Sized from measurement, not taste-first. |grad raw| at the K3/K4/K5 contours on seed 1375359975 is p50 0.00088 raw/px, so the first try (5 m, 12 undulations/island) displaced the shelf boundary a MEAN of 3.7 px with a roughness ratio of 1.03 -- real, and invisible at map scale. At 12 m and 20/island the boundary moves a mean 8.4 px (bench) / 9.1 px (plateau), roughness ratio 1.09, and the outline grows the notches, coves and peninsulas the sketch asked for. Measured cost at 12 m (A off vs B, same seed): lowland and toe/red bands bit-identical in both pixel count and slope -- the K2 pin holding exactly, as designed. Foothill riser p50 0.681 -> 0.676 m/px, p90 1.445 -> 1.478, max 3.09 -> 3.81. Bench p50 0.21 -> 0.232 (micro-relief included), still buildable. Peaks max identical at 6.55. Safety bound restated from "half the margin to a fixed knot" to 2/3 of the smaller adjacent band, which is the constraint that actually matters: the squeezed band never compresses below a third of its nominal width, so its slope never more than triples. That puts the ceiling at 16.45 m for the v5 knots and leaves the 12 m default real headroom if the gate says "more". Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
||
|---|---|---|
| .. | ||
| BiomePalette.cs | ||
| BiomePalette.cs.uid | ||
| BlockData.cs | ||
| BlockData.cs.uid | ||
| BlockRegistry.cs | ||
| BlockRegistry.cs.uid | ||
| BLUEPRINT_FORMAT.md | ||
| BlueprintFormat.cs | ||
| BlueprintFormat.cs.uid | ||
| BlueprintWriter.cs | ||
| BlueprintWriter.cs.uid | ||
| 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 (u8 in the v2 container, i32 in legacy v1). They are declared without explicit values, so each member's ordinal is the number written to disk. Append only, at the end — never reorder or insert. The v2 reader range-checks ordinals so drift fails loudly at parse time, but only the append-only rule keeps old files meaning the same thing. Legacy v1 has no gate and no validation at all.RoadTieris exempt: road tiers live in separate sections of the file, so it is never serialized.
World data
BLUEPRINT_FORMAT.md— the byte-accurate.datcontainer contract (v2 tagged sections + the v1 legacy summary). Read this before touching the writer or parser.BlueprintFormat.cs— the single registry of v2 constants: magic, version gate, section tags (FourCC), validation bounds, re-encode sentinels.BlueprintWriter.cs— writes aWorldBlueprintas a v2 file. Blueprint-typed on purpose: the map generator and the round-trip harness are both just callers.MapDataParser.cs— decodes a.datblueprint into aWorldBlueprint(heightmap, biome map, towns, four road tiers, and — v2 only — the embedded generation params, per-town highway-node flag, and the optional water-bodies data:WaterBodyIds,WaterBodiestable,WaterSurfaceQ). Dispatches on the first byte: v2 tagged-section files get validation (version gate, size bounds, section-length and ordinal range checks); legacy v1 files still load, intact, with a deprecation warning. Nothing at runtime consumes the water data yet.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.