Core/Scripts/RegionLabeling.cs is the shared-infra contract, built to the letter: it runs on the CLASSIFY (raw) field; land is 8-connected, the deliberate complement of water's 4 (a diagonal isthmus joins; the water either side stays separate); a component is a maximal 8-connected set of land cells; the MAINLAND is the component containing the map centre — not merely the largest, which a later fragmentation step could flip — with a flagged fallback to the largest if the centre were ever water (asserted, never needed: oracle m); every other component is an island; per component id / sizeCells / centroid / hemisphere (by centroid, one label per island) / isMainland. Ids come from a fixed scan order and are proven stable across two generations (oracle o, 16.8M cells). It knows nothing about offshore or stamped. Engine-free, in Core as C++-candidate math; the hemisphere convention moved there with it, OffshoreAnalysis aliases it. Tools/Scripts/RegionPass.cs is pass 1c: label, revert, relabel, tag. The island tag (renamed IsIsland; IslandHemisphere from the component's centroid; Pass1Result.Regions carries the whole table) is now a CONSEQUENCE of labeling — every non-mainland component. That is the fix for the chat2/06 overlay, which tagged only what the offshore pass raised: 1063685222 has 11 natural islands including a 94,511-cell detached mass, 20260821 has 19, all grey in 06's tags.png and all coloured now. The offshore pass itself is untouched; its internal Tag stays for its own guards and is no longer exported. The speck revert (TerrainGenConfig.SpeckRevert / MinLandComponentFrac) lowers every non-mainland component below the threshold to the mean of its ring of adjacent sea cells, held strictly below sea. Origin-blind: a natural nub goes the same way as an offshore dot (6 natural components / 273 cells on the bare 1063685222 field at threshold_mid — reported as a3r, informational). Lower-only and component-only are asserted cell by cell in the pass and re-proven on the finished fields by oracle n (mainland bit-identical filter OFF vs ON; every changed cell in a sub-threshold island, lowered below sea); the mainland is never a candidate and its size is asserted unchanged across the revert. A reverted offshore island leaves its submerged skirt as a shoal — not this component, by the rule. Classify/render consistency is by construction (pass 1, curve identity at sea) and asserted by oracle k. Deliberately OFF in the bare TerrainGenConfig for the reason the shelf and islets are: the raw field has natural specks, so default-ON would move the calibration pool and every regression dump; the batch turns it on. Thresholds swept on 8 seeds at 4096 (1e-5 / 3e-5 / 1e-4 of the map = 168 / 503 / 1,678 cells): low removes 0–6 nubs per seed, mid (the config default, equal to the offshore guard) 2–11, high 26–36 — most of the offshore islands, the "fewer, bigger" bookend. The count/size table carries natural / pre / post counts per hemisphere, min/median/mean/max and a log-spaced size histogram — the instrument for the southern-stretch step. Oracle, all passing: a1, a3, a4 (8192, 67M cells) with labeling ON + revert OFF; a6 NEW — labeling ON + revert OFF on the 06 preset bit-identical to the 06 batch's render field (labeling is pure analysis); j0; m, n, o, i, j, k, l, b per field. Batch: BatchRoot(7, "region_labeling") — exactly 4 plates (three thresholds on 1063685222, threshold_mid on 20260821, the table's most-natural-islands seed), each with grayscale / .f32 / relief / the labeled-regions overlay / the tag overlay, plus count_size_table.md/.csv. 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.