v2 tagged-section container (D-030): raw ISLA magic + u32 version gate, [u32 tag][u64 length][payload] sections — params (resolved generation inputs incl. impact centre), heights f32, biomes u8, towns with the highway-node flag, four road tiers identified by tag not position. - BlueprintFormat.cs: the single tag/constant registry. - BlueprintWriter.WriteV2: blueprint-typed, callable outside a generation run; generator and harness are both just callers. - ExportMapData dual-writes: v2 under the primary seed name, legacy v1 beside it as _v1.dat (safety net; removal is a future task). - MapDataParser: LoadMapDataFromPath entry point; v1 parse body extracted intact as LoadV1 (v2 reader lands in the next commit). - RoundTripHarness scene: load v1 -> write v2 -> load v2 -> semantic equality, headless, seconds per cycle. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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|---|---|---|
| .. | ||
| BiomePalette.cs | ||
| BiomePalette.cs.uid | ||
| BlockData.cs | ||
| BlockData.cs.uid | ||
| BlockRegistry.cs | ||
| BlockRegistry.cs.uid | ||
| BlueprintFormat.cs | ||
| BlueprintWriter.cs | ||
| 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) with a safeGetBlocklookup.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. They are declared without explicit values, so each member's ordinal is the number written to disk, with no version gate and no validation on read. Append only, at the end — never reorder or insert. Doing so silently reinterprets every pixel and every settlement in every existing blueprint.RoadTieris exempt: road tiers live in separate sections of the file, so it is never serialized.
World data
MapDataParser.cs— decodes the.datblueprint into aWorldBlueprint(heightmap, biome map, towns, four road tiers).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.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).
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.