islaApocalypse/Server
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
..
Scripts F2: continuous road grade — along-segment elevation + joint smoothing (D-021) 2026-08-05 02:20:50 -04:00
README.md baseline: working salvaged prototype on Godot 4.7.1 (pre-F1) 2026-08-05 01:45:41 -04:00

Server Module - IslaApocalypse

Phase 2 Status: Active (Authoritative Chunk Management Online)

Overview

The Server directory contains the authoritative logic for the 3D Voxel Engine. It acts as the bridge between the static 2D WorldBlueprint residing in RAM and the physical 3D environment generated around the player. This architecture ensures that in a future multiplayer environment, the server dictates the terrain and sends chunk data to the clients.

Key Architecture & Components

1. The Authoritative Node (ServerChunkManager.cs)

Attached to the root of the Main.tscn world scene, this script manages the lifecycle of the entire 3D environment.

  • Initialization: Upon boot, it reads the WorldBlueprint and dynamically locates the exact X/Y pixel coordinates of the Capitol city to use as the initial world spawn point.
  • Coordinate Translation: Converts 2D pixel coordinates into 3D chunk grid coordinates (e.g., Map Pixel [2048, 2048] becomes Chunk [64, 64]).
  • Memory Management: Maintains an _activeChunks dictionary to track which chunks are currently loaded in RAM, preventing duplicate generation and allowing for future chunk culling/unloading when the player moves away.

2. Terrain Math & Generation

  • True Vertical Scaling: Height calculation directly multiplies the raw FastNoiseLite float (0.0 to 1.0) against Constants.CHUNK_HEIGHT (256 meters). This avoids heightmap compression and allows for towering, AAA-scale mountain cliffs.
  • Density Calculation: Uses exact surface interpolation to calculate the signed 3D distance of every voxel relative to the surface. This prevents terrain collapsing on horizontal edges and creates mathematically perfect slopes for the Marching Cubes algorithm.
  • Biome Injection: Samples the BiomeMap at the exact X/Z world coordinate to assign a specific BlockID (via BiomePalette) to every voxel in the chunk.

Next Immediate Steps (Phase 2, Step 4)

  • A Road Carving:* The Server Chunk Manager needs to be updated to cross-reference the Highways and BranchRoads vectors from the blueprint. If a chunk contains a road, the server must mathematically flatten the exactSurfaceY and override the BlockID to ASPHALT.