islaApocalypse/Core/Scripts/Constants.cs
beezm 0910338a2a F2: continuous road grade — along-segment elevation + joint smoothing (D-021)
Road elevation is now sampled at the point on the road segment nearest the
column being carved, instead of at the segment's midpoint. The old behaviour
gave every column near a segment that segment's single midpoint height, so each
stretch of road was one flat plank and consecutive planks stepped like a
staircase wherever the road crossed a gradient.

Elevation now varies continuously along the segment, and because neighbouring
segments share an end point the height matches exactly at the joins. A new
ROAD_GRADE_SMOOTHING constant dials between holding a straight grade
(cut-and-fill) and hugging the land, per D-021.

Untouched: density field, Marching Cubes, chunk dimensions, the .dat contract,
and the 2D A* road network itself. Only how existing paths are carved into 3D.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-05 02:20:50 -04:00

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C#

namespace IslaApocalypse.Core
{
public static class Constants
{
// Chunk Dimensions
public const int CHUNK_SIZE_X = 24;
public const int CHUNK_SIZE_Z = 24;
public const int CHUNK_HEIGHT = 256; // Our agreed-upon depth!
// World Generation
public const float ISO_LEVEL = 0.0f; // The threshold for Marching Cubes
public const float VOXEL_SCALE = 1.0f; // 1 Pixel = 1 Meter
// --- APPEARANCE TUNING ---------------------------------------------
// How many metres it takes for one surface material to fade into the
// next (grass -> dirt -> stone) on the rendered mesh.
//
// TUNE THIS BY EYE: bigger = softer, more gradual fade.
// 0.0 = hard switch, exactly like the old banded look
// 2.0 = default, a gentle two-metre blend
// 4.0+ = very soft, materials smear into each other
//
// Colour only. This does NOT affect terrain shape, collision, or what
// block is actually stored in a voxel.
public const float BLEND_BAND_METERS = 2.0f;
// --- ROAD GRADE TUNING ---------------------------------------------
// How much a road "holds a grade" instead of following every bump in
// the ground underneath it. Roads exist to be DRIVEN on, so this is a
// driveability setting, not a cosmetic one.
//
// 0.0 = hugs the land: the roadbed follows the terrain exactly.
// Never steps, but inherits every lump the ground has.
// 1.0 = holds a grade (default): each stretch of road is a straight
// ramp between its two path points, cutting through small
// bumps and filling small dips. Smoothest to drive.
//
// Values in between mix the two. Raise toward 1.0 for a more
// engineered road, lower toward 0.0 for a more rustic one.
//
// NOTE: this affects road ELEVATION (terrain shape under the road),
// not colour. Tune it properly once vehicles exist to drive on it.
public const float ROAD_GRADE_SMOOTHING = 1.0f;
}
}