A dedicated term, not the edge noise scaled: pass 1's edge noise is positive-only, squircle- modulated, 2.5x the base frequency - the coastline's jitter; scaling it would roughen the whole rim and bias the coast inward. CoastalFragment adds, to the PRE-power falloff, amp * window(f) * noise(x + off, y + off) with its own deterministic field (seed offset 9109, coordinate offset 0.37 map widths - D-059), zero-mean, at 12 periods per map width (the lobe/neck scale, chosen by probe against 20 and 32: 20 climbs into smalls, 32 is fuzz), weighted by a smooth window on the falloff value itself, centred 0.66 (the coast's falloff for a median base noise, from the 08 diagnosis), half-width 0.18, EXACTLY ZERO beyond - so the interior, the massif and the deep sea are bit-identical by construction. Thin necks of barely-land flip first; nothing is detected, nothing is stamped. FragmentBitesOnly is exposed (probed: it erodes the coast inward - mainland -3/-8/-14 % at 0.06/0.15/0.30 - rather than detaching pieces; off by default). Batch: BatchRoot(9, "coastal_fragment") - 4 amplitudes (0.06, 0.15, 0.30, 0.50) x task 08's two seeds at 4096, stretch fixed at 2 (08's stretch_3 rung, whose dump is the bit-identical baseline, a8), sinker untouched, speck revert at < 4 cells, offshore/shelf off; lean render (regions overlay + relief + .f32), the hemisphere-split count/size table with largest-three and histograms. Oracle, all passing: a1 (the curve untouched), a8 x2 (frag OFF at stretch 2 == the 08 field, 16.8 M cells each), interior locked (r: every cell clear of the window bit-identical, 8/8), high-ground report (s, informational), centre is land, tag/coastline, classify == raw, ids and heights deterministic. The read: both hemispheres fragment; the north more readily (N 10 -> 28, 13 -> 40 islands across the ladder; S 4 -> 31, 14 -> 28) and the south's big stretch pieces are the zero-mean noise's other edge: on 999999937 the 83k-cell southern fragment is BRIDGED back onto the mainland at amp 0.50 (mainland +183k). The working range is amp 0.15-0.30; 0.50 is the bookend. Graduation held. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_013EY3ZTF6NwzF8ukBHQXSK7 |
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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.