islaApocalypse/Scenes
beezm d72ffc0183 docs: bring all READMEs current with actual code (post-sweep-10 truth pass)
Every README was read first, checked against the code in its directory, then
rewritten to describe what the code actually does now.

Corrected throughout: map size is config-driven (8192 default) not a fixed
4096; chunks are 24x24x256 not 32x32; road carving is implemented for all four
tiers, not a 'next step'; Data/ and Resources/ are empty, not populated.

Also fixed MATH_MARCHING_CUBES.md, which documented the density sign convention
exactly backwards — it claimed positive was underground, where the code treats
positive as above the surface and counts a corner inside when density < iso.
Getting that backwards inverts every normal, a bug this project has hit before.

The root README now carries accurate run steps: F5 runs the map generator (not
the game), F6 on Scenes/Main.tscn runs the 3D world, and ChunkRadius is a load
radius that should be dropped to 4-8 while iterating.

Docs only. No code changed.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-05 05:23:58 -04:00
..
Main.tscn baseline: working salvaged prototype on Godot 4.7.1 (pre-F1) 2026-08-05 01:45:41 -04:00
MapCaptureTool.tscn baseline: working salvaged prototype on Godot 4.7.1 (pre-F1) 2026-08-05 01:45:41 -04:00
README.md docs: bring all READMEs current with actual code (post-sweep-10 truth pass) 2026-08-05 05:23:58 -04:00

/Scenes — the runtime scenes

Unlike /Tools, these are what actually runs the game. They do not generate the world — they load and interpret an existing .dat blueprint.

Main.tscn — the 3D world

Node What it is
World (Node3D) Root. Carries ServerChunkManager.cs — this is what builds the world.
Camera3D Child of World. The server teleports it above the Capitol at startup.
DirectionalLight3D Sunlight.
WorldEnvironment Ambient light.

Running it

Open this scene and press F6 (Run Current Scene).

Do not press F5. The project's main scene is the 2D map generator, not this — F5 regenerates the whole world and overwrites your .dat.

At boot the manager reads ServerConfig.json, loads MapData_Seed_<WorldSeed>.dat from user://, finds the Capitol, and builds a (2 × ChunkRadius)² grid of chunks around it. Set ChunkRadius to 48 first unless you specifically want the full 4,096-chunk, ~3.6 GB boot.

If the seed in ServerConfig.json doesn't match an existing .dat, the load fails and you get an empty scene.

Two things that will confuse you

  • The camera cannot be moved at runtime. There is no camera controller and no input handling anywhere in the codebase. The server overrides whatever transform you save here, placing the camera above the Capitol looking straight down — which is also a degenerate LookAt, so its roll is arbitrary and Godot logs a warning. To view from elsewhere you have to edit the teleport code.
  • Moving the World node moves the entire world. Chunks are added as its children, so a stray drag in the editor offsets all rendered terrain. If everything looks displaced, check World's transform is zeroed.

MapCaptureTool.tscn

A SubViewportContainer wrapping Tools/Scenes/MapPreview.tscn at 4096×4096. It exists so the map can be rendered offscreen at full resolution regardless of monitor size. Only needed for the PNG snapshot path — MapPreview.tscn generates the .dat on its own.

Not here yet

No player scene, no UI, no menu. Main.tscn is currently a viewer, not a game.