The gate's two river notes. FILL THE TRIBUTARIES. RiverTribWaterMinFlow defaults to 0, so every promoted tributary carries water its whole length (800 of 1574 reaches are now on tributaries, 65,364 of 268,863 wet px). The graceful tip survives: the fade zone is now always TaperPx long starting wherever water begins, so with a threshold it spans (WetFrom-Taper -> WetFrom) and with full watering it spans the first TaperPx from the HEAD. Fill is about LENGTH, taper is about the END. FILL THE CHANNEL, NOT THE FLOOR. The water surface is now RiverFillFraction (80%) of the LOCAL bed depth rather than a fixed height, floored by RiverWaterDepthM as an absolute minimum. A fixed height is wrong at both ends — a trickle in a 13 m mouth and over the rim at a 1.5 m head — where a fraction is right at every scale and cannot spill onto the plain. BANKS AS SHORES. The shoulder flares RiverBankFlare (3.2, was a hard 2x) half-widths with a smootherstep instead of smoothstep, so the rim leaves nearly tangent to the water plane. That alone cut too much where a course crosses a ridge (cells deeper than 20 m went 339 -> 1917, max 26 -> 37 m), so the SHOULDER may not lower a cell more than RiverBankMaxCutM (3 m) — measured against the PRE-PASS surface, because a per-write cap let overlapping stamps each take another 3 m and changed the carved volume by 1 m3 out of 1.29 M. Gentle ground still flares into a shore; a ridge crossing keeps steep walls, which is what a gorge looks like. Net result is better than BOTH predecessors: max cut 16.8 m (task 24: 26.0), zero cells past 20 m (task 24: 339), carve p95 5.26 m. Guards unchanged: BIOME oracle md5-identical to the task-22 baseline, 0 newly-below-sea, 0 below-sea cells modified, lowest carved cell exactly sea+margin, island top 457.65 m exact, crater core excluded. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
||
|---|---|---|
| .. | ||
| BiomePalette.cs | ||
| BiomePalette.cs.uid | ||
| BlockData.cs | ||
| BlockData.cs.uid | ||
| BlockRegistry.cs | ||
| BlockRegistry.cs.uid | ||
| BLUEPRINT_FORMAT.md | ||
| BlueprintFormat.cs | ||
| BlueprintFormat.cs.uid | ||
| BlueprintWriter.cs | ||
| BlueprintWriter.cs.uid | ||
| ChunkData.cs | ||
| ChunkData.cs.uid | ||
| ConfigManager.cs | ||
| ConfigManager.cs.uid | ||
| Constants.cs | ||
| Constants.cs.uid | ||
| Enums.cs | ||
| Enums.cs.uid | ||
| MapDataParser.cs | ||
| MapDataParser.cs.uid | ||
| MarchingCubes.cs | ||
| MarchingCubes.cs.uid | ||
| MATH_MARCHING_CUBES.md | ||
| README.md | ||
/Core/Scripts
Pure C# data structures, shared enums, and static maths. Compiled into the shared assembly used by
both /Server and /Client.
"Pure data, zero state." These scripts define what things are and how to calculate them. They never track live game events — who is online, which chunks are loaded, what time it is.
What's actually here
Voxel materials
BlockData.cs— struct describing one block type (ID, name, IsSolid, BaseColor).BlockRegistry.cs— the byte-ID master list (AIR0,BEDROCK,STONE,DIRT,SAND, the three grasses,SNOW,WASTELAND_DIRT,ASPHALT,WATER) with a safeGetBlocklookup. Block IDs are never serialized — the blueprint stores heights, biome ordinals and water data, never block IDs, and chunks are not persisted — so appending to this table is wire-safe.WATERis a registry identity only: it is not written intoChunkData.BlockIDs, because water is drawn as its own surface rather than as part of the terrain iso-surface (seeClient/README.md).BiomePalette.cs— decides which material sits where, given biome, depth, and whether the column is roadbed. Two paths on purpose: an integer classification that decides what is stored in each voxel, and a float-depth version used for rendering that returns the two materials either side of a boundary so colours fade rather than snap.
⚠ Note that BlockRegistry and the mesher's colour table hold different RGB values for some
blocks. The mesher's table is what you actually see; BlockData.BaseColor is currently unused by
rendering.
Shared identifiers
-
Enums.cs—Biome,TownTier,MapHalf,RoadTier.⚠
BiomeandTownTierare the.datwire format (u8 in the v2 container, i32 in legacy v1). They are declared without explicit values, so each member's ordinal is the number written to disk. Append only, at the end — never reorder or insert. The v2 reader range-checks ordinals so drift fails loudly at parse time, but only the append-only rule keeps old files meaning the same thing. Legacy v1 has no gate and no validation at all.RoadTieris exempt: road tiers live in separate sections of the file, so it is never serialized.
World data
BLUEPRINT_FORMAT.md— the byte-accurate.datcontainer contract (v2 tagged sections + the v1 legacy summary). Read this before touching the writer or parser.BlueprintFormat.cs— the single registry of v2 constants: magic, version gate, section tags (FourCC), validation bounds, re-encode sentinels.BlueprintWriter.cs— writes aWorldBlueprintas a v2 file. Blueprint-typed on purpose: the map generator and the round-trip harness are both just callers.MapDataParser.cs— decodes a.datblueprint into aWorldBlueprint(heightmap, biome map, towns, four road tiers, and — v2 only — the embedded generation params, per-town highway-node flag, and the optional water-bodies data:WaterBodyIds,WaterBodiestable,WaterSurfaceQ). Dispatches on the first byte: v2 tagged-section files get validation (version gate, size bounds, section-length and ordinal range checks); legacy v1 files still load, intact, with a deprecation warning. The water sections are consumed at runtime since task 13 — the server reads them per column and the client draws the result (seeServer/README.md).ChunkData.cs— one chunk's density and block-ID fields,+1padded on every axis so the mesher can reach into the neighbouring chunk, plus the per-column data the renderer needs — includingWaterSurfaceY(world Y of the water surface, orConstants.NO_WATER),WaterDepthM(true depth from blueprint heights) andHasAnyWater.Constants.cs— chunk dimensions,ISO_LEVEL,VOXEL_SCALE, and the visual/road tunables (material blend band; per-tier road width, shoulder, grade smoothing and surface), plus the water-at-rest tunables:HEIGHT_SCALE(the one raw-height→metres mapping, shared by the terrain surface and the water sheet so they cannot drift apart),NO_WATER, and the depth-shading colour/alpha ramp.
Maths
MarchingCubes.cs— density field →ArrayMesh, with analytical normals and deterministic integer-keyed vertex welding.MATH_MARCHING_CUBES.md— an explainer of the algorithm.
Rules
- No Godot node inheritance. Pure classes, structs and statics.
- No
_Process/_Ready. Nothing here is attached to a live scene object. - Dependencies flow inward only.
/Serverand/Clientreference/Core;/Corenever references them.