# IslaApocalypse - Voxel Engine Architecture **Current Version:** v0.0.1 (Phase 2 - Voxel Engine Online, v0.0.x Prototyping / Tech Demo) **Engine:** Godot 4 (C#) ## Project Overview IslaApocalypse is a procedurally generated, multiplayer-ready survival/driving game. The engine uses a two-phase generation system: first building a massive 4096x4096 2D topographical blueprint, and then dynamically translating that data into a 3D Marching Cubes voxel world at runtime. ## Development State * **Phase 1: 2D Blueprint Engine** -> **[COMPLETE]** * **Phase 2: 3D Voxel Engine** -> **[IN PROGRESS - Basic Rendering Online]** ### Current Capabilities (What works right now): 1. **The 2D Blueprint (`MapGenerator.cs`):** Generates a 4096x4096 map using `FastNoiseLite`. It features dynamic sea levels, a massive impact crater, tiered city placements (Capitol, Hubs, Villages), and a heavily optimized A* pathfinding network (Highways, Branch Roads, Trails) that utilizes Chaikin's smoothing algorithm. 2. **Binary Serialization:** Exports the entire 16-million pixel array and path vectors into a lightweight, byte-aligned `.dat` file. 3. **The Data Bridge (`MapDataParser.cs`):** Seamlessly deserializes the `.dat` file back into RAM as a `WorldBlueprint` for the server to read. 4. **Authoritative Chunk Management (`ServerChunkManager.cs`):** Dynamically locates the Capitol City, converts pixel coordinates to 3D chunk coordinates, and generates a grid of `ChunkData` objects (32x32x256 meters) around the player. 5. **Marching Cubes Rendering (`MarchingCubes.cs`):** Translates 2D heightmaps into 3D geometry. Features analytical normals for smooth lighting and dynamically paints Vertex Colors based on the 2D `BiomeMap` (Wasteland, Sand, Grass, Stone). ## Directory Architecture * `/Tools/`: Contains the v1.0 2D Map Generator and preview scenes. Run `MapCaptureTool.tscn` to generate a new world seed. * `/Core/`: The math and data foundation. Contains the Binary Parser, Marching Cubes algorithm, Biome Palettes, and `ChunkData` structs. * `/Server/`: The Authoritative Server logic. Manages chunk loading, calculates voxel densities, and handles chunk culling. * `/Client/`: The visual layer. Takes raw `ChunkData` and translates it into Godot `MeshInstance3D` objects with vertex-colored materials. ## Next Immediate Steps (Phase 2, Step 4) * **Road Carving:** Inject A* road vector data into the `ServerChunkManager` to override the natural heightmap, physically flattening the 3D terrain and painting Asphalt blocks to create drivable highways through the mountains. * **Chunk Seams:** Implement normal-blending across chunk borders to remove grid-line lighting artifacts.