The foundation of the civilization arc: name the world so everything civic
(territory, borders, place-of-origin) can reference it. This is pure derived
geometry + a deterministic namer, so it lives in the raylib-free engine and is
fully testable headless. No agents/clock yet -- those come in later steps.
- NameGen.{hpp,cpp} (new): deterministic procedural name generator (xorshift
syllable banks; bankForRegion gives each continent a "language" so its rivers/
mountains share a sound). Reused by the whole civ arc later.
- PlanetGeography.{hpp,cpp} (new): Planet::generateGeography() extracts named
features by connectivity over the fixed grid -- continents/islands (connected
land), oceans/seas (connected water), lakes (inland filled basins), mountain
ranges + peaks (connected high terrain), rivers (largest discharge mouths
traced upstream via flowTo). Separate RNG (sGeoRng) keeps tectonic determinism
intact; per-cell index arrays (sCellLand/Water/Range/River) give O(1) lookup.
- Save v17: geography block (feature records with names + per-cell region arrays)
appended in writeState/readState; readState gains hasGeography; pre-v17 saves
load with none (regenerated on M). geo* config knobs + validation.
- Render: key M toggles place-name labels on globe (manual projection) + 2D map
(minor features only when zoomed); a 5th "Atlas" live-info tab lists features
by kind (click a row -> focusCell); cell-info shows a "region" line. Generated
lazily on a settled world (M) or on entering Live World (W).
- test_geography.cpp (new, in CMake foreach): extraction, per-cell membership,
river-traces-to-sink, names unique/deterministic, RNG isolation, v17 round-trip.
All 8 headless suites pass; GUI build clean. Docs updated (CLAUDE/design-notes/
BUILD), incl. the multi-step civilization roadmap.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
On entering Live World a one-time pass places volcanoes by tectonic context
(very high prob on young spreading-ridge/"new-plate" cells, medium on plate
borders, low elsewhere). Over the live clock they erupt; submarine vents build
up and breach sea level into new volcanic islands, land vents grow cones, and
each eruption injects a drifting ash cloud + local cooling into the weather.
Design: eruption state (built height + intensity) is a PURE FUNCTION of liveTime
(like insolation/tides/seasons), so the live stepper rewinds islands & eruptions
for free -- no per-cell snapshot, no volcano undo history. The only integrated
side-effect is the ash plume into sCloud (reverts via the weather snapshot).
- src/sim/PlanetVolcano.cpp (new): placeVolcanoes (separate RNG, reservoir-
sampled to volcanoMaxCount; tectonic determinism intact) + stepVolcanoes
(reassert elevation = baseElev + built(liveTime); breach/un-breach; ash).
- Volcano struct + volcano* config knobs (PlanetTypes.hpp); Planet members +
decls; readState gains hasVolcanoes; CONFIG_FIELDS + validateConfig.
- Save bumped to v14: flag-gated volcano block (set + sVolRng) in writeState/
readState; pre-v14 saves load with none and place on next Live World entry.
- Render: 3D cone + eruption glow/ash-plume (DrawCylinderEx) and 2D triangle
markers, key V toggle, HUD line, cell-info volcano line. Lazy placement on W
entry and on loading a live-world save with no volcanoes.
- test_volcano.cpp (new, registered in CMake): determinism, RNG isolation,
context classification + probability ordering, monotonic build + sea-level
breach + step-back recede (pure function of liveTime), ash->cloud, v14
round-trip. All six headless suites pass; GUI build clean. Docs updated.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The biota density + population layers were hard-gated on elevation<=sea, so
the ocean was barren in the flora/fauna views and held no organisms.
- Density: ocean cells (not under polar Ice) get a marine primary productivity
in computeFloraDensity -- base + (1-base)*max(shelf, coast), where shelf is
shallowness (light) and coast is a BFS ring-distance from land (nutrients).
Rich shelves/coasts, lower open ocean, zero under ice; sMoist (a land field)
is not used at sea. computeFaunaDensity now skips only Ice, so marine fauna =
flora*productivity with the existing carnivore prey-gate clustering big
predators on rich shelves. Funga stays land-only.
- Population: append Ocean-masked archetypes (Kelp/Seagrass/Phytoplankton;
Forage fish/Reef fish/Shark/Baleen whale/Seal/Squid; moistMin=0, SST-zoned).
generateBiota fills ocean cells (skip Ice; no marine funga). fillFlora/
fillFauna unchanged -- their biome-mask filter zones marine vs terrestrial.
Append-only, so v7 saves are unaffected.
- Render: distinct marine ramps (marineFloraColor blue->teal/green bloom,
marineFaunaColor blue->cyan->warm) for water cells in the 8/9 views; land
ramps + funga view unchanged.
- Config: bioMarineBase/bioMarineShelfDepth/bioMarineCoastRings (self-describing
config -> no save bump).
