islaApocalypse/Core
beezm 6c318e4df0 feat: offshore islands (terrain-water task 11)
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>
2026-08-08 23:30:15 -04:00
..
Scripts feat: offshore islands (terrain-water task 11) 2026-08-08 23:30:15 -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

Core Module

Shared, stateless logic used by both the server and client paths: the .dat parser, the mesher, the voxel data containers, and the material lookups. No Godot nodes, no scene state. These scripts define what things are and how to calculate them; they never remember what is currently happening.

Components

MapDataParser.cs — the data bridge

Deserializes the binary .dat blueprint written by /Tools into a WorldBlueprint held in RAM: map size, the float heightmap, the biome map, town locations, all four tiers of A* road vectors (Highways, Branch Roads, Rugged Roads, Trails), and — from v2 files — the embedded generation params (seed, sizes, impact centre, provenance) and each town's highway-node flag.

Two formats are live (byte-accurate contract: Core/Scripts/BLUEPRINT_FORMAT.md). The parser dispatches on the file's first byte:

  • v2 (primary) — raw ISLA magic, u32 version gate, then tagged sections [u32 tag][u64 length][payload]. Unknown tags are skipped by length, so future sections are invisible to older readers. Validated on read: version, MapSize bounds, section lengths against the file, biome/tier ordinal ranges. Since the water-bodies stage, v2 files also carry the optional WBID/WBTB/WSRF water sections (per-pixel body ids, the body table, quantized surface levels) — parsed into WorldBlueprint and consumed by nothing at runtime yet.
  • v1 (legacy) — the positional "ISLA_V1" format, still written beside v2 as _v1.dat and still loadable (with a deprecation warning) until a future removal task.

Wire-format hazard. Biome and town-tier enums are serialized as their ordinal values (u8 in v2, i32 in v1). Never reorder or insert members in Enums.cs — append only, at the end. v2's range checks make drift fail loudly at parse time; legacy v1 has no validation and silently reinterprets every pixel. (RoadTier is exempt: road tiers are stored in separate file sections — tagged in v2, positional in v1 — so that enum never hits disk.)

ChunkData.cs + Constants.cs — voxel containers and tuning

  • Chunk dimensions: 24 × 24 horizontal, 256 vertical (Constants.cs).
  • The +1 padding is structural. Densities and BlockIDs are one cell larger on every axis — [25, 257, 25] — so the mesher can evaluate the boundary cells shared with the neighbouring chunk and the meshes meet without gaps.
  • Per-column data for rendering: SurfaceHeights (the true, unrounded surface), ColumnBiomes, and ColumnRoadMaterial (0 = not a road). These let the mesher colour by real height rather than a rounded integer.
  • Tunables in Constants.cs: BLEND_BAND_METERS (how far one surface material fades into the next) and the per-tier road block — width, shoulder, grade-smoothing and surface material for each of the four road tiers, plus the derived cull padding.

MarchingCubes.cs — the mesher

Turns a chunk's density field into a Godot ArrayMesh.

  • Analytical normals: exact density gradients at each cell corner, interpolated along the edge by the same fraction used for the vertex position — smooth lighting without Godot's normal pass.
  • Deterministic vertex welding: shared vertices are keyed by an integer EdgeKey ordered lowest-to-highest, so neighbouring chunks compute identical keys and no float drift creeps in.
  • Vertex colouring: each vertex is coloured from its true float depth below the surface, fading between the two materials either side of a boundary rather than switching at an integer depth.

Density sign convention (load-bearing): density is positive above the surface and negative below it. A corner counts as inside the terrain when density < ISO_LEVEL.

BiomePalette.cs + BlockRegistry.cs + BlockData.cs — materials

  • BlockRegistry: byte-ID lookup for every block (AIR, BEDROCK, STONE, DIRT, SAND, the three grasses, SNOW, WASTELAND_DIRT, ASPHALT).

  • BiomePalette answers "what material is here?" twice, deliberately:

    • GetVoxelID(...) — the authoritative integer classification by whole-block depth. Decides what is actually stored in each voxel; used for everything non-visual.
    • GetBlendedVoxelIDs(...) — the rendering version. Same question by float depth, returning the two materials either side of the nearest boundary plus how far between them the point is, so the renderer fades instead of snapping.

    Both take a road-surface byte, so a trail is surfaced in dirt where a highway is surfaced in asphalt.