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beezm 2de9502e4f feat: mixed river plan with provisional routes (terrain-water task 21b, C0b part 1 revised)
Still PURE ANALYSIS — zero terrain change, zero water; the source blueprint is
never written (md5-verified). Extends task 21 per the developer's b+c decision:
promote ~5-6 rivers, the natural ocean trunks PLUS the top endorheic giants.

Giants (top GiantCount terminal basins by per-basin total inflow) get their main
stem anchored on the STRONGEST FEEDER into the basin, not the basin's deepest
cell — on a flat basin floor the deepest cell sees only local trickles (the
task-21 lesson applied to stems). Classification is by what the terminal BASIN
holds, not the stem's single pooling cell (a stem can pool on dry ground a few
hundred px short of its lagoon and still be a lagoon river): basin holds a
classify lake -> LAKE-ENDER; dry pan -> ROUTED; the giant pooling nearest the
southernmost town is the SOUTHERN CANDIDATE and always ROUTED (shown, not
forced). Routed giants carry a PROVISIONAL route: steepest descent on the FULL
(no-terminal) epsilon fill, so the basin overtops at its spill and the walk
follows the terrain's own drainage to the ocean — the technique part 2 carves
with, here only drawn and flagged provisionalRoute_NOT_WATER in the JSON.

Seed 1280587109 result (defaults, 6 rivers): 3 ocean trunks (unchanged from
task 21) + GIANT 1 [ROUTED - SOUTHERN CANDIDATE] 2.27M px pooling in the SE
lagoon, 932-px route via spill (6598,5866) to the ocean — the island's biggest
river serving the south; GIANT 2 [LAKE-ENDER] 1.82M px ending at the E lagoon;
GIANT 3 [ROUTED] 1.76M px SW dry-pan system, 1716-px route to the SW coast.
All provisional routes reach the ocean. Analysis 22 s.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 18:33:41 -04:00
Client docs: water at rest across the Core/Client/Server READMEs (terrain-water task 13) 2026-08-09 02:33:06 -04:00
Core docs: crater erosion modes and the retired 1.2x exclusion (terrain-water task 19) 2026-08-10 05:50:22 -04:00
Data docs: bring all READMEs current with actual code (post-sweep-10 truth pass) 2026-08-05 05:23:58 -04:00
Resources docs: bring all READMEs current with actual code (post-sweep-10 truth pass) 2026-08-05 05:23:58 -04:00
Scenes feat: scene lighting — angled sun, procedural sky, ambient (terrain-water task 16) 2026-08-10 02:10:03 -04:00
Server docs: the two-clause water presence rule (terrain-water task 15) 2026-08-10 00:57:05 -04:00
Tools feat: mixed river plan with provisional routes (terrain-water task 21b, C0b part 1 revised) 2026-08-11 18:33:41 -04:00
.gitignore baseline: working salvaged prototype on Godot 4.7.1 (pre-F1) 2026-08-05 01:45:41 -04:00
icon.svg baseline: working salvaged prototype on Godot 4.7.1 (pre-F1) 2026-08-05 01:45:41 -04:00
icon.svg.import baseline: working salvaged prototype on Godot 4.7.1 (pre-F1) 2026-08-05 01:45:41 -04:00
islaApocolypse.csproj baseline: working salvaged prototype on Godot 4.7.1 (pre-F1) 2026-08-05 01:45:41 -04:00
islaApocolypse.csproj.old baseline: working salvaged prototype on Godot 4.7.1 (pre-F1) 2026-08-05 01:45:41 -04:00
islaApocolypse.sln baseline: working salvaged prototype on Godot 4.7.1 (pre-F1) 2026-08-05 01:45:41 -04:00
project.godot 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
ServerConfig.json feat: config-gated flat-scalar sea level (D-033, terrain-water task 04) 2026-08-07 06:20:48 -04:00

IslaApocalypse

Version: v0.0.1 — prototyping / salvage. Not a playable build. Engine: Godot 4.7.1 · C# / .NET 8 (Godot.NET.Sdk 4.7.1)

A procedurally generated, multiplayer-ready voxel survival game on a post-nuclear Caribbean island. Terrain is smooth (Marching Cubes), not blocky.

