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>
|
||
|---|---|---|
| Client | ||
| Core | ||
| Data | ||
| Resources | ||
| Scenes | ||
| Server | ||
| Tools | ||
| .gitignore | ||
| icon.svg | ||
| icon.svg.import | ||
| islaApocolypse.csproj | ||
| islaApocolypse.csproj.old | ||
| islaApocolypse.sln | ||
| project.godot | ||
| README.md | ||
| ServerConfig.json | ||
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.
- 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. - 3D voxel world (
Server/+Core/) — the.datis 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:
- Open
Scenes/Main.tscn. - Press F6 — Run 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 4–8 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.