# Planet Sim - World Creation Fixed icosphere geometry; properties (elevation, plate, age, climate, biome) flow over it. World creation runs as continuous, overlapping stages on a geological clock: tectonics (boundary stress forms mountains/trenches) → continental drift & erosion → hydrology (rivers/lakes) → climate (temperature/precipitation) → biomes → biota (flora/fauna/funga). Initial terrain forming is a generator (a couple hundred paced ticks, ~3 s, auto-pauses at equilibrium), then drift/erosion/etc. continue. Press R to reseed, SPACE to pause. (The eventual goal is a separate slow real-time "Live World" weather/life mode.) ## Build (Nobara / Linux) Dependencies (raylib build needs these dev headers): sudo dnf install cmake gcc-c++ mesa-libGL-devel libX11-devel \ libXrandr-devel libXinerama-devel libXcursor-devel libXi-devel \ wayland-devel libxkbcommon-devel Then: cmake -B build -DCMAKE_BUILD_TYPE=Release cmake --build build -j ./build/planetsim raylib 5.5 is fetched automatically via CMake FetchContent. OpenMP parallelizes the tectonic step (auto-detected by CMake; ships with gcc, no extra package needed). It's optional -- without it the sim still runs, serial. The step is memory-bandwidth-bound, so `OMP_NUM_THREADS=4` to `8` gives the full ~2.8x speedup; the default uses all cores for no extra gain: OMP_NUM_THREADS=6 ./build/planetsim ## Controls LMB drag orbit camera (in the 3D view) wheel zoom hover show cell info (works in the 3D globe and the 2D map) click open tile detail panel (subtiles grid, hoverable) + overlay C close the detail panel 1 .. 7 color by elevation / plate / age / crust type / biome / temperature / precipitation 8 / 9 / 0 color by biota density: flora / fauna / funga B toggle plate borders (on by default) D toggle per-plate drift arrows + P labels (on by default) G toggle lat/lon graticule (+ degree numbers on the 2D map edges) J toggle rivers (Phase 2.5 hydrology) H start/stop Phase 2.5 (hydrology: rivers, lakes, fluvial erosion) L generate biota population (flora/fauna/funga; settled world; re-press regenerates) W enter / leave Live World (slow real-time clock; settled world) N toggle the day/night terminator (Live World) T toggle the tide-coloured coastline (Live World) O toggle ocean-current arrows (warm = poleward/red, cold = equatorward/blue) K toggle weather clouds/rain cover (Live World) Y follow-cam: cycle the 3D camera through active storms (Live World; off after last) . / , step the live clock forward / back by one rate-unit (auto-pauses; back also rewinds weather + storms via an undo history) wheel over the 2D map: zoom toward cursor (1-8x); drag pans when zoomed SPACE pause while forming / re-evolve once settled (or the on-screen button) [ / ] drift speed (My/s) -- in Live World: live clock rate (hours/s, hour->month) S single tectonic tick (in Live World: step the clock forward, like '.') F fast-forward Phase-1 forming to settled (instant) R reseed planet (restart forming) + / - subdivision level (detail), 1..7 F5 / F9 save / load full state (planet.save) F12 screenshot to screenshot.png F2 reload planet.cfg (validated) and regenerate CLI flags (applied before the first load/generate): --seed N override the config seed --config PATH use an alternate config file instead of planet.cfg ## Files (written in the working directory) planet.cfg human-editable key=value config of every PlanetConfig parameter; auto-created on first run, reload live with F2. Range-checked on load; an invalid file reverts to safe defaults (not overwritten). planet.save binary snapshot (versioned, currently v10: +weather; v9 +moons; v8 +Live World clock; v7 +biota): seed + config + full planet state; F5 writes it, F9 reloads and resumes deterministically. As of v6 the config is stored as a self-describing key=value block (like planet.cfg), so adding/removing config fields no longer breaks saves (unknown keys ignored, missing keys default). v6 cannot load pre-v6 saves (one-time break) -- regenerate them. ## Config (planet.cfg, or PlanetConfig defaults in code) radius 6.371e6 m (Earth) -- free to change subdivisions 5 (~10k cells, ~223 km/cell) plateCount 12 seaLevel 0 m axialTilt 23.44 deg obliquity: leans the 3D globe + spin axis (visual; seasons later) Tectonic tuning (also PlanetConfig): relief builds gradually toward an isostatic equilibrium instead of saturating to the clamp. continentBase 300 m resting elevation of continental crust oceanBase -6000 m deep abyssal floor (oldest oceanic crust) upliftGain 1.3e5 m/tick per unit convergence stress beltWidth 3 cell-rings a mountain belt spreads inland relax 0.02 isostatic relaxation toward base, per tick Orogeny + seafloor (PlanetConfig): tall, persistent mountains and age-based ocean depth. The orogeny boosts (collision/arc/persistence) are drift-only -- Phase 1 forms as before; tall mountains grow during Phase-2 drift. collisionFactor 1.8 continent-continent uplift (Himalaya); raise = taller arcFactor 1.4 continental subduction-arc uplift (Andes) isostaticPersist 0.85 how strongly high crust resists relax (0..