islaApocalypse/Client/README.md
beezm 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

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Client Module

The visual layer. Takes finished chunk data and turns it into Godot nodes. It calculates nothing — no densities, no terrain, no collision.

ChunkRenderer.cs

A MeshInstance3D created per chunk by the server, which then calls RenderChunk(data).

  • Mesh generation. Calls MarchingCubes.GenerateMesh(), passing the density field, the block IDs, and the per-column data the mesher needs to colour correctly: the true (unrounded) surface heights, the biome per column, and the road surface material per column.
  • Vertex colouring. Creates a StandardMaterial3D with VertexColorUseAsAlbedo = true, so Godot renders the per-vertex colours the mesher assigned rather than a texture. Colours fade between materials across a tunable band instead of switching at whole-metre steps.
  • World positioning. ChunkPosition × CHUNK_SIZE × VOXEL_SCALE on X and Z, y = 0 — chunks are placed by their footprint and carry their full height internally.
  • Backface rendering. CullMode is disabled, so the world is still visible from underneath or from inside terrain.

Notes

  • One material instance per chunk. Each renderer builds its own StandardMaterial3D. Since they are all identical, a single shared material would do — an easy win whenever performance work starts.
  • Chunk positioning is relative to this node's parent, so moving the World node in the scene moves the entire rendered world with it.

Not here yet

No textures or UV mapping (raw vertex colour only), no LOD, no player, no UI, no input handling.