baseline: working salvaged prototype on Godot 4.7.1 (pre-F1)
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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Client/README.md
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Client/README.md
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# Client Module - IslaApocalypse
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**Phase 2 Status:** Active (Mesh Rendering & Vertex Painting Online)
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## Overview
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The `Client` directory handles the visual representation of the 3D Voxel Engine. It is strictly responsible for receiving pre-calculated mathematical data from the `Server` and `Core` modules and translating it into Godot-native visual nodes (`MeshInstance3D`). It does not calculate collisions, densities, or terrain generation.
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## Key Architecture & Components
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### 1. The Visualizer (`ChunkRenderer.cs`)
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A script attached to a `MeshInstance3D` node that physically draws a single 32x32 chunk of the world.
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* **Mesh Generation:** Calls `MarchingCubes.GenerateMesh()` from the `Core` module, passing in the `Densities` and `BlockIDs` scalar fields.
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* **Vertex Painting:** Dynamically creates a `StandardMaterial3D` and enables `VertexColorUseAsAlbedo = true`. This tells Godot to ignore standard texture maps and instead color the mesh using the exact RGB values we assigned to the vertices based on their `BlockID` (e.g., Green for Grass, Brown for Wasteland).
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* **World Positioning:** Multiplies the `ChunkPosition` (e.g., [1, 0]) by `Constants.CHUNK_SIZE` and `Constants.VOXEL_SCALE` (1.0f) to perfectly align the chunk in the global 3D space.
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* **Backface Rendering:** `CullMode` is explicitly disabled to ensure players don't see through the bottom of the map if they clip inside a mountain.
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## Next Immediate Steps (Phase 2, Step 4)
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* Currently, the renderer draws the exact topography. Once the `Server` implements **Road Carving**, the `Client` will automatically inherit those flattened vertices and paint them with the `ASPHALT` vertex color without needing any code changes here.
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* Future implementations will include reading `BlockIDs` to paint different UV maps/textures instead of just raw RGB vertex colors.
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