islaApocalypse/Scenes
beezm 34b0e1c9e3 feat: scene lighting — angled sun, procedural sky, ambient (terrain-water task 16)
The debug scene had one DirectionalLight3D at identity rotation (shining
horizontally along -Z), no sky, and ambient sourced from the background,
which with no sky is the flat clear colour. Terrain read flat, shadowed
faces crushed, nothing to reflect. We have been judging terrain and water
against that -- a bad-evidence trap.

Minimal and standard, nothing else:
  * sun angled to 52 deg elevation, shadows ENABLED, shadow max distance
    2500 m (the default 100 m is useless at this world scale)
  * WorldEnvironment gains a ProceduralSkyMaterial sky, background_mode Sky
  * ambient sourced from that sky at 0.45 energy, so shadow sides read
No post-fx, no volumetrics, no SSAO, no tonemap change -- renderer-chat work.

MEASURED on seed 1280587109, identical camera, before vs after (mean region
colour off the rendered frames):

  land      luma  36 -> 122
  mountain  luma  76 -> 188, blue-excess -0.3 -> +49.7  (snow now reads as
            lit snow catching sky, not flat grey)

TERRAIN JUDGEABILITY IS THE WIN, and it is large.

BUT THE TASK'S PREMISE DID NOT HOLD, and it should not be quietly buried:
"the sky is what fixes the [water] grey, not re-tuning the water" -- it
does not. Same measurement, water region:

  water     luma  61 -> 116, blue-excess -3.7 -> -6.2   (BRIGHTER, and
            LESS blue -- it reads as bright grey-brown, not as water)

Mechanism: the water material is non-metallic at roughness 0.35 with
VertexColorUseAsAlbedo and alpha 0.62 in the shallows. A rough dielectric
barely shows a sky reflection; what you actually see is ~62 % water tint
over ~38 % seabed, and the seabed is exactly what the new ambient just
brightened. Lighting the world lights what shows THROUGH the water more
than it lights the water.

The fix is a water-material dial -- WATER_ALPHA_SHALLOW/DEEP, or giving the
surface enough specular to return the new sky -- and this task is forbidden
from touching task 13's material, correctly, since that is a separate
judgement. Left for the developer; reported rather than silently worked
around.

The camera's colinear LookAt warning is UNCHANGED and still present. It
comes from cam.LookAt() pointing straight down in ServerChunkManager, not
from the light, so angling the sun could never have cleared it. Verified.

Scene file only -- no code changed.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-10 02:10:03 -04:00
..
Main.tscn feat: scene lighting — angled sun, procedural sky, ambient (terrain-water task 16) 2026-08-10 02:10:03 -04:00
MapCaptureTool.tscn baseline: working salvaged prototype on Godot 4.7.1 (pre-F1) 2026-08-05 01:45:41 -04:00
README.md docs: bring all READMEs current with actual code (post-sweep-10 truth pass) 2026-08-05 05:23:58 -04:00

/Scenes — the runtime scenes

Unlike /Tools, these are what actually runs the game. They do not generate the world — they load and interpret an existing .dat blueprint.

Main.tscn — the 3D world

Node What it is
World (Node3D) Root. Carries ServerChunkManager.cs — this is what builds the world.
Camera3D Child of World. The server teleports it above the Capitol at startup.
DirectionalLight3D Sunlight.
WorldEnvironment Ambient light.

Running it

Open this scene and press F6 (Run Current Scene).

Do not press F5. The project's main scene is the 2D map generator, not this — F5 regenerates the whole world and overwrites your .dat.

At boot the manager reads ServerConfig.json, loads MapData_Seed_<WorldSeed>.dat from user://, finds the Capitol, and builds a (2 × ChunkRadius)² grid of chunks around it. Set ChunkRadius to 48 first unless you specifically want the full 4,096-chunk, ~3.6 GB boot.

If the seed in ServerConfig.json doesn't match an existing .dat, the load fails and you get an empty scene.

Two things that will confuse you

  • The camera cannot be moved at runtime. There is no camera controller and no input handling anywhere in the codebase. The server overrides whatever transform you save here, placing the camera above the Capitol looking straight down — which is also a degenerate LookAt, so its roll is arbitrary and Godot logs a warning. To view from elsewhere you have to edit the teleport code.
  • Moving the World node moves the entire world. Chunks are added as its children, so a stray drag in the editor offsets all rendered terrain. If everything looks displaced, check World's transform is zeroed.

MapCaptureTool.tscn

A SubViewportContainer wrapping Tools/Scenes/MapPreview.tscn at 4096×4096. It exists so the map can be rendered offscreen at full resolution regardless of monitor size. Only needed for the PNG snapshot path — MapPreview.tscn generates the .dat on its own.

Not here yet

No player scene, no UI, no menu. Main.tscn is currently a viewer, not a game.