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>
|
||
|---|---|---|
| .. | ||
| Main.tscn | ||
| MapCaptureTool.tscn | ||
| README.md | ||
/Scenes — the runtime scenes
Unlike /Tools, these are what actually runs the game. They do not generate the world — they
load and interpret an existing .dat blueprint.
Main.tscn — the 3D world
| Node | What it is |
|---|---|
World (Node3D) |
Root. Carries ServerChunkManager.cs — this is what builds the world. |
Camera3D |
Child of World. The server teleports it above the Capitol at startup. |
DirectionalLight3D |
Sunlight. |
WorldEnvironment |
Ambient light. |
Running it
Open this scene and press F6 (Run Current Scene).
⚠ Do not press F5. The project's main scene is the 2D map generator, not this — F5 regenerates
the whole world and overwrites your .dat.
At boot the manager reads ServerConfig.json, loads MapData_Seed_<WorldSeed>.dat from user://,
finds the Capitol, and builds a (2 × ChunkRadius)² grid of chunks around it. Set ChunkRadius to
4–8 first unless you specifically want the full 4,096-chunk, ~3.6 GB boot.
If the seed in ServerConfig.json doesn't match an existing .dat, the load fails and you get an
empty scene.
Two things that will confuse you
- The camera cannot be moved at runtime. There is no camera controller and no input handling
anywhere in the codebase. The server overrides whatever transform you save here, placing the camera
above the Capitol looking straight down — which is also a degenerate
LookAt, so its roll is arbitrary and Godot logs a warning. To view from elsewhere you have to edit the teleport code. - Moving the
Worldnode moves the entire world. Chunks are added as its children, so a stray drag in the editor offsets all rendered terrain. If everything looks displaced, checkWorld's transform is zeroed.
MapCaptureTool.tscn
A SubViewportContainer wrapping Tools/Scenes/MapPreview.tscn at 4096×4096. It exists so the map
can be rendered offscreen at full resolution regardless of monitor size. Only needed for the PNG
snapshot path — MapPreview.tscn generates the .dat on its own.
Not here yet
No player scene, no UI, no menu. Main.tscn is currently a viewer, not a game.