islaApocalypse/Server/README.md
beezm 7f0f43b5fb baseline: working salvaged prototype on Godot 4.7.1 (pre-F1)
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-05 01:45:41 -04:00

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# Server Module - IslaApocalypse
**Phase 2 Status:** Active (Authoritative Chunk Management Online)
## Overview
The `Server` directory contains the authoritative logic for the 3D Voxel Engine. It acts as the bridge between the static 2D `WorldBlueprint` residing in RAM and the physical 3D environment generated around the player. This architecture ensures that in a future multiplayer environment, the server dictates the terrain and sends chunk data to the clients.
## Key Architecture & Components
### 1. The Authoritative Node (`ServerChunkManager.cs`)
Attached to the root of the `Main.tscn` world scene, this script manages the lifecycle of the entire 3D environment.
* **Initialization:** Upon boot, it reads the `WorldBlueprint` and dynamically locates the exact X/Y pixel coordinates of the `Capitol` city to use as the initial world spawn point.
* **Coordinate Translation:** Converts 2D pixel coordinates into 3D chunk grid coordinates (e.g., Map Pixel [2048, 2048] becomes Chunk [64, 64]).
* **Memory Management:** Maintains an `_activeChunks` dictionary to track which chunks are currently loaded in RAM, preventing duplicate generation and allowing for future chunk culling/unloading when the player moves away.
### 2. Terrain Math & Generation
* **True Vertical Scaling:** Height calculation directly multiplies the raw `FastNoiseLite` float (0.0 to 1.0) against `Constants.CHUNK_HEIGHT` (256 meters). This avoids heightmap compression and allows for towering, AAA-scale mountain cliffs.
* **Density Calculation:** Uses exact surface interpolation to calculate the signed 3D distance of every voxel relative to the surface. This prevents terrain collapsing on horizontal edges and creates mathematically perfect slopes for the Marching Cubes algorithm.
* **Biome Injection:** Samples the `BiomeMap` at the exact X/Z world coordinate to assign a specific `BlockID` (via `BiomePalette`) to every voxel in the chunk.
## Next Immediate Steps (Phase 2, Step 4)
* **A* Road Carving:** The Server Chunk Manager needs to be updated to cross-reference the `Highways` and `BranchRoads` vectors from the blueprint. If a chunk contains a road, the server must mathematically flatten the `exactSurfaceY` and override the `BlockID` to `ASPHALT`.