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beezm c1f62f6899 feat: tributaries wet full length; water fills the channel; banks flare as shores (terrain-water task 25)
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>
2026-08-11 21:11:41 -04:00
Client docs: water at rest across the Core/Client/Server READMEs (terrain-water task 13) 2026-08-09 02:33:06 -04:00
Core feat: tributaries wet full length; water fills the channel; banks flare as shores (terrain-water task 25) 2026-08-11 21:11:41 -04:00
Data docs: bring all READMEs current with actual code (post-sweep-10 truth pass) 2026-08-05 05:23:58 -04:00
Resources docs: bring all READMEs current with actual code (post-sweep-10 truth pass) 2026-08-05 05:23:58 -04:00
Scenes feat: scene lighting — angled sun, procedural sky, ambient (terrain-water task 16) 2026-08-10 02:10:03 -04:00
Server docs: the two-clause water presence rule (terrain-water task 15) 2026-08-10 00:57:05 -04:00
Tools feat: tributaries wet full length; water fills the channel; banks flare as shores (terrain-water task 25) 2026-08-11 21:11:41 -04:00
.gitignore baseline: working salvaged prototype on Godot 4.7.1 (pre-F1) 2026-08-05 01:45:41 -04:00
icon.svg baseline: working salvaged prototype on Godot 4.7.1 (pre-F1) 2026-08-05 01:45:41 -04:00
icon.svg.import baseline: working salvaged prototype on Godot 4.7.1 (pre-F1) 2026-08-05 01:45:41 -04:00
islaApocolypse.csproj baseline: working salvaged prototype on Godot 4.7.1 (pre-F1) 2026-08-05 01:45:41 -04:00
islaApocolypse.csproj.old baseline: working salvaged prototype on Godot 4.7.1 (pre-F1) 2026-08-05 01:45:41 -04:00
islaApocolypse.sln baseline: working salvaged prototype on Godot 4.7.1 (pre-F1) 2026-08-05 01:45:41 -04:00
project.godot baseline: working salvaged prototype on Godot 4.7.1 (pre-F1) 2026-08-05 01:45:41 -04:00
README.md docs: bring all READMEs current with actual code (post-sweep-10 truth pass) 2026-08-05 05:23:58 -04:00
ServerConfig.json feat: config-gated flat-scalar sea level (D-033, terrain-water task 04) 2026-08-07 06:20:48 -04:00

IslaApocalypse

Version: v0.0.1 — prototyping / salvage. Not a playable build. Engine: Godot 4.7.1 · C# / .NET 8 (Godot.NET.Sdk 4.7.1)

A procedurally generated, multiplayer-ready voxel survival game on a post-nuclear Caribbean island. Terrain is smooth (Marching Cubes), not blocky.

Design intent, decisions and rationale live in the design vault, not here. This README and the per-directory ones describe what the code does. For why, see the vault repo (islaApocalypse-vault-v0.1).


How the world gets built

Two phases, with a file in between.

  1. 2D blueprint (Tools/Scripts/MapGenerator.cs) — FastNoiseLite topography, dynamic sea level, an impact crater, biome zoning, tiered town placement, and an A* road network in four tiers (Highway, Branch, Rugged, Trail). Written to a binary .dat.
  2. 3D voxel world (Server/ + Core/) — the .dat is parsed into RAM, and chunks are built around the Capitol: a density field per chunk, meshed with Marching Cubes, vertex-coloured by biome and depth, with roads carved into the terrain.

Map size is config-driven, not fixed. The shipped ServerConfig.json selects the 8K profile → 8192 × 8192, where 1 pixel = 1 metre = 1 voxel footprint.


⚠️ How to actually run it

Pressing Play (F5) does NOT run the game. The project's main scene is the 2D map generator, so F5 regenerates the entire world (minutes — and it currently stalls in the A* road pass) and overwrites your .dat.

To view the 3D world:

  1. Open Scenes/Main.tscn.
  2. Press F6Run Current Scene.

It reads ServerConfig.json, loads the existing .dat, and builds the chunk grid.

To generate a new world (only when you actually want a new map): press F5, or open Tools/Scenes/MapPreview.tscn and press F6.

Before you run it — set ChunkRadius

ServerConfig.json, at the project root:

{ "WorldSeed": 1063685222, "MapProfile": "8K", "TownDensity": "Normal", "ChunkRadius": 32 }

ChunkRadius is a load radius in chunks, not a chunk size. The grid built at boot is (2 × radius)² chunks, all synchronously:

ChunkRadius Chunks built Cost
4 64 loads in seconds
8 256 still quick
32 (shipped) 4,096 ~3.6 GB, minutes

Use 48 while iterating. 32 is for looking at a lot of world at once.

MapProfile accepts 4K / 6K / 8K / 10K → 4096 / 6144 / 8192 / 10240.

Where the generated world lives

Outputs go to Godot's user://, not into this repo — on Linux, ~/.local/share/godot/app_userdata/islaApocolypse/:

  • MapData_Seed_<seed>.dat — the blueprint (~512 MB at 8K)
  • Map_Seed_<seed>.png — a visual snapshot of the map, for reviewing and picking seeds

WorldSeed must match an existing .dat, or the load fails with CRITICAL ERROR: Map file not found and you get an empty scene.


Directory layout

Path What's in it
Core/ Shared, stateless logic: the .dat parser, Marching Cubes, chunk data, block registry, biome palette, constants. Used by both the server and client paths.
Server/ Authoritative world building: loads the blueprint, builds chunks around the Capitol, computes densities, carves roads.
Client/ Rendering: turns finished chunk data into MeshInstance3D geometry with a vertex-coloured material.
Tools/ Offline developer tooling — the 2D map generator and its scenes. Never shipped.
Scenes/ Runtime scenes. Main.tscn is the 3D world.
Data/ Handoff folder for static world data. Currently documentation only.
Resources/ Intended home for Godot .tres asset definitions. Currently documentation only.

Current state

Working: 2D generation end to end at 8K · .dat write and read · chunk building · Marching Cubes meshing with analytical normals and seam-free integer vertex welding · road carving for all four tiers with per-tier width and grade · biome/depth vertex colouring with soft material fades.

Known issues:

  • A* road generation is slow enough to stall a full regeneration — a 67-million-node grid at 1 px granularity, with a same-sized setup loop. The dominant open problem.
  • Faint seam lines along chunk borders — a normals/shading difference between independently meshed chunks, not a gap in the geometry.
  • No player, no collision, no water, and no camera controller — there is no input handling in the codebase at all. Inspect the world with the editor camera.
  • The world is built once at boot: no chunk streaming or unloading yet.
  • Two road issues remain: roadbed elevation can jump where two separate stretches of road pass close together, and road materials are only a coarse asphalt/dirt split.