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Author SHA1 Message Date
3b5bc5e5d6 docs: water at rest across the Core/Client/Server READMEs (terrain-water task 13)
Core: BlockRegistry gains WATER, with the reason it is wire-safe (block IDs
are never serialized) AND the reason it is a registry identity only rather
than a voxel the terrain path writes. Corrects the now-false line "Nothing
at runtime consumes the water data yet" -- it does, as of this task.
ChunkData's new per-column water fields and the Constants tunables.

Client: how the water sheet is built and, more importantly, WHY it is a
second mesh instead of a block in the density field -- the trap here is
that writing water into a Marching-Cubes field fuses it into the terrain
instead of laying it on top, and that is not obvious until you have done
it. Notes translucency came free from the separate material.

Server: the per-column water rule, which section is the authority for what
(WBID presence, WSRF level, WBTB fallback), that an unknown body leaves the
column dry rather than guessing, and why depth for shading comes from
blueprint heights rather than the clamped rendered geometry.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-09 02:33:06 -04:00
9c255a4fc6 feat: render the water we already had (terrain-water task 13, Phase C1)
The blueprint has carried water since task 03 -- WBID per-pixel body id,
WBTB body table, WSRF per-pixel surface level. Nothing ever drew it. Now
the runtime does. No new water data: the blueprint is the authority on
where water is and at what level, and this only reads it.

WHY WATER IS ITS OWN MESH, not a block in the terrain field. The terrain
is a Marching-Cubes iso-surface over ChunkData.Densities. Writing WATER
into that field would not lay a sheet on top of the seabed -- it would
move the iso-surface, fusing the sea into the terrain as if it were solid
ground. A second surface is the only way water can sit at ITS level
independent of the ground under it. So ChunkRenderer builds a water
MeshInstance3D as a child of the chunk's terrain mesh.

TRANSPARENCY IS SHIPPED, NOT DEFERRED (Step 2.4's cheap branch). Because
water is a distinct MeshInstance3D it carries its own StandardMaterial3D,
so alpha is one flag and Godot sorts transparent surfaces after opaque
ones by itself. Zero mesher changes. Alpha runs 0.62 shallow -> 0.97 deep,
so the shelved coast stays readable and open ocean closes up.

WHICH DATA DROVE IT: WSRF for the level (per-pixel, quantised to 1/32768
raw ~ 7.7 mm, far under the 1 m voxel, and no table lookup), WBID for
presence (it is the water stage's own classification output -- the same
set the biome grid's Ocean/Lake pixels form by construction), WBTB as the
fallback when a column is flagged wet but carries the WSRF no-water
sentinel. A body the table does not know leaves the column DRY rather
than guessing a level.

Details worth keeping:
- Water Y uses Constants.HEIGHT_SCALE, the SAME mapping as the terrain
  surface, named so the sheet and the seabed cannot drift apart if the
  vertical band is ever retuned.
- Depth for shading comes from BLUEPRINT heights, not rendered geometry:
  the terrain render clamps its floor at Y=2, so every deep-ocean column
  would otherwise read as one flat ~36 m and the gradient would die
  exactly where the ocean gets interesting.
- A cell is drawn if ANY corner is wet, flat at the highest wet level.
  Drawing onto a partly-dry cell is deliberate -- it carries the sheet
  under the shoreline where the opaque terrain hides it. Only-fully-wet
  cells retreat the waterline a metre and leave a dry gap around every
  coast and lake.
- Non-metallic, roughness 0.35: the scene environment is minimal, and a
  metallic surface reads near-black when there is nothing to reflect.

BlockRegistry gains WATER (id 11). Wire-safe: block IDs are never
serialized -- the blueprint's section table stores heights, biome ordinals
and water data, never block IDs, and chunks are not persisted yet.

MEASURED on seed 1825907253: 241,415 water columns across 454 of 4096
chunks; surface Y 37.6..37.6 m (flat, = 0.15 x 251 -- the flat sea model,
rendered); depth to 32.3 m, matching an independent read of the blueprint
exactly. Both an ocean and a lake fall in the default view.

NO REGRESSION to the 2D pipeline, verified section by section: a
regeneration of the working seed is byte-identical to task 12's run in
TCRV, TDTL, HGTS, BIOM, WBID, WBTB, WSRF, TOWN and all four road
sections; only PRMS differs, and only in its write timestamp. All four
snapshot PNGs md5-identical.

No storms, no waves, no animation, no flow -- water at rest. Those are C2+.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-09 02:32:04 -04:00
d72ffc0183 docs: bring all READMEs current with actual code (post-sweep-10 truth pass)
Every README was read first, checked against the code in its directory, then
rewritten to describe what the code actually does now.

Corrected throughout: map size is config-driven (8192 default) not a fixed
4096; chunks are 24x24x256 not 32x32; road carving is implemented for all four
tiers, not a 'next step'; Data/ and Resources/ are empty, not populated.

Also fixed MATH_MARCHING_CUBES.md, which documented the density sign convention
exactly backwards — it claimed positive was underground, where the code treats
positive as above the surface and counts a corner inside when density < iso.
Getting that backwards inverts every normal, a bug this project has hit before.

The root README now carries accurate run steps: F5 runs the map generator (not
the game), F6 on Scenes/Main.tscn runs the 3D world, and ChunkRadius is a load
radius that should be dropped to 4-8 while iterating.

Docs only. No code changed.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-05 05:23:58 -04:00
f9ea2da3f4 roads: enable Rugged+Trail carving + per-tier character (D-022)
All four road tiers now carve into the 3D world. Rugged and Trail were
generated, exported and parsed all along, but nothing ever consumed them —
which is why county roads visible on the 2D map did not exist in 3D.

Tier identity is now carried into the carve via a RoadSegment struct, so each
tier gets its own width, shoulder and grade-smoothing from one tunable block in
Constants: highways widest and holding a grade, trails narrow and hugging the
land. Rugged and Trail surface as dirt rather than asphalt.

Because tiers now have different reach, nearest-by-distance was no longer a
sound way to pick the governing road — a nearby footpath could shadow a highway
whose shoulder still covered the column. The carve now considers only roads
whose shoulder actually reaches, and takes the closest of those.

The per-chunk cull pad is derived from the widest shoulder plus a margin, so
widening a road cannot silently truncate it at chunk edges.

Untouched: density field, Marching Cubes interpolation/welding, chunk dims,
the .dat contract, the 2D A* generation, and mesher normals.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-05 03:53:32 -04:00
ea11258871 F1: soft-fade biome color blending (BLEND_BAND_METERS, geometry untouched)
Vertex colour is now chosen from the true, unrounded surface height and faded
between adjacent materials across a tunable band, instead of switching at one
rounded integer depth. This removes the horizontal contour banding.

Colour path only: density field, Marching Cubes interpolation/welding, chunk
dimensions, the .dat contract and all road logic are untouched. BlockID
classification is unchanged and still drives non-visual use.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-05 01:51:06 -04:00
7f0f43b5fb baseline: working salvaged prototype on Godot 4.7.1 (pre-F1)
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-05 01:45:41 -04:00