- test_biota.cpp updated: zero life under ice, marine flora/fauna present at sea
+ populate ocean tiles, funga 0 on water; capacity/carnivore-gate/budgets/
determinism still hold. All five headless suites pass; GUI build clean.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Weather is integrated and path-dependent, so reversing it can only restore recorded snapshots --
and a save held only the current moment, so after a load there was no past to step back to and
loaded storms froze on backward step. Save bumped to v12: it now appends the most recent
wxSaveMax(40) step-back frames (each = humidity/cloud/rain + storms + RNG) after the planet
state. loadGame restores them (and still drops any stale pre-load history), so after a load you
can step backward ~40 steps and the storms reverse along their saved track.
Pre-v12 saves load with no step-back history (you can still step forward then back). Adds ~10 MB
to a save (the user chose the short window). All five suites pass; GUI build clean. Docs updated.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
After loading, storms vanished on forward play/step but reappeared on step-back. Two causes:
the moving weather systems weren't saved (transient), so a load started with none; and loadGame
didn't clear the wxUndo step-back ring, so stepping back restored STALE snapshots from before
the load (which still held the old session's storms) -- hence 'back shows them, forward doesn't'.
Save bumped to v11: the weather block now also persists sStorms + sWeatherRng + sStormNextId,
so a load resumes the active storms and stepping forward continues them deterministically.
Pre-v11 saves load with no active storms (they respawn); pre-v10 still spin weather up live.
loadGame now clears wxUndo + followId so a load can't restore stale pre-load weather or follow a
gone storm. test_weather.cpp checks the storms round-trip; all five suites pass; GUI build clean.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The step-back undo history was cleared on every continuous-run frame, so weather systems
(storms/hurricanes) created during a normal run had no recorded past. Stepping back then only
rewound the deterministic sky and left the storm frozen at its current spot, resuming motion
only on a forward step.
liveAdvance() now records a snapshot of the pre-advance weather state at ~one-step cadence on
ANY forward advance (continuous run or manual '.'), not just manual steps -- the interval
scales with liveRate, so it's ~one snapshot per real second at any clock rate, in a bounded
ring. liveStepBack() searches the ring for the most recent snapshot before the current time and
restores it (clock + humidity/cloud/rain + storms + RNG), so storms reverse regardless of when
they were born. The clear-on-run was removed; entering Live World still resets the ring.
All five suites pass; GUI build clean. Docs updated.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Backward stepping previously only rewound the deterministic sky (day/night, tides, seasons,
moons) and held the weather, because the cloud/rain/storm state is integrated forward and not
analytically reversible. Now a forward step snapshots the full weather state via new
Planet::captureWeather()/restoreWeather() (humidity/cloud/rain/storms + the storm RNG/next-id)
into a bounded wxUndo ring, and the backward step restores the previous snapshot -- so '.' then
',' reverses EVERYTHING, including clouds, rain and moving storms.
Both steps auto-pause (video frame-step feel). A continuous run (unpause) clears the undo
history, after which ',' falls back to the sky-only rewind. Restoring also reseeds the storm RNG
so re-stepping forward replays deterministically. test_weather.cpp adds a capture/restore
round-trip check; all five suites pass; GUI build clean. Docs updated.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Three viewer features over the Live World sim:
* Storm follow-cam (Y): the 3D camera locks onto a weather system and keeps it centred as it
moves, by pointing along rotateZ(storm.pos,+axialTilt) (model->world) via camYaw/camPitch.
Tracked by a new stable WeatherSystem.id (assigned at spawn from sStormNextId; transient, no
RNG/determinism impact). Cycles by descending strength, off after the last; orbit-drag disabled
while following; auto-releases if the storm dissipates; wheel still zooms.
* 2D map zoom/pan: a virtual projection rect (mapViewRect = mapRect scaled about its centre +
mapPanX/Y) routes every map projection call while the scissor/frame stay mapRect (drawMapTris
now derives y from the rect, not the fixed m.pos, so both axes zoom). Wheel over the map zooms
toward the cursor (1-8x); drag pans when zoomed, else rotates mapLon; 2D picking inverts the
same rect.
* Live-clock stepper: the stepSim live body is factored into liveAdvance(dtClock,dtWeather).
'.' steps forward and ',' back by liveRate hours; backward rewinds the deterministic sky
(day/night, tides, seasons, moon phases) but holds weather (not reversible). S in Live World
aliases the forward step (no longer runs a stray tectonic tick).
All five headless suites pass; GUI build clean. Docs updated.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The base cloud/rain field relaxes to a static pattern under fixed forcing, so it looked
frozen. stepWeather now also runs a population of drifting WeatherSystem agents (world
objects, not cells; transient/not saved; separate sWeatherRng seeded from cfg.seed so
tectonic determinism is intact): spawn over warm tropical ocean (5-25 deg, SST gate) or a
mid-latitude ocean low (capped at weatherSystemMax); move along the steering wind (sWind at
the nearest cell) plus a poleward recurve at weatherSystemSpeed; intensify over warm sea,
decay and cull over land/cold; and stamp a Gaussian cloud/rain shield onto the grid so cloud
clusters travel and dissipate behind them. A tropical system past weatherHurricaneStr is a
hurricane/typhoon.
