docs: curve v3 — TCRV per-version anchor semantics, TerrainCurve v3 default (terrain-water task 07)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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Stewart Howe 2026-08-08 02:27:30 -04:00
parent ae7431ac87
commit a046486a58
2 changed files with 15 additions and 13 deletions

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@ -11,12 +11,13 @@ 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: "v2"` (the default), the calibrated height-redistribution curve
(`HeightCurve.cs` — flat farmable lowlands, 50 m plateau shelf, and a per-seed-normalized
spike to the 420 m peak cap: every island's tallest point reaches the ceiling) 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.
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
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.
3. **Sea level and water** — sea level per the configured model (`SeaLevelModel`: `"flat"` scalar
— the default, `SeaLevelValue` 0.15 — or the legacy `"field"` latitude Lerp); flood fill
separates true ocean from inland lakes; a mainland fill guarantees one contiguous landmass.