No description
Find a file
beezm 6960c2a2e8 feat: river bed carving with SHORT/LOWGROUND lowland routing A/B (terrain-water task 22, C0b part 2a)
Executes the frozen task-21b plan as real terrain — the first river pass to
modify the render map. NO WATER (part 2b waters the gated routing style).

RiverCarvePass (D-035 numeric): reruns DrainageAnalysis in-pipeline
(deterministic — same seed, same eroded surface, same plan), routes each routed
giant's lowland reach to the nearest ocean by deterministic Dijkstra under two
config-gated cost models — 'short' (distance + uphill penalty; heads direct) vs
'lowground' (cost ~ elevation above sea; follows the lowest ground and
meanders) — then carves every promoted course as a parabolic channel with a
smoothstep shoulder. Width/depth grow downstream with sqrt(drainage); bed
profile forced monotone non-increasing toward the outlet (water must flow) and
clamped to sea + RiverSeaMargin EVERYWHERE, with below-sea cells read-only and
the crater core excluded — the erosion flood-guard discipline, asserted per
generation by the water-pixel A/B (throws on any change).

Pipeline slot: AFTER GenerateTowns (towns read the render map for land/slope/
water checks — carving first would move towns and destabilise every A/B) and
BEFORE roads (a full run's A* should see the beds).

ISLA_SERVER_CONFIG env override added to ConfigManager: batch/A-B tooling loads
an alternate config file and the developer's live ServerConfig.json is never
written by tooling again (the task-19 restore near-miss class is retired).

Measured, seed 1280587109 (both variants): oracle md5-identical to baseline
(BIOM/WBID bitwise equal), 0 newly-below-sea cells, below-sea untouched, island
top 457.65 m exact, lowest carved cell exactly sea+margin (37.85 m), and
Rivers='off' is bitwise identical to the task-19 blueprint. All routed giants
reach the ocean in both styles. Wander (polyline/straight): SHORT 1.02-1.06 vs
LOWGROUND 1.24-1.38; SHORT carves 811k m3 (cuts through rises, max cumulative
cut 14.6 m), LOWGROUND 481k m3 (goes around, 14.3 m). Pass cost ~25 s (plan
21 s, routing 1.4-2.5 s, carve 0.3 s).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 19:16:37 -04:00
Client docs: water at rest across the Core/Client/Server READMEs (terrain-water task 13) 2026-08-09 02:33:06 -04:00
Core feat: river bed carving with SHORT/LOWGROUND lowland routing A/B (terrain-water task 22, C0b part 2a) 2026-08-11 19:16:37 -04:00
Data docs: bring all READMEs current with actual code (post-sweep-10 truth pass) 2026-08-05 05:23:58 -04:00
Resources docs: bring all READMEs current with actual code (post-sweep-10 truth pass) 2026-08-05 05:23:58 -04:00
Scenes feat: scene lighting — angled sun, procedural sky, ambient (terrain-water task 16) 2026-08-10 02:10:03 -04:00
Server docs: the two-clause water presence rule (terrain-water task 15) 2026-08-10 00:57:05 -04:00
Tools feat: river bed carving with SHORT/LOWGROUND lowland routing A/B (terrain-water task 22, C0b part 2a) 2026-08-11 19:16:37 -04:00
.gitignore baseline: working salvaged prototype on Godot 4.7.1 (pre-F1) 2026-08-05 01:45:41 -04:00
icon.svg baseline: working salvaged prototype on Godot 4.7.1 (pre-F1) 2026-08-05 01:45:41 -04:00
icon.svg.import baseline: working salvaged prototype on Godot 4.7.1 (pre-F1) 2026-08-05 01:45:41 -04:00
islaApocolypse.csproj baseline: working salvaged prototype on Godot 4.7.1 (pre-F1) 2026-08-05 01:45:41 -04:00
islaApocolypse.csproj.old baseline: working salvaged prototype on Godot 4.7.1 (pre-F1) 2026-08-05 01:45:41 -04:00
islaApocolypse.sln baseline: working salvaged prototype on Godot 4.7.1 (pre-F1) 2026-08-05 01:45:41 -04:00
project.godot baseline: working salvaged prototype on Godot 4.7.1 (pre-F1) 2026-08-05 01:45:41 -04:00
README.md docs: bring all READMEs current with actual code (post-sweep-10 truth pass) 2026-08-05 05:23:58 -04:00
ServerConfig.json feat: config-gated flat-scalar sea level (D-033, terrain-water task 04) 2026-08-07 06:20:48 -04:00

IslaApocalypse

Version: v0.0.1 — prototyping / salvage. Not a playable build. Engine: Godot 4.7.1 · C# / .NET 8 (Godot.NET.Sdk 4.7.1)

A procedurally generated, multiplayer-ready voxel survival game on a post-nuclear Caribbean island. Terrain is smooth (Marching Cubes), not blocky.

