Core: BlockRegistry gains WATER, with the reason it is wire-safe (block IDs are never serialized) AND the reason it is a registry identity only rather than a voxel the terrain path writes. Corrects the now-false line "Nothing at runtime consumes the water data yet" -- it does, as of this task. ChunkData's new per-column water fields and the Constants tunables. Client: how the water sheet is built and, more importantly, WHY it is a second mesh instead of a block in the density field -- the trap here is that writing water into a Marching-Cubes field fuses it into the terrain instead of laying it on top, and that is not obvious until you have done it. Notes translucency came free from the separate material. Server: the per-column water rule, which section is the authority for what (WBID presence, WSRF level, WBTB fallback), that an unknown body leaves the column dry rather than guessing, and why depth for shading comes from blueprint heights rather than the clamped rendered geometry. 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.