Two additions, both observability only — no generation, routing, weight, terrain or mesher behaviour changes. 1. Every progress print is now prefixed with elapsed time since generation started, e.g. [+ 142.7s], including a line per pipeline stage and per county road. The per-stage split (setup / continental loop / branch / county) can now be read straight off the console. Two A* fix attempts have been reasoned from structure rather than measurement; this makes the measurement free. 2. The end-of-run PNG capture was extracted into a reusable stage capture that can be called at any pipeline boundary. Snapshots are now taken after biomes, after towns, and after roads. The draw proxy renders whatever exists at the time, so stages that have not run simply do not appear — and a future water stage will show up automatically once it populates its data. The existing capture path is reused unchanged: same offscreen SubViewport, same draw proxy, same frame-yield plus double GPU wait. Those waits are load-bearing, not superstition, and each staged capture honours them. Snapshot filenames gain a stage suffix: Map_Seed_<seed>_1_biomes.png, _2_towns.png, _3_roads.png. Nothing reads these but a human, verified. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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| .. | ||
| Scenes | ||
| Scripts | ||
| README.md | ||
/Tools
Offline developer utilities. Nothing here ships. These generate the source data that /Server
and /Client later consume, which keeps world-generation logic out of the shipped client.
The 2D world generator
Script: Tools/Scripts/MapGenerator.cs · Scenes: Tools/Scenes/MapPreview.tscn and
Scenes/MapCaptureTool.tscn
Builds the topographical and logistical foundation of the island before any 3D exists.
- Resolution is config-driven, from
ServerConfig.json'sMapProfile:4K/6K/8K/10K→ 4096 / 6144 / 8192 / 10240. Shipped default is 8K. 1 pixel = 1 in-game metre = 1 voxel footprint. (TheMapSizefield initialiser in the script says 4096, but it is overwritten from config before use.) - Topography: FastNoiseLite plus distance-falloff maths for a guaranteed mainland island, a mountain spine, dynamic temperature-driven sea level, and an impact crater pushed into the northern coast (carved at 80 % of its radius so a landbridge always survives).
- Logistics:
AStarGrid2Dpathfinding producing a looping continental highway, a branch to the mountain hub, and county roads daisy-chained outward with Prim's algorithm. Paths are decimated (Ramer–Douglas–Peucker) then smoothed (4 Chaikin passes). - Zoning: biome mapping and tiered town/POI placement by slope, temperature and proximity.
⚠️ A* is the known bottleneck
The grid is one node per pixel — 67 million nodes at 8K — and the weight-setup pass walks every
one of them. A full generation can stall long enough that runs get abandoned. await yields are
sprinkled through the road stage, but they cannot interrupt a single engine-side GetPointPath call,
so they only help between paths. Expect a regeneration to take minutes, or to need abandoning.
Outputs — written to user://, not into the project
| File | What it is |
|---|---|
MapData_Seed_<seed>.dat |
The binary blueprint the server reads (~512 MB at 8K) |
Map_Seed_<seed>.png |
Visual snapshot of the map, for reviewing and picking seeds |
On Linux: ~/.local/share/godot/app_userdata/islaApocolypse/.
Running it
Open Tools/Scenes/MapPreview.tscn and press F6. It is also the project's main scene, so
pressing F5 anywhere runs this — which is why F5 regenerates your world instead of starting the
game. Use Scenes/MapCaptureTool.tscn when you specifically want the full-resolution PNG.
Rules
- No client dependencies. Nothing here may reference UI, player controllers or shaders in
/Client. - Data out, nothing in. Tools emit
.dat/.png/.json; they never write to a live server save. - No magic numbers. Distances and radii scale off
MapSizeor the derivedscaleFactor, so the generator behaves the same at every profile.