PASS B, replacing the reverted incision. The developer's sketch asked for
the shelf/riser BOUNDARY to be organic, not for water: notches, coves and
small peninsulas where a flat shelf meets its riser, instead of the clean
oval contour the curve produces.
Mechanism (the task's preferred "boundary warp", in its most
monotonic-safe form): every shelf/riser boundary is the contour where the
raw height crosses K3, K4 or K5, so the boundary is warped by SLIDING
THOSE THREE KNOTS per column -- edgeShift = simplex(resolvedSeed + 7507,
12 per island width) x ShelfEdgeVariation. The contours then wander in and
out of the terrain instead of tracing an iso-height line. Noise-warped by
construction, so there is no grid direction for an artifact to line up on
-- the failure mode of the thing this replaces.
Why slide knots rather than perturb a weight or the input height:
monotonicity becomes structural instead of conditional. The curve is
strictly monotonic for ANY ordered knot set, so no derivative bound, no
amplitude-vs-feather-width tuning, no way for a dial to invert a column.
MaxEdgeShift keeps the set ordered (half the smallest margin to a fixed
knot = 12.3 m of input height for the v5 knots); the config dial is
clamped to it, loudly. AssertMonotonic now sweeps 24 corners -- the 8
modulation extremes x {-max, 0, +max} shift -- and checks the bound first.
K1, K2 and K6 never move, which buys the guarantees exactly rather than
statistically: below K2 and above K6 a warped column is bit-identical to
an unwarped one, so the red ceiling still floors every shelf edge (storm
ladder safe), the 420 m cap still caps, and the toe and summit spikes are
untouched. The block slides rigidly, so the bench and mid-riser keep their
exact widths -- shelf interiors stay flat, riser interiors keep their
profile, and only the foothill riser and plateau stretch to absorb it.
The micro-relief mask takes the same shift, so pass A's skin follows the
shelf wherever pass B moved its edge.
Dial ShelfEdgeVariation (default 5 m of INPUT height -- a boundary
displacement, not an elevation change) under the existing TerrainDetail
gate; both passes stay one judged unit. TDTL v2 body records relief and
edge amp/frequency/seed-offset plus the applied clamp bound; writer,
parser and harness follow. No blueprint was written between the revert
and this commit, so v2 only ever means relief + edge warp on disk.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
|
||
|---|---|---|
| .. | ||
| 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.