<1) rootScale 2500 m above continentBase where persistence saturates peakSoftCapStart 7000 m below this a tick's uplift always takes (P=1) peakSoftCapEnd 12000 m at/above this uplift never takes (P=0); also the elev clamp peakFailDrop 200 m max random drop when the grow roll loses (drift-only) ridgeDepth -2500 m shallow elevation of brand-new crust at a ridge seafloorSubsidence 280 m per sqrt(My): seafloor deepens with crustal age seafloorSeedAge 80 My initial oceanic age spread at generation Hydrology (PlanetConfig, Phase 2.5): macro drainage network + fluvial erosion. Drift keeps running at a finer timestep during hydrology. (Config keys keep the `phase3*` names for save/cfg compatibility; the UI labels this "Phase 2.5".) phase3AfterMy 300 My drift before the "Start Phase 2.5?" prompt phase3DtScale 0.2 hydrology timestep = cflDtMy()*this (finer = slower drift) rainfall 1.0 uniform precip per cell (drainage-area unit) riverThreshold 25 discharge above which a cell is a river (lower = richer network) riverIncision 0.02 K in stream-power incision K*Q^m*S^n*dt (raise = carve faster) riverDischargeExp 0.5 m (discharge exponent) riverSlopeExp 1.0 n (slope exponent) riverTransport 0.1 transport capacity coefficient (cap = this*Q*S) depFrac 0.25 fraction of excess sediment deposited per cell Biomes (PlanetConfig, Phase 3): per-cell biome classification thresholds. Temperature = biomeEquatorTemp - biomePoleDrop*(|lat|/90)^biomeLatExp - biomeElevLapse*elevAbove. biomeEquatorTemp 30 C temperature at the equator, sea level biomePoleDrop 58 C equator->pole temperature drop biomeLatExp 1.3 >1 keeps mid-latitudes temperate (cold concentrates at poles) biomeElevLapse 0.006 C lost per metre above sea level biomeIceTemp -9.5 C below -> Ice (polar caps + snowcaps); raise = bigger caps biomeTundraTemp 2 C below (and above ice) -> Tundra/Taiga biomeTaigaTemp 10 C cool + wet -> boreal forest biomeSavannaTemp 22 C warm + moderate moisture -> savanna biomeMountainElev 3000 m above sea level -> Mountains biomeHillsElev 1200 m above sea level -> Hills biomeBeachBand 60 m above sea level + adjacent ocean -> Beach biomeLowlandElev 500 m wetlands only below this elevation biomeWetlandMoist 0.72 moisture above this (low lowland) -> Wetland biomeDesertMoist 0.28 moisture below this -> Desert biomeGrassMoist 0.50 moisture below this -> Grassland/Savanna, else Forest biomeTaigaMoist 0.40 cool + above this -> Taiga (else Tundra) biomeLakeMinDepth 20 m filled-basin depth above sea level counting as a Lake biomeSeasonWeight 0.6 winter temp weight in the Tundra/Taiga cutoffs (0 = annual mean only) Seasons (PlanetConfig): axialTilt (above) drives per-cell summer/winter temps; color key 6 cycles temperature -> summer -> winter -> seasonality. seasonAmpMax 18 C max seasonal half-range at full tilt/latitude/interior seasonLatExp 1.2 latitude shape exponent (>1 pushes swing toward the poles) seasonOceanFactor 0.15 ocean/coast seasonal-swing floor (thermal inertia) seasonContinentRings 6 ocean-distance rings to reach full continentality (1 ~ 223 km) Climate (PlanetConfig, Phase 3): temperature uses the biome* temp params above; precipitation advects ocean moisture along zonal winds (windward rain, leeward rain shadow, dry interiors) then diffuses it. Color modes 6 (temperature) / 7 (precipitation). climateOceanMoisture 1.0 moisture air carries leaving the ocean (source) climateRainEfficiency 0.5 fraction of available moisture*belt that rains per cell climateOrographic 3.0 extra rain per unit normalized upslope (windward) climateOroRefHeight 500 m upslope that counts as one orographic unit climateContinentality 0.05 fractional moisture lost per inland cell (dries interiors) climateWindPasses 50 moisture-advection iterations (steady state) climateMoistureSmooth 12 precipitation diffusion passes (raise = smoother, more grass/forest) climateCurrentFactor 