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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/Tools/Scenes — developer environments
Standalone scenes used to run the offline generation scripts. Never add these to a game export.
MapPreview.tscn
The 2D map generator itself.
- Root:
TextureRect· Script:MapGenerator.cs - Runs the noise maths, builds the heightmap and biome map, plots the A* road network, writes the
.dat, and draws the map via_Draw().
⚠ This is the project's main scene (project.godot → run/main_scene). That means pressing
F5 anywhere in the project runs this, regenerating the world and overwriting your .dat — it does
not start the game. To view the 3D world, open Scenes/Main.tscn and press F6 instead.
MapCaptureTool.tscn
(Lives in /Scenes, wraps this directory's scene.) A SubViewportContainer → SubViewport
(4096×4096) → MapPreview. It exists purely to render the map offscreen at full resolution: Godot's
UI layout engine would otherwise scale a 4096-pixel render down to the editor window, producing a
tiny or black PNG.
Note the generator writes the .dat on its own — the capture wrapper only matters for the
full-resolution image.
Generating a new world
- Open
MapPreview.tscn(orScenes/MapCaptureTool.tscnfor the full-resolution PNG). - Press F6 — Play Current Scene.
- Expect minutes, not seconds, and expect the editor to be unresponsive. The A* road stage is
the slow part and can stall long enough to be worth abandoning; watch the console for
[A*] 1/4 … 4/4progress. See/Tools/Scripts/README.md. - On success the console prints the export path. Files land in
user://—~/.local/share/godot/app_userdata/islaApocolypse/.
Then update ServerConfig.json's WorldSeed to match the new .dat, or the 3D scene will fail
to load it.