World-Creation stage after biomes. Two layers (raylib-free engine):
- Per-cell density scalars (flora/fauna/funga in [0,1]) derived from the
climate fields each tick (drive color modes 8/9/0). Flora = Liebig-min of
temp & moisture; fauna ~ flora with carnivores gated on local prey; funga =
moisture/organic-matter-led + cold-tolerant. Zero on water/ice.
- On-demand discrete population (key L, saved as v7): each land cell draws
broad archetypes from a comprehensive table into a per-kind slot cap +
density-scaled point budget (size -> cost), weighted by biome/climate
suitability and a regional bonus for same-biome neighbours. Separate RNG
seeded from cfg.seed so generating biota never perturbs tectonic determinism.
Organisms are labelled by taxonomy (Family + Size + role, e.g. "Felidae
(Big, Carnivore)") with the full Class > Order > Family tree stored, never an
informal common name. Cell-info panel word-wraps + aggregates duplicates so the
lists no longer get cut off.
New: src/sim/PlanetBiota.{hpp,cpp} + PlanetFlora/Fauna/FungiGen.cpp, color
modes/colors, bio* config knobs, save v7 (older saves load with empty
population), test_biota.cpp (densities, fauna<=capacity, carnivore gating,
slot/point budgets, determinism + RNG isolation, v7 round-trip). Docs updated.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
C++/raylib semi-realistic fantasy/sci-fi planet generator on a fixed icosphere
grid (Eulerian: properties flow over fixed cells). World-creation stages:
tectonics, continental drift & erosion, hydrology (rivers/lakes), climate
(temperature + orographic precipitation), and biome classification. Engine in
src/sim (raylib-free, headless-testable), viewer in src/render. See CLAUDE.md
and docs/ (design-notes.md, fauna-flora-plan.md = next step).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>