4 C max coastal warming/cooling from ocean currents (0 = off; O shows arrows) Biota (PlanetConfig): flora/fauna/funga. Density scalars drive color modes 8/9/0; the discrete slot/point population is generated on demand (L) and saved (v7). bioVegTempMin -5 C below this no plant growth bioVegTempOpt 15 C at/above this temperature isn't limiting (flora) bioVegMoistRef 0.5 normalized moisture where water isn't limiting (flora) bioFaunaProductivity 0.9 herbivore carrying capacity per unit vegetation bioCarnPreyMin 0.30 min local prey (fauna density) to support carnivores bioCarnScale 1.0 carnivore weight ramp above the prey threshold bioFungaMoistRef 0.4 normalized moisture where fungi aren't water-limited bioFungaFloraWeight 0.6 how much fungi lean on flora (organic matter), 0..1 bioFungaTempMin -15 C above this fungi are not cold-limited (cold-tolerant) bioRegionBonus 0.5 weight boost for archetypes present in same-biome neighbours bioFloraSlots 12 max distinct flora per cell (point budget caps abundance) bioFaunaSlots 10 max distinct fauna per cell bioFungaSlots 8 max distinct funga per cell bioFloraPoints 20 flora point budget at full density (scaled by density) bioFaunaPoints 16 fauna point budget at full density bioFungaPoints 14 funga point budget at full density Live World (PlanetConfig): the slow real-time clock (hours -> weeks/months) over the finished planet -- a moving day/night terminator, a live seasonal temperature cycle and a moving snow line. axialTilt (above) drives the seasonal declination. Press W to enter. dayLengthHours 24 hours in one planetary day (rotation -> day/night) yearLengthDays 365.25 days in one planetary year (orbit -> seasons) snowTemp 0 C land below the live temperature shows snow seaIceTemp -2 C ocean below the live temperature shows sea ice tideAmplitude 0.6 m equilibrium-tide scale per unit tide-raising weight tideSunFactor 0.46 sun's tide weight relative to a unit moon (Earth ~0.46) Moons (1-3, randomized in generateMoons() + saved v9): orbit on the live clock, raise the tides with the sun, and render as small lit spheres with phases, orbit rings and eclipses. Weather (PlanetConfig, Live World): a dynamic clouds/rain cycle on the live clock (key K), saved v10. Evaporate over warm seas -> advect along the wind -> condense -> rain -> dissipate. weatherEvapRate 0.4 /h ocean evaporation toward marine saturation weatherWindKmh 45 km/h wind speed advecting humidity/cloud weatherSatBase 0.4 air saturation at 0 C (lower = cloudier) weatherSatTempCoef 0.025 saturation rise per +1 C weatherCondense 0.6 /h supersaturation -> cloud weatherOrographic 0.0009 extra condensation per m of windward upslope weatherRainThresh 0.5 cloud cover above this rains weatherRainRate 0.5 /h rain rate from excess cloud weatherCloudDissip 0.12 /h cloud clearing weatherSystemMax 8 max concurrent moving weather systems weatherSpawnRate 0.06 /h genesis probability scale weatherSystemSpeed 28 km/h drift speed of systems weatherTropicalSST 26 C min sea-surface temp for tropical genesis weatherSystemRadius 0.16 rad angular radius of a system's cloud/rain shield weatherSystemCloud 1.2 /h cloud stamped at a system core weatherSystemRain 1.6 /h rain at a system core weatherHurricaneStr 0.6 strength above which a tropical system is a hurricane/typhoon ## Headless logic test (no display) g++ -std=c++17 -O2 -Isrc/sim test_logic.cpp src/sim/IcoSphere.cpp \ src/sim/Planet.cpp src/sim/PlanetTectonics.cpp src/sim/PlanetDrift.cpp \ src/sim/PlanetErosion.cpp src/sim/PlanetHydrology.cpp \ src/sim/PlanetBiomes.cpp src/sim/PlanetClimate.cpp src/sim/PlanetLive.cpp \ src/sim/PlanetOcean.cpp src/sim/PlanetWeather.cpp src/sim/PlanetBiota.cpp \ src/sim/PlanetFloraGen.cpp src/sim/PlanetFaunaGen.cpp src/sim/PlanetFungiGen.cpp \ src/sim/PlanetIO.cpp -o /tmp/t && /tmp/t # Biota / Live World / Ocean / Weather suites: same source list, swap test_logic.cpp -> # test_biota.cpp, test_live.cpp, test_ocean.cpp or test_weather.cpp Verifies geometry, plate assignment, gradual non-saturating relief and determinism. Run after changing Planet::step(). ## Notes for later phases - Cell has a `subgrid` shared_ptr hook (null in phase 1) for the future fine-resolution per-cell mesh (phases 4/5: civilization/culture). - `neighbors` adjacency already built -> reuse for diffusion, climate, cross-cell-boundary interaction. - elevation is continuous meters (double); climate in phase 3 can read it as a smooth function, not coarse bands.