Design intent, decisions and rationale live in the design vault, not here. This README and the per-directory ones describe what the code does. For why, see the vault repo (islaApocalypse-vault-v0.1).


How the world gets built

Two phases, with a file in between.

  1. 2D blueprint (Tools/Scripts/MapGenerator.cs) — FastNoiseLite topography, dynamic sea level, an impact crater, biome zoning, tiered town placement, and an A* road network in four tiers (Highway, Branch, Rugged, Trail). Written to a binary .dat.
  2. 3D voxel world (Server/ + Core/) — the .dat is parsed into RAM, and chunks are built around the Capitol: a density field per chunk, meshed with Marching Cubes, vertex-coloured by biome and depth, with roads carved into the terrain.

Map size is config-driven, not fixed. The shipped ServerConfig.json selects the 8K profile → 8192 × 8192, where 1 pixel = 1 metre = 1 voxel footprint.


⚠️ How to actually run it

Pressing Play (F5) does NOT run the game. The project's main scene is the 2D map generator, so F5 regenerates the entire world (minutes — and it currently stalls in the A* road pass) and overwrites your .dat.

To view the 3D world:

  1. Open Scenes/Main.tscn.
  2. Press F6Run Current Scene.

It reads ServerConfig.json, loads the existing .dat, and builds the chunk grid.

To generate a new world (only when you actually want a new map): press F5, or open Tools/Scenes/MapPreview.tscn and press F6.

Before you run it — set ChunkRadius

ServerConfig.json, at the project root:

{ "WorldSeed": 1063685222, "MapProfile": "8K", "TownDensity": "Normal", "ChunkRadius": 32 }

ChunkRadius is a load radius in chunks, not a chunk size. The grid built at boot is (2 × radius)² chunks, all synchronously:

ChunkRadius Chunks built Cost
4 64 loads in seconds
8 256 still quick
32 (shipped) 4,096 ~3.6 GB, minutes

Use 48 while iterating. 32 is for looking at a lot of world at once.

MapProfile accepts 4K / 6K / 8K / 10K → 4096 / 6144 / 8192 / 10240.

Where the generated world lives

Outputs go to Godot's user://, not into this repo — on Linux, ~/.local/share/godot/app_userdata/islaApocolypse/:

  • MapData_Seed_<seed>.dat — the blueprint (~512 MB at 8K)
  • Map_Seed_<seed>.png — a visual snapshot of the map, for reviewing and picking seeds

WorldSeed must match an existing .dat, or the load fails with CRITICAL ERROR: Map file not found and you get an empty scene.


Directory layout

Path What's in it
Core/ Shared, stateless logic: the .dat parser, Marching Cubes, chunk data, block registry, biome palette, constants. Used by both the server and client paths.
Server/ Authoritative world building: loads the blueprint, builds chunks around the Capitol, computes densities, carves roads.
Client/ Rendering: turns finished chunk data into MeshInstance3D geometry with a vertex-coloured material.
Tools/ Offline developer tooling — the 2D map generator and its scenes. Never shipped.
Scenes/ Runtime scenes. Main.tscn is the 3D world.
Data/ Handoff folder for static world data. Currently documentation only.
Resources/ Intended home for Godot .tres asset definitions. Currently documentation only.

Current state

Working: 2D generation end to end at 8K · .dat write and read · chunk building · Marching Cubes meshing with analytical normals and seam-free integer vertex welding · road carving for all four tiers with per-tier width and grade · biome/depth vertex colouring with soft material fades.

Known issues:

  • A* road generation is slow enough to stall a full regeneration — a 67-million-node grid at 1 px granularity, with a same-sized setup loop. The dominant open problem.
  • Faint seam lines along chunk borders — a normals/shading difference between independently meshed chunks, not a gap in the geometry.
  • No player, no collision, no water, and no camera controller — there is no input handling in the codebase at all. Inspect the world with the editor camera.
  • The world is built once at boot: no chunk streaming or unloading yet.
  • Two road issues remain: roadbed elevation can jump where two separate stretches of road pass close together, and road materials are only a coarse asphalt/dirt split.