The blueprint has carried water since task 03 -- WBID per-pixel body id, WBTB body table, WSRF per-pixel surface level. Nothing ever drew it. Now the runtime does. No new water data: the blueprint is the authority on where water is and at what level, and this only reads it. WHY WATER IS ITS OWN MESH, not a block in the terrain field. The terrain is a Marching-Cubes iso-surface over ChunkData.Densities. Writing WATER into that field would not lay a sheet on top of the seabed -- it would move the iso-surface, fusing the sea into the terrain as if it were solid ground. A second surface is the only way water can sit at ITS level independent of the ground under it. So ChunkRenderer builds a water MeshInstance3D as a child of the chunk's terrain mesh. TRANSPARENCY IS SHIPPED, NOT DEFERRED (Step 2.4's cheap branch). Because water is a distinct MeshInstance3D it carries its own StandardMaterial3D, so alpha is one flag and Godot sorts transparent surfaces after opaque ones by itself. Zero mesher changes. Alpha runs 0.62 shallow -> 0.97 deep, so the shelved coast stays readable and open ocean closes up. WHICH DATA DROVE IT: WSRF for the level (per-pixel, quantised to 1/32768 raw ~ 7.7 mm, far under the 1 m voxel, and no table lookup), WBID for presence (it is the water stage's own classification output -- the same set the biome grid's Ocean/Lake pixels form by construction), WBTB as the fallback when a column is flagged wet but carries the WSRF no-water sentinel. A body the table does not know leaves the column DRY rather than guessing a level. Details worth keeping: - Water Y uses Constants.HEIGHT_SCALE, the SAME mapping as the terrain surface, named so the sheet and the seabed cannot drift apart if the vertical band is ever retuned. - Depth for shading comes from BLUEPRINT heights, not rendered geometry: the terrain render clamps its floor at Y=2, so every deep-ocean column would otherwise read as one flat ~36 m and the gradient would die exactly where the ocean gets interesting. - A cell is drawn if ANY corner is wet, flat at the highest wet level. Drawing onto a partly-dry cell is deliberate -- it carries the sheet under the shoreline where the opaque terrain hides it. Only-fully-wet cells retreat the waterline a metre and leave a dry gap around every coast and lake. - Non-metallic, roughness 0.35: the scene environment is minimal, and a metallic surface reads near-black when there is nothing to reflect. BlockRegistry gains WATER (id 11). Wire-safe: block IDs are never serialized -- the blueprint's section table stores heights, biome ordinals and water data, never block IDs, and chunks are not persisted yet. MEASURED on seed 1825907253: 241,415 water columns across 454 of 4096 chunks; surface Y 37.6..37.6 m (flat, = 0.15 x 251 -- the flat sea model, rendered); depth to 32.3 m, matching an independent read of the blueprint exactly. Both an ocean and a lake fall in the default view. NO REGRESSION to the 2D pipeline, verified section by section: a regeneration of the working seed is byte-identical to task 12's run in TCRV, TDTL, HGTS, BIOM, WBID, WBTB, WSRF, TOWN and all four road sections; only PRMS differs, and only in its write timestamp. All four snapshot PNGs md5-identical. No storms, no waves, no animation, no flow -- water at rest. Those are C2+. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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| README.md | ||
Client Module
The visual layer. Takes finished chunk data and turns it into Godot nodes. It calculates nothing — no densities, no terrain, no collision.
ChunkRenderer.cs
A MeshInstance3D created per chunk by the server, which then calls RenderChunk(data).
- Mesh generation. Calls
MarchingCubes.GenerateMesh(), passing the density field, the block IDs, and the per-column data the mesher needs to colour correctly: the true (unrounded) surface heights, the biome per column, and the road surface material per column. - Vertex colouring. Creates a
StandardMaterial3DwithVertexColorUseAsAlbedo = true, so Godot renders the per-vertex colours the mesher assigned rather than a texture. Colours fade between materials across a tunable band instead of switching at whole-metre steps. - World positioning.
ChunkPosition × CHUNK_SIZE × VOXEL_SCALEon X and Z,y = 0— chunks are placed by their footprint and carry their full height internally. - Backface rendering.
CullModeis disabled, so the world is still visible from underneath or from inside terrain.
Notes
- One material instance per chunk. Each renderer builds its own
StandardMaterial3D. Since they are all identical, a single shared material would do — an easy win whenever performance work starts. - Chunk positioning is relative to this node's parent, so moving the
Worldnode in the scene moves the entire rendered world with it.
Not here yet
No textures or UV mapping (raw vertex colour only), no LOD, no player, no UI, no input handling.