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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| Scripts | ||
| README.md | ||
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
ISLAmagic, 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 optionalWBID/WBTB/WSRFwater sections (per-pixel body ids, the body table, quantized surface levels) — parsed intoWorldBlueprintand consumed by nothing at runtime yet. - v1 (legacy) — the positional
"ISLA_V1"format, still written beside v2 as_v1.datand 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 × 24horizontal,256vertical (Constants.cs). - The
+1padding is structural.DensitiesandBlockIDsare 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, andColumnRoadMaterial(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
EdgeKeyordered 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). -
BiomePaletteanswers "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.