Render: an animated cyclonic spiral marker per system (red + eye for cyclones, blue lows;
spins with liveTime by hemisphere) in 3D + 2D, HUD system/cyclone counts, and a basin-named
storm list in the Sky & tides panel -- all under K. New weather* storm knobs. test_weather.cpp
adds: systems spawn, move between steps, thicken cloud, RNG isolation, determinism. All five
suites pass; GUI build clean. Docs updated.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
A per-cell humidity/cloud/rain cycle advanced on the live clock (PlanetWeather.cpp,
raylib-free): evaporate over warm sunlit seas -> advect humidity & cloud along the prevailing
wind (upwind differencing) -> condense into cloud (saturation vs temperature + windward
orographic lift) -> rain out thick cloud -> dissipate. Bounded exp-rate forms keep it stable at
any timestep, so it runs cleanly from hours/sec up to a month/sec. initWeather() spins the
fields up from the moisture climatology; fully deterministic (no RNG).
Render: a translucent cloud shell over the 3D globe (white -> dark slate where it rains,
alpha = cover) plus a matching drawWeather2D layer on the 2D map (shared drawMapTris
rasterizer), toggled with K (default on). stepSim runs stepWeather each live frame at the
sim-hours added to liveTime (held when paused). Cell-info shows cloud/humidity/raining.
Saved as v10 (humidity/cloud/rain, flag-gated; pre-v10 saves spin weather up live). New
weather* config knobs. Reseed/regen now also drops out of Live World. test_weather.cpp:
fields in range, clouds form + rain falls, oceans moister than land, determinism, v10
round-trip; the other four suites still pass; GUI build clean. Docs updated.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Adds the slow real-time "Live World" mode (key W on a settled world) that runs the
finished planet on an hours->weeks/months clock (liveTime/liveRate, [ / ] ramp the rate)
with geology frozen. Everything new is a derived per-cell field flowed over the fixed grid.
Day/night & seasons (PlanetLive.cpp): a raylib-free per-cell insolation field
(computeInsolation) drives a moving day/night terminator (N) from time-of-day rotation +
seasonal declination (axialTilt); a live seasonal temperature cycles the static summer/winter
fields over the year (computeLiveSeason); a moving snow/sea-ice line tracks it. Day/night +
snow are render overlays over any colour mode (3D + 2D). Save v8 stores the live clock.
Sky & tides (PlanetOcean.cpp): 1-3 random moons (separate RNG, saved v9) orbit on the
clock and, with the now small/distant sun, raise an equilibrium tide (computeTides -> sTide),
shown as a tide-coloured coastline (T, buildCoastline + tideColor). Moons render with sun-lit
phases, orbit rings and eclipses (solar shadow spot in the day/night overlay, lunar dimming).
The 2D map is left-aligned; the freed space holds a Live-World "Sky & tides" panel (per-moon
phase + a selected coastal tile's tidal phase).
Ocean currents + climate feedback (PlanetOcean.cpp): computeOceanCurrents builds a
per-ocean-cell tangent velocity from wind stress + Coriolis deflection + coast-following
(gyres); computeClimate feeds warm (poleward) / cold (equatorward) currents back into sTemp as
a bounded coastal anomaly (climateCurrentFactor) before seasons, so biomes shift. Rendered as
warm/cold current arrows (O).
Config: dayLengthHours/yearLengthDays/snowTemp/seaIceTemp/tideAmplitude/tideSunFactor/
climateCurrentFactor. Save header v7->v9 (version-gated; older saves load fine). Headless
test_live.cpp + test_ocean.cpp; test_logic/test_biota still pass; GUI build clean. Docs updated.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
axialTilt was visual-only ("groundwork for seasons"). It now drives climate.
computeClimate() adds derived sTempSummer/sTempWinter around the annual mean:
summer/winter = sTemp +/- A, A = seasonAmpMax * sin(tilt)/sin(23.44) *
latShape * continentality
- tiltFactor: 0 tilt -> no seasons, Earth tilt -> 1.
- latShape (pow(|lat|/90, seasonLatExp)): poles swing most.
- continentality: a multi-source BFS ring-distance from ocean cells -- oceans
and coasts are muted by thermal inertia, interiors swing most.
Result: ~0 swing at the equatorial coast, large at high-latitude interiors.
classifyBiomes() blends WINTER temp into the Tundra/Taiga cold cutoffs via
biomeSeasonWeight (0 = annual-mean only = unchanged biomes; default 0.6), so
cold-winter continental interiors become boreal/tundra (Siberia effect). The
amplitude is geographically shaped, so cold biomes expand only where seasons
bite. Fields are derived/not-saved -> no save-format change.
Viewer: color key 6 now CYCLES Temperature -> summer -> winter -> seasonality
(new seasonColor ramp + labels); cell-info shows summer/winter. New season* +
biomeSeasonWeight config knobs (planet.cfg, validated). Docs updated.
Headless (test/season): summer >= mean >= winter; equator swing ~1.6 C vs
~20 C at high latitude; interior land >> ocean; tilt=0 -> no seasons; higher
tilt -> bigger swing; biomeSeasonWeight=0 leaves biomes unchanged; cold-biome
count rises with seasons; deterministic. test_logic + test_biota pass; full
app builds clean.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>