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>
46 lines
2.1 KiB
Markdown
46 lines
2.1 KiB
Markdown
# /Scenes — the runtime scenes
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Unlike `/Tools`, these are what actually runs the game. They **do not generate the world** — they
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load and interpret an existing `.dat` blueprint.
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## `Main.tscn` — the 3D world
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| Node | What it is |
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|---|---|
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| `World` (`Node3D`) | Root. Carries `ServerChunkManager.cs` — this is what builds the world. |
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| `Camera3D` | Child of `World`. The server teleports it above the Capitol at startup. |
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| `DirectionalLight3D` | Sunlight. |
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| `WorldEnvironment` | Ambient light. |
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### Running it
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**Open this scene and press F6** (*Run Current Scene*).
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⚠ **Do not press F5.** The project's main scene is the 2D map generator, not this — F5 regenerates
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the whole world and overwrites your `.dat`.
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At boot the manager reads `ServerConfig.json`, loads `MapData_Seed_<WorldSeed>.dat` from `user://`,
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finds the Capitol, and builds a `(2 × ChunkRadius)²` grid of chunks around it. **Set `ChunkRadius` to
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4–8 first** unless you specifically want the full 4,096-chunk, ~3.6 GB boot.
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If the seed in `ServerConfig.json` doesn't match an existing `.dat`, the load fails and you get an
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empty scene.
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### Two things that will confuse you
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- **The camera cannot be moved at runtime.** There is no camera controller and no input handling
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anywhere in the codebase. The server overrides whatever transform you save here, placing the camera
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above the Capitol looking straight down — which is also a degenerate `LookAt`, so its roll is
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arbitrary and Godot logs a warning. To view from elsewhere you have to edit the teleport code.
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- **Moving the `World` node moves the entire world.** Chunks are added as its children, so a stray
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drag in the editor offsets all rendered terrain. If everything looks displaced, check `World`'s
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transform is zeroed.
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## `MapCaptureTool.tscn`
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A `SubViewportContainer` wrapping `Tools/Scenes/MapPreview.tscn` at 4096×4096. It exists so the map
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can be rendered offscreen at full resolution regardless of monitor size. Only needed for the PNG
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snapshot path — `MapPreview.tscn` generates the `.dat` on its own.
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## Not here yet
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No player scene, no UI, no menu. `Main.tscn` is currently a viewer, not a game.
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