Design intent, decisions and rationale live in the design vault, not here. This README and the per-directory ones describe what the code does. For why, see the vault repo (islaApocalypse-vault-v0.1).


How the world gets built

Two phases, with a file in between.

  1. 2D blueprint (Tools/Scripts/MapGenerator.cs) — FastNoiseLite topography, dynamic sea level, an impact crater, biome zoning, tiered town placement, and an A* road network in four tiers (Highway, Branch, Rugged, Trail). Written to a binary .dat.
  2. 3D voxel world (Server/ + Core/) — the .dat is parsed into RAM, and chunks are built around the Capitol: a density field per chunk, meshed with Marching Cubes, vertex-coloured by biome and depth, with roads carved into the terrain.

Map size is config-driven, not fixed. The shipped ServerConfig.json selects the 8K profile → 8192 × 8192, where 1 pixel = 1 metre = 1 voxel footprint.


⚠️ How to actually run it

Pressing Play (F5) does NOT run the game. The project's main scene is the 2D map generator, so F5 regenerates the entire world (minutes — and it currently stalls in the A* road pass) and overwrites your .dat.

To view the 3D world:

  1. Open Scenes/Main.tscn.
  2. Press F6Run Current Scene.

It reads ServerConfig.json, loads the existing .dat, and builds the chunk grid.

To generate a new world (only when you actually want a new map): press F5, or open Tools/Scenes/MapPreview.tscn and press F6.

Before you run it — set ChunkRadius

ServerConfig.json, at the project root:

{ "WorldSeed": 1063685222, "MapProfile": "8K", "TownDensity": "Normal", "ChunkRadius": 32 }

ChunkRadius is a load radius in chunks, not a chunk size. The grid built at boot is (2 × radius)² chunks, all synchronously:

ChunkRadius Chunks built Cost
4 64 loads in seconds
8 256 still quick
32 (shipped) 4,096 ~3.6 GB, minutes

Use 48 while iterating. 32 is for looking at a lot of world at once.

MapProfile accepts 4K / 6K / 8K / 10K → 4096 / 6144 / 8192 / 10240.

Where the generated world lives

Outputs go to Godot's user://, not into this repo — on Linux, ~/.local/share/godot/app_userdata/islaApocolypse/:

  • MapData_Seed_<seed>.dat — the blueprint (~512 MB at 8K)
  • Map_Seed_<seed>.png — a visual snapshot of the map, for reviewing and picking seeds

WorldSeed must match an existing .dat, or the load fails with CRITICAL ERROR: Map file not found and you get an empty scene.


Directory layout

Path What's in it
Core/ Shared, stateless logic: the .dat parser, Marching Cubes, chunk data, block registry, biome palette, constants. Used by both the server and client paths.
Server/ Authoritative world building: loads the blueprint, builds chunks around the Capitol, computes densities, carves roads.
Client/ Rendering: turns finished chunk data into MeshInstance3D geometry with a vertex-coloured material.
Tools/ Offline developer tooling — the 2D map generator and its scenes. Never shipped.
Scenes/ Runtime scenes. Main.tscn is the 3D world.
Data/ Handoff folder for static world data. Currently documentation only.
Resources/ Intended home for Godot .tres asset definitions. Currently documentation only.

Current state

Working: 2D generation end to end at 8K · .dat write and read · chunk building · Marching Cubes meshing with analytical normals and seam-free integer vertex welding · road carving for all four tiers with per-tier width and grade · biome/depth vertex colouring with soft material fades.

Known issues:

  • A* road generation is slow enough to stall a full regeneration — a 67-million-node grid at 1 px granularity, with a same-sized setup loop. The dominant open problem.
  • Faint seam lines along chunk borders — a normals/shading difference between independently meshed chunks, not a gap in the geometry.
  • No player, no collision, no water, and no camera controller — there is no input handling in the codebase at all. Inspect the world with the editor camera.
  • The world is built once at boot: no chunk streaming or unloading yet.
  • Two road issues remain: roadbed elevation can jump where two separate stretches of road pass close together, and road materials are only a coarse asphalt/dirt split.