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> |
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|---|---|---|
| .. | ||
| Main.tscn | ||
| MapCaptureTool.tscn | ||
| README.md | ||
/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
4–8 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
Worldnode 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, checkWorld'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.