islaApocalypse/Scenes/README.md
beezm 7f0f43b5fb baseline: working salvaged prototype on Godot 4.7.1 (pre-F1)
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-05 01:45:41 -04:00

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# 🌍 /Scenes - The Playable Game
## Overview
This directory contains the core runtime scenes for *Isla Apocalypse*. Unlike the `/Tools` directory, the scenes here are exactly what the end-user (or the Dedicated Server) will run.
**Core Philosophy:** These scenes do **not** generate the world from scratch. They strictly load and interpret the immutable `MapData.dat` blueprint provided by the developers. This ensures lightning-fast server boot times and complete parity between the server and the clients.
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## 🏗️ Core Scenes
### `Main.tscn` (The Entry Point)
**Status:** In Transition (Prepping for 1:1 Scale Ingestion)
This is the master root scene. Currently, it acts as the Dedicated Server environment, responsible for reading the 2D blueprint and translating it into a physical 3D voxel world using the `ServerChunkManager`.
#### ⚔️ The Great 4096 Struggle (The 3D Ramifications)
Our decision to upgrade the master blueprint from 1024x1024 to a massive 4096x4096 (1:1 scale) fundamentally changed how `Main.tscn` must operate.
While the 2D generator struggled with math and UI layouts, the 3D server must now deal with **Memory Management**.
* **The Scale Shift:** In the old 1024 version, 1 data pixel equaled 4 meters of 3D space. Now, 1 pixel = 1 meter. This perfectly accommodates human-scale base building (like *7 Days to Die*), but it means the total data footprint of the world is 16 times larger.
* **The Chunking Mandate:** `Main.tscn` can no longer afford to load the entire map into RAM at startup. The `ServerChunkManager` must operate strictly on a localized, dynamic grid—only loading the 1-meter chunks immediately surrounding active players.
#### 🛡️ The Arsenal is Ready
Despite the massive scale increase, `Main.tscn` is structurally prepared for the 4096 blueprint thanks to heavy engine optimizations built during Phase 1:
1. **The EdgeKey Welder:** Completely eliminates floating-point drift and mesh seams across the new high-density chunk borders.
2. **Analytical Normals:** Bypasses Godot's slow native normal calculation, using mathematical gradients to light the massive 1:1 voxel world instantly.
3. **The +1 Border Fix:** Chunk arrays are padded by exactly 1 unit to flawlessly sample neighbor data without requiring expensive cross-chunk blurring.
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## 🚀 The Immediate Roadmap
When Phase 2 resumes, `Main.tscn` will undergo the following upgrades to ingest the new 4096 map:
1. **Re-syncing the Parser:** Uncommenting the Logistical Network logic in `MapDataParser.cs` so the server can read the newly fixed roads and towns.
2. **Dynamic Chunk Loading:** Scrapping the hardcoded `10x10` test grid in favor of a proximity-based chunk loader.
3. **Terrain Flattening:** Implementing logic for the voxel engine to read the road and town data and automatically flatten the 3D terrain beneath them.