Step 0: tag terrain-shape-v1 on
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| README.md | ||
Core — math and data only
Holds: the column model, the material schemas, the scaling discipline, tooling path resolution and the file-safety rails. Constants and contracts.
Boundary: Core depends on nothing above it. Not on Server/, not on Client/, not on
Tools/. The dependency arrow points one way into this folder and never out of it.
⚠ Additional boundary, tighter than the layer rule: Core is engine-free.
No
using Godot;anywhere in this folder. Core is plain C# — noNode, noGD.Print, noProjectSettings, no engine types in any signature.Two reasons, both load-bearing. (1) D-049 commits to "C# for fast iteration, with C++-ready seams… port path-by-path when settled and hot" — the hot paths that get ported first are exactly the ones in here, and a type that names
Godot.Vector2cannot cross that seam. (2) It keeps the column model testable and reviewable without standing up an engine.Where Core genuinely needs something the engine knows — the resolved
user://directory — the engine layer hands it in (ToolingPaths.Configure), rather than Core reaching for it. If you find yourself wanting an engine type here, the type belongs one layer up.
What is in here
| File | What it is |
|---|---|
Scripts/Column.cs |
★★ The load-bearing contract (D-053). A column as run-length bands; MaterialRun; RunOrigin. Read its header before touching anything that stores world data. |
Scripts/ColumnGrid.cs |
The 2D grid of columns. Shape only — chunking and streaming are later phases. |
Scripts/MaterialKey.cs |
Material identity — a registry key, never an ordinal. |
Scripts/TerrainMaterial.cs |
A row in the terrain schema (D-054). |
Scripts/BuildingMaterial.cs |
A row in the building schema (D-054). |
Scripts/MaterialRegistry.cs |
Both registries, append-only, seed rows only. |
Scripts/RecipeRegistry.cs |
The transformation seam — deliberately empty. |
Scripts/GenerationScale.cs |
⭐ The scaling discipline. MapSize, ScaleFactor, normalized offsets, the two frequency conventions. |
Scripts/WorldScale.cs |
⭐ The vertical yardstick. The ONE metres↔raw conversion (251 m/unit). No literal 251f anywhere else. |
Scripts/HeightCurve.cs |
⭐⭐ The height-redistribution curve (v5), 7 bands. Identity at and below sea. |
Scripts/CurveKnots.cs |
The six INPUT knots — percentiles of the measured land CDF, plus the reference's for comparison. |
Scripts/CurveAnchors.cs |
The OUTPUT anchors — the storm-ladder elevations each band lands at. |
Scripts/TerrainDetailPass.cs |
Shelf micro-relief + the shelf-edge knot warp. Output-height only. |
Scripts/HydraulicErosion.cs |
⭐⭐ Droplet (hydraulic) erosion (chat2/11) — the reference's pass ported VERBATIM: four governors (count, lifetime, carve cap, deposit cap) on a net-displacement ledger proven on exit, the sea clamp (below-sea read-only both ways), the cone brush shared by erode and deposit, the crater exclusion (inert until the carve exists). Engine-free, own PCG32, WorldScale-denominated (no literal 251). Render-map only — the caller (Tools/ErosionPass) owns the split and the flood guard. |
Scripts/RegionLabeling.cs |
⭐⭐ The region-labeling layer (chat2/07) — shared infrastructure. 8-connected land components on the CLASSIFY field; mainland = the centre component; per component id / size / centroid / hemisphere (by centroid) / isMainland. Pure, engine-free, C++-candidate; a contract downstream phases consume (islands first; biomes, placement, rivers, the crater later). The hemisphere convention lives here. |
Scripts/ToolingPaths.cs |
Every tooling path, env-overridable, resolved in one place. |
Scripts/FileSafety.cs |
The permanent file-safety rules, as throws rather than sentences. |
The three rules this layer exists to make unbreakable
- Air is the top run. There is no "air vs solid" height branch, anywhere, ever.
→
Scripts/Column.cs. - Properties come from the registry, never from storage. A run stores an identity.
→
Scripts/MaterialRegistry.cs. - Nothing uses a raw pixel number. Every distance is a fraction of
MapSize. →Scripts/GenerationScale.cs. - There is one metres-per-raw-unit number. The prototype scattered
251across three duplicate constants and ~20 literals, and the generator never used the derived one at all. →Scripts/WorldScale.cs.
Not here, and not by accident
- No water. Water is an overlay over the columns (levels-not-cells), never a band.
- No biomes. Biomes are a later classification of finished shape, not an input to it (D-049).
- No algorithms beyond the height curve and the region layer. Phase 2 added
HeightCurveandTerrainDetailPasshere because they are pure, engine-free, C++-candidate math that defines the world's elevation profile — a contract, not a tool's dial. chat2/07 addedRegionLabelingon the same grounds: region identity is a contract every later phase reads, and the flood fill is a hot path. (The speck REVERT that uses it is a pass, and lives inTools/—RegionPass.) Stratigraphy, feature passes, meshing and run-splitting on dig are still later phases. - No erosion, rivers, water bodies, crater carve, coast shelf or offshore islets. Later chat2 tasks; the curve is deliberately the only pass-2 element present.
→ Design - Data - Column Model.md, Design - Data - Material Schema.md,
Design - Tooling - Scaling Discipline.md