The faint mid-map ridge is NOT the squircle/ellipse falloff blend that the
task suspected. Measured, read-only, before touching anything:
bare falloff, slope step at centre +2.05e-07 (SMALLER than the
off-axis controls +2.36e-06 / +3.05e-06 -- Pow(2.5) crushes it,
because the falloff is ~0 there)
mountain spine, slope step at centre -7.58e-04 (170x the controls)
On real terrain, with the by-design Trench walls excluded, x = 4096..4099
hold the top FOUR slope-step locations out of 5999 columns. Column-mean
height runs 109.6 -> 135.5 -> 110.7 m across it: a symmetric ridge peaking
exactly on the centre column. Not the noise domain either -- the noise is
sampled over [0, MapSize], so coordinate zero is at the map CORNER. And not
seed-dependent: present on all 10 seeds checked, 6 positive AND 4 negative
(ranks 0, 18, 0, 83), so the "positive seeds only" impression does not hold.
Cause: the spine is Pow(1 - |x - cx|, 3), and |.| peaks at the axis with a
slope discontinuity of magnitude 2. SmoothAbs replaces |d| with
d^2/sqrt(d^2+e^2) -- zero with zero slope at the axis, converging to |d|
away from it -- so the crest rounds without dropping. e = 0.03 (~141 px)
cuts the 1-px kink by 99.3% (-7.64e-04 -> -5.41e-06, against a natural
profile curvature of ~1.1e-07), fills at most 3.9 m, and decays under
0.5 m by ~1100 px.
DEFERRED, reported not fixed: the spine's AXIS is still hard-coded dead
straight down x = centre for the full map height. That is what the
derivative render actually shows -- everything west of centre slopes east,
everything east slopes west. Rounding the crest does not make the range
meander. Per the task's "fix only if trivial, else report and defer" rule,
and confirmed with the developer, the axis is left alone: a wandering spine
is a world-shape change that rebaselines biomes on every seed, and it
deserves its own task and its own gate.
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.