Sparse discoverable islets from a low-frequency ocean noise layer, seeded
resolved+7607 at 14 undulations/island (~585 px blobs).
Placed by LERPING the seabed toward a target crest (34 m raw above sea)
rather than adding to it, so an islet can surface at any ambient depth
instead of only where the seafloor happens to be shallow. After the curve's
toe compresses them they stand 5-8 m above the water: low, sandy, ringed by
beach -- which is what the existing biome rules make of that height, with no
biome-rule change.
THE THREE CONSTRAINTS, each by construction rather than by hope:
Never merges with the mainland. The raise is EXACTLY zero wherever the
ambient water is shallower than 14 m, so any continuous path from the
mainland shore to an islet must cross that depth contour, and every pixel
on it is untouched water. Measured: 0 of 13 islets merged, closest
approach 78 px.
Never touches the Trench. A distance mask zeroes the layer by 0.86 of
half-map, and the ramp starts at 0.90. Measured max islet reach 0.795.
All four corners stay below sea.
Never spawns inland. Depth alone is not a test -- a deep lake and the
carved crater bay are also below sea. The pre-Trench falloff is the honest
discriminator (mainland coast sits near f = 0.66; islets need f > 0.72),
and it is axis-invariant, because elongation moves WHERE a given f occurs,
not the f at which land ends.
Two bugs found and fixed by measuring instead of trusting the first run:
1. The density dial treated [-1,1] as the noise's actual range. Simplex
is concentrated well inside it -- this field measures 0.050..0.958 --
so "top 6%" resolved to a threshold almost nothing cleared: the first
build raised 171 px on the entire map, none above sea. The threshold is
now CALIBRATED against the field's own distribution (quantile over a
1M-sample stride grid, deterministic from the seed), so the dial means
what it says whatever FastNoiseLite returns.
2. At 26/island the layer produced 77 islets under 200 px -- scatter, not
"a handful". Retuned to 14/island at density 0.02: 13 islets of
200-4792 px.
The pass prints its own islet area, so every run says what it did.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
|
||
|---|---|---|
| Client | ||
| Core | ||
| Data | ||
| Resources | ||
| Scenes | ||
| Server | ||
| Tools | ||
| .gitignore | ||
| icon.svg | ||
| icon.svg.import | ||
| islaApocolypse.csproj | ||
| islaApocolypse.csproj.old | ||
| islaApocolypse.sln | ||
| project.godot | ||
| README.md | ||
| ServerConfig.json | ||
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.
- 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. - 3D voxel world (
Server/+Core/) — the.datis 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:
- Open
Scenes/Main.tscn. - Press F6 — Run 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 4–8 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.