The task-10 draft's PASS B shipped and produced the canonical grid
artifact: thousands of straight, disconnected, pooling scratches. Per-
cell steepest descent on a regular grid can only route along its eight
neighbour headings, so at map scale the "channels" read as hatching,
not drainage. Reverted entirely rather than tuned -- no K, p or mask
setting fixes a directional basis. Rivers and erosion move to Phase C
as a hydraulic-erosion pass over FINAL terrain.
Removed: FlowAccumulation / IncisionWeight / EdgeBlend and the INC_*,
SEA_CLAMP, SHELF_INC_WEIGHT and CRATER_* constants; RunIncisionPass and
the pass-2b call; the six incision fields from TDTL (writer, parser,
harness). KEPT, untouched and developer-approved: pass A, the shelf
micro-relief skin, and its ShelfReliefAmp dial.
The crater carve folds back into the single pass-2 loop it came from,
carving two LOCALS written once each. That is what the code did before
the draft split it out, and it makes the aliased double-carve that the
split introduced (fix
|
||
|---|---|---|
| .. | ||
| BiomePalette.cs | ||
| BiomePalette.cs.uid | ||
| BlockData.cs | ||
| BlockData.cs.uid | ||
| BlockRegistry.cs | ||
| BlockRegistry.cs.uid | ||
| BLUEPRINT_FORMAT.md | ||
| BlueprintFormat.cs | ||
| BlueprintFormat.cs.uid | ||
| BlueprintWriter.cs | ||
| BlueprintWriter.cs.uid | ||
| ChunkData.cs | ||
| ChunkData.cs.uid | ||
| ConfigManager.cs | ||
| ConfigManager.cs.uid | ||
| Constants.cs | ||
| Constants.cs.uid | ||
| Enums.cs | ||
| Enums.cs.uid | ||
| MapDataParser.cs | ||
| MapDataParser.cs.uid | ||
| MarchingCubes.cs | ||
| MarchingCubes.cs.uid | ||
| MATH_MARCHING_CUBES.md | ||
| README.md | ||
/Core/Scripts
Pure C# data structures, shared enums, and static maths. Compiled into the shared assembly used by
both /Server and /Client.
"Pure data, zero state." These scripts define what things are and how to calculate them. They never track live game events — who is online, which chunks are loaded, what time it is.
What's actually here
Voxel materials
BlockData.cs— struct describing one block type (ID, name, IsSolid, BaseColor).BlockRegistry.cs— the byte-ID master list (AIR0,BEDROCK,STONE,DIRT,SAND, the three grasses,SNOW,WASTELAND_DIRT,ASPHALT) with a safeGetBlocklookup.BiomePalette.cs— decides which material sits where, given biome, depth, and whether the column is roadbed. Two paths on purpose: an integer classification that decides what is stored in each voxel, and a float-depth version used for rendering that returns the two materials either side of a boundary so colours fade rather than snap.
⚠ Note that BlockRegistry and the mesher's colour table hold different RGB values for some
blocks. The mesher's table is what you actually see; BlockData.BaseColor is currently unused by
rendering.
Shared identifiers
-
Enums.cs—Biome,TownTier,MapHalf,RoadTier.⚠
BiomeandTownTierare the.datwire format (u8 in the v2 container, i32 in legacy v1). They are declared without explicit values, so each member's ordinal is the number written to disk. Append only, at the end — never reorder or insert. The v2 reader range-checks ordinals so drift fails loudly at parse time, but only the append-only rule keeps old files meaning the same thing. Legacy v1 has no gate and no validation at all.RoadTieris exempt: road tiers live in separate sections of the file, so it is never serialized.
World data
BLUEPRINT_FORMAT.md— the byte-accurate.datcontainer contract (v2 tagged sections + the v1 legacy summary). Read this before touching the writer or parser.BlueprintFormat.cs— the single registry of v2 constants: magic, version gate, section tags (FourCC), validation bounds, re-encode sentinels.BlueprintWriter.cs— writes aWorldBlueprintas a v2 file. Blueprint-typed on purpose: the map generator and the round-trip harness are both just callers.MapDataParser.cs— decodes a.datblueprint into aWorldBlueprint(heightmap, biome map, towns, four road tiers, and — v2 only — the embedded generation params, per-town highway-node flag, and the optional water-bodies data:WaterBodyIds,WaterBodiestable,WaterSurfaceQ). Dispatches on the first byte: v2 tagged-section files get validation (version gate, size bounds, section-length and ordinal range checks); legacy v1 files still load, intact, with a deprecation warning. Nothing at runtime consumes the water data yet.ChunkData.cs— one chunk's density and block-ID fields,+1padded on every axis so the mesher can reach into the neighbouring chunk, plus the per-column data the renderer needs.Constants.cs— chunk dimensions,ISO_LEVEL,VOXEL_SCALE, and the visual/road tunables (material blend band; per-tier road width, shoulder, grade smoothing and surface).
Maths
MarchingCubes.cs— density field →ArrayMesh, with analytical normals and deterministic integer-keyed vertex welding.MATH_MARCHING_CUBES.md— an explainer of the algorithm.
Rules
- No Godot node inheritance. Pure classes, structs and statics.
- No
_Process/_Ready. Nothing here is attached to a live scene object. - Dependencies flow inward only.
/Serverand/Clientreference/Core;/Corenever references them.