islaApocalypse/Tools
beezm 45fe2ce034 feat: shelf micro-relief + drainage incision (terrain-water task 10)
Two paired detail passes on the locked v5 skeleton, output-heights
only (classify path untouched):

PASS A — shelf micro-relief: +-ShelfReliefAmp (default 3 m) Simplex
skin (seed resolved+7409, ~40 undulations/island ~ 200 m features),
weighted by shelf-ness (full mid-shelf, feathered to zero 30% of a
band half-width into the risers) — both shelves get their rolling
texture back; risers and peaks untouched.

PASS B — drainage incision: D8 steepest-descent routing + height-
ordered flow accumulation over the curved+relieved land
(TerrainDetailPass — pure array machinery, named C++ candidate per
D-035); depth = K*accum^p*slope (K=0.78, p=0.45 concave, cap 30 m),
masked full on risers / 30% on shelves / zero on the toe, above the
plateau top, and within 1.2x CraterRadius (feathered to 1.4x); hard
clamp: carved height >= sea + 1 m. Ordering: curve -> relief ->
incision -> crater carve (the carve stays the final authority; carve
moved to its own pass 2c, bit-identical expression on both maps).
The pass prints its own MEASURED depth distribution.

Gate TerrainDetail "off"|"v1" (default v1; both passes one judged
unit; no-op without the curve) + ShelfReliefAmp dial. New TDTL section
(38 B: version + relief/incision params + seed offset) across
writer/parser/harness — blueprints stay self-describing.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-08 18:08:28 -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 feat: shelf micro-relief + drainage incision (terrain-water task 10) 2026-08-08 18:08:28 -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.