islaApocalypse/Tools
beezm 3b6d166458 revert: the D8 drainage incision, whole (terrain-water task 10)
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 1b98fb5) structurally impossible rather than
merely fixed -- there is no longer a read-modify-write to get wrong.

TDTL bodies are now versioned (BlueprintFormat.TDTL_VERSION = 2) and the
parser skips a body version it does not know instead of misreading the
longer v1 layout into plausible nonsense. The only v1 payloads that
exist are in the reverted batch's own tree.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-08 20:30:44 -04:00
..
Scenes docs: BLUEPRINT_FORMAT.md + README updates for the v2 container (terrain-water task 02) 2026-08-06 07:31:03 -04:00
Scripts revert: the D8 drainage incision, whole (terrain-water task 10) 2026-08-08 20:30:44 -04:00
README.md docs: water sections (WBID/WBTB/WSRF), no-BSIN rationale, SkipRoads + water stage in READMEs (terrain-water task 03) 2026-08-07 01:40:48 -04:00

/Tools

Offline developer utilities. Nothing here ships. These generate the source data that /Server and /Client later consume, which keeps world-generation logic out of the shipped client.

The 2D world generator

Script: Tools/Scripts/MapGenerator.cs · Scenes: Tools/Scenes/MapPreview.tscn and Scenes/MapCaptureTool.tscn

Builds the topographical and logistical foundation of the island before any 3D exists.

  • Resolution is config-driven, from ServerConfig.json's MapProfile: 4K/6K/8K/10K → 4096 / 6144 / 8192 / 10240. Shipped default is 8K. 1 pixel = 1 in-game metre = 1 voxel footprint. (The MapSize field initialiser in the script says 4096, but it is overwritten from config before use.)
  • Topography: FastNoiseLite plus distance-falloff maths for a guaranteed mainland island, a mountain spine, dynamic temperature-driven sea level, and an impact crater pushed into the northern coast (carved at 80 % of its radius so a landbridge always survives).
  • Water bodies: the classified water promoted into explicit blueprint data (ocean + labeled lakes with transitional per-body levels — WBID/WBTB/WSRF sections), plus priority-flood basin diagnostics. The SkipRoads config toggle turns a full ~26-min generation into a ~80 s road-less iteration cycle.
  • Logistics: AStarGrid2D pathfinding producing a looping continental highway, a branch to the mountain hub, and county roads daisy-chained outward with Prim's algorithm. Paths are decimated (RamerDouglasPeucker) then smoothed (4 Chaikin passes).
  • Zoning: biome mapping and tiered town/POI placement by slope, temperature and proximity.

⚠️ A* is the known bottleneck

The grid is one node per pixel — 67 million nodes at 8K — and the weight-setup pass walks every one of them. A full generation can stall long enough that runs get abandoned. await yields are sprinkled through the road stage, but they cannot interrupt a single engine-side GetPointPath call, so they only help between paths. Expect a regeneration to take minutes, or to need abandoning.

Outputs — written to user://, not into the project

File What it is
MapData_Seed_<seed>.dat The binary blueprint the server reads — v2 tagged container (~336 MB at 8K; contract in Core/Scripts/BLUEPRINT_FORMAT.md)
MapData_Seed_<seed>_v1.dat The same content in the legacy v1 format (~512 MB), dual-written as a safety net until a future removal task
Map_Seed_<seed>.png Visual snapshot of the map, for reviewing and picking seeds

On Linux: ~/.local/share/godot/app_userdata/islaApocolypse/.

Running it

Open Tools/Scenes/MapPreview.tscn and press F6. It is also the project's main scene, so pressing F5 anywhere runs this — which is why F5 regenerates your world instead of starting the game. Use Scenes/MapCaptureTool.tscn when you specifically want the full-resolution PNG.

Rules

  1. No client dependencies. Nothing here may reference UI, player controllers or shaders in /Client.
  2. Data out, nothing in. Tools emit .dat/.png/.json; they never write to a live server save.
  3. No magic numbers. Distances and radii scale off MapSize or the derived scaleFactor, so the generator behaves the same at every profile.