so a linear ramp would spend 99% of its range on 1% of the land and the map would read as green with a few white dots. Bathymetry is compressed by d/(d+0.35) so the shallow shelf gets the range and the featureless abyss flattens. Anchors are absolute and fixed across the batch — a map coloured on its own min/max cannot be compared with its neighbour, and comparison is the point of a batch. Blend: the naive tint x hillshade darkens everything by 29% before any slope is involved, because flat ground shades to sin(altitude). So 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 to zero with depth below sea. Not only taste: the deep floor is the Trench, a synthetic wall whose gradient is ~1.5x the p99 land gradient, so shading it faithfully draws a bright rim around the map and lights the abyss with noise mottle. The fade puts relief on the near-shore shelf where the bathymetry is real. Three named looks (atlas / relief / dusk), gated like any other change and kept deliberately few — iteration fatigue on a subjective gate is a real failure mode. Each pair isolates one question. HeightMapRenderer.cs is retired: its raw I/O moved to HeightField.cs and its ramp to ReliefPalette.cs, so there is one palette everywhere and the generator's own quick-look is coloured identically to a beauty render. No biome words, no classification, no water. The 0.15 line is a colour boundary. |
||
|---|---|---|
| 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 0 — foundation. This repo is a skeleton. It builds, it resolves its own runtime directory, and it carries the two data contracts and the tooling rails. It generates nothing.
⚠ 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: Phase 0)
Client/ rendering — may use Core (empty: Phase 0)
Tools/ the offline generator — ⚠ may NOT use Client (Phase 1 fills it)
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 - 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.
What this phase is NOT
No generation, no mesher, no stratigraphy, no biomes, no water, no algorithms of any kind. 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.