Every README was read first, checked against the code in its directory, then rewritten to describe what the code actually does now. Corrected throughout: map size is config-driven (8192 default) not a fixed 4096; chunks are 24x24x256 not 32x32; road carving is implemented for all four tiers, not a 'next step'; Data/ and Resources/ are empty, not populated. Also fixed MATH_MARCHING_CUBES.md, which documented the density sign convention exactly backwards — it claimed positive was underground, where the code treats positive as above the surface and counts a corner inside when density < iso. Getting that backwards inverts every normal, a bug this project has hit before. The root README now carries accurate run steps: F5 runs the map generator (not the game), F6 on Scenes/Main.tscn runs the 3D world, and ChunkRadius is a load radius that should be dropped to 4-8 while iterating. Docs only. No code changed. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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/Resources
Intended home for Godot .tres asset definitions and static assets — block properties, item data,
materials, models, audio, UI themes.
⚠️ Currently empty
This directory holds nothing but this README. No resources exist yet.
Block properties currently live in code, not in resources: Core/Scripts/BlockRegistry.cs builds
its dictionary of BlockData (ID, name, IsSolid, colour) in a static constructor. Terrain rendering
uses a StandardMaterial3D created at runtime per chunk in ChunkRenderer.cs, not a saved material.
Moving that data into .tres files is a reasonable future step — it would make block definitions
editable without recompiling and diffable in git — but nothing depends on it today.
Conventions, if and when it fills up
.tres, not.res. Text resources are readable in a diff; binary ones are not.- Stateless only. A resource holds a weapon's max ammo, never its current ammo. Live state belongs to the server.
- Subdivide early —
Blocks/,Items/,Models/,Audio/,UI/— before it becomes a junk drawer. - Resources are plain data, so both
/Serverand/Clientcan safely reference them.