docs: curve v4 — TCRV modulation extension, TerrainCurve v4 default (terrain-water task 08)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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Stewart Howe 2026-08-08 03:31:13 -04:00
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@ -11,10 +11,11 @@ Generates the entire 2D blueprint. Roughly in order:
2. **Topography** — FastNoiseLite base height plus a mountain spine, minus a squircle distance
falloff, giving a guaranteed island. Noise frequency is divided by `scaleFactor`
(`MapSize / 1024f`) so terrain features stay the same real-world size at any map profile.
When `TerrainCurve: "v3"` (the default), the calibrated height-redistribution curve
(`HeightCurve.cs` — the terraced ascent: flat farmable lowlands, a walkable 100 m foothill
bench, the white mountain-town plateau at 220 m, and a per-seed-normalized summit spike to
the 420 m cap: every island's tallest point reaches the ceiling) reshapes above-sea terrain
When `TerrainCurve: "v4"` (the default), the calibrated height-redistribution curve
(`HeightCurve.cs` — the terraced ascent with spatially modulated shelves: flat farmable
lowlands, a walkable foothill bench at 100±12 m, the white mountain-town plateau at
220±20 m — shelf heights and strength drift across the island so no two flanks wear the same
ring — and a per-seed-normalized summit spike to the 420 m cap) reshapes above-sea terrain
after noise/falloff/Trench and before the crater carve; biome classification reads a
retained uncurved map, so biomes are identical either way. Drops the `0_height` hillshade
snapshot (hypsometric bands × NW hillshade) in both modes.