islaApocalypse/Tools
beezm 566abe9784 feat: submarine coast shelf + elongation dials (terrain-water task 11)
COAST. The task's premise -- "the island edge is the steepest part" -- is
right, and the diagnostic locates it precisely: it is the SEABED, not the
land. HeightCurve.Apply returns early at and below sea level, so tasks
05-09 reshaped the land and never touched the water. Measured on the same
seed, distance-from-shore vs height:

                       land reaches 10 m   seabed reaches 10 m   gradient
  curve OFF                   31 px               31 px       0.254/0.258
  curve ON (ships)           186 px               31 px       0.038/0.258

So the landward side is ALREADY the broad shallow shelf terrain_design.md
asks for -- 54% of the island sits under 14 m -- and flattening it further
would only make it mushy. What is left is a shoreline that shelves gently
on land and then drops 6.7x steeper the moment it goes under.

CoastShelf fixes that side: depth' = depth * (1 - 0.775*exp(-depth/100 m)).
The seabed leaves the waterline at 22.5% of its former gradient and
recovers smoothly, so deep water and the Trench keep their shape. Measured
after: 5 m depth at 43 px (was 15), 10 m at 75 (was 31), 30 m at 150 (was
94) -- a 2.4-2.9x wider shallows.

It is strictly positive for positive depth, so it CANNOT move the waterline
by one pixel. Biomes and water bodies come out bit-identical, which is why
the coast is separable from elongation in the batch rather than tangled
with it -- contrary to the task's expectation that all coast work moves
biomes.

ELONGATION. IslandAxisX/Y replace the 1.15/0.90 literals (the spine shares
AxisX, as it always shared the literal). Sized by replaying candidate
falloffs against real terrain rather than guessing -- the replay reproduces
the shipped extents exactly, bbox and land count.

That replay says the task's suggested 1.30/0.85 buys +2.0% aspect, because
THE ISLAND IS ALREADY TRENCH-CLAMPED IN X: it spans 90.5% of the map width,
and 1.15 -> 1.40 moves the west coast only 393 -> ~360 px. Aspect responds
almost entirely to AxisY, which costs land:

  1.30/0.85  +2.0% aspect  +2.9% land      1.30/0.80  +4.9%  -2.2%
  1.30/0.82  +3.7% aspect  -0.1% land      1.30/0.75 +11.5%  -7.3%

Default 1.30/0.78 -- a visible step (+~8% aspect, measured 1.137 -> 1.200)
at ~4% land. The developer's eye tunes it from the batch; the table above
is the price list.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-08 23:29:49 -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: submarine coast shelf + elongation dials (terrain-water task 11) 2026-08-08 23:29:49 -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.