Deposition now spreads over the same cone brush as carving, and the per-cell erosion ledger becomes a signed NET displacement ledger, so both caps are measured from the height the pass found. Brush-spreading alone cut the spike 15.49 -> 6.12 m at task-17 dials, but NOT at hierarchy dials (long paths carry far more sediment; a loaded droplet meeting a rise dumps min(rise, load) at once -> 25.5 m). So deposition also gets governor 4, ErosionDepositCap (default 6 m, <= 0 = unbounded), asserted on exit like the carve cap. Dial defaults retuned for a drainage HIERARCHY: 250k droplets x 384 steps at inertia 0.35 / evaporation 0.004, erode 0.12, carve cap 15 m. Diagnosis was that lifetime 48 let a droplet travel at most 48 px on a ~3000 px island radius, so paths could not overlap into trunks: the deepest task-17 features were 43x36 px patches. Now 177 channel systems of 200+ cells at the 3 m threshold, top one 204x279 px with 14 tributary tips; cells past 5 m up 8.6x (4,948 -> 42,385) while the fine rills are retained. Verified descending, not contour-locked: 0/155 components have drop/extent < 0.12 (median 1.13). EROS body version -> 2 (deposit cap inserted after the carve cap); v1 payloads are skipped whole by the existing rule. HydraulicErosion.VERSION now reads BlueprintFormat.EROS_VERSION instead of restating it — the local copy had already drifted and stamped a v2 body as v1, which readers decode with every float shifted by one field. Oracle green on both seeds (1280587109, 1512575962): 1_biomes/0_water md5-identical erosion-ON vs OFF, BIOM/WBID bitwise equal. Flood guard 0 new water px, 0 below-sea cells touched, crater zone untouched, island top unchanged, carve field isotropic to 1.4% across the folded 45deg period. Erosion pass 34 s at these dials. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
||
|---|---|---|
| Client | ||
| Core | ||
| Data | ||
| Resources | ||
| Scenes | ||
| Server | ||
| Tools | ||
| .gitignore | ||
| icon.svg | ||
| icon.svg.import | ||
| islaApocolypse.csproj | ||
| islaApocolypse.csproj.old | ||
| islaApocolypse.sln | ||
| project.godot | ||
| README.md | ||
| ServerConfig.json | ||
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.
- 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. - 3D voxel world (
Server/+Core/) — the.datis 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:
- Open
Scenes/Main.tscn. - Press F6 — Run 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 4–8 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.