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>
7.8 KiB
Design notes (durable context)
These are the non-obvious decisions/conventions that were previously only in Claude's
auto-memory (which lives under ~/.claude/ and does not travel with the repo). Captured
here so the context survives a move to another machine/server. CLAUDE.md has the
authoritative current-state changelog; this is the "why / where things live" summary.
Framing: World Creation → Live World
The roadmap is no longer rigid numbered "phases". World Creation is a set of
continuous, overlapping stages on a geological clock (My): tectonics → continental drift &
erosion → hydrology → climate → biomes → (fauna & flora, next). The long-term goal is a
separate Live World mode that runs the finished planet at a much slower real-time
clock (hours/days/weeks/months) with dynamic weather (clouds, rain, storms) and living
ecosystems/civilization. Internal code still uses phase* names (Planet::drifting,
the phase3 flag, phase3AfterMy/phase3DtScale config keys) for save/config
compatibility — only display strings and docs use the new framing.
Code module layout
Split into a raylib-free engine (src/sim/, headless-testable) and a raylib viewer
(src/render/); src/main.cpp is a ~10-line entry point. CMake adds both dirs to the
include path, so includes stay flat (#include "Planet.hpp", "Viewer.hpp").
Planet is one class implemented across several .cpp files (all share Planet.hpp):
PlanetTypes.hpp—Cell/Plate/SubGrid/Biomeenum /PlanetConfig.Planet.cpp— generation, geometry, plate seeding, RNG + shared helpers, subgrid, min/max.PlanetTectonics.cpp—step()(stress→uplift→relax; orogeny boosts gated ondrifting).PlanetDrift.cpp—cflDtMy/advect+ plate lifecycle (fission/kick/baby/fuse/enclosed).PlanetErosion.cpp—erode+adjustSeaLevel.PlanetHydrology.cpp—routeFlow/computeHydrology/hydrology(depression-fill→lakes, steepest-descent→rivers, mass-conserving stream-power incision).PlanetClimate.cpp—computeClimate()(temperature + orographic precipitation).PlanetBiomes.cpp—classifyBiomes()(per-cellCell.biomefrom elevation + climate).PlanetBiota.{hpp,cpp}— Biota types + archetype table + slot/point draw +computeBiotaDensity()/generateBiota()(flora/fauna/funga).PlanetFloraGen.cpp/PlanetFaunaGen.cpp/PlanetFungiGen.cpp— per-kind density + per-cellfill*(fauna gates carnivores on local prey; funga is moisture/organic-led).PlanetIO.cpp— text config + binary save/load.
The viewer is one Viewer struct: Viewer.{hpp,cpp} (state + setup + sim orchestration),
ViewerInput.cpp (camera/picking/keys), ViewerRender.cpp (globe/map/panels/HUD/prompt),
plus topical helpers Colors / Map2D / Overlays / Picking / Panels.
Per-tick order in Viewer::refreshView(): computeHydrology() (if hydrology on) →
computeClimate() → classifyBiomes() → computeBiotaDensity() → recolor(). The discrete
biota population (generateBiota()) is NOT in this per-tick path — it's on-demand (key L).
Core principle (do not violate)
Geometry is fixed — cells (icosphere vertices) never move. Only per-cell properties flow over the fixed grid + neighbor adjacency (Eulerian). New phenomena = new per-cell fields flowed over the grid, never moving cells.
Axial tilt render convention (non-obvious)
The 3D globe is rendered leaned by cfg.axialTilt via rlRotatef(tilt,0,0,1) wrapping all
3D content in renderGlobe3D. Because that rotation isn't in the data, anything mapping
between world and model space must compensate with rotateZ(v, ±tilt) (src/render/
Picking.cpp): 3D picking un-rotates the ray hit by −tilt before nearestCell; 3D plate
labels rotate by +tilt before projecting. The 2D map + biome/climate are tilt-independent.
Save format (v7) — self-describing config + biota population
planet.save stores PlanetConfig as a self-describing key=value text block (not a raw
POD dump), parsed like planet.cfg (writeConfigFields/parseConfigStream shared in
PlanetIO.cpp), written at precision(17) so doubles round-trip exactly. Consequence:
adding/removing PlanetConfig fields no longer breaks saves (unknown keys ignored, missing
keys keep defaults). v6 cannot load pre-v6 saves (one-time break; a length guard fails it
gracefully). Per-cell Cell.biome is saved (a byte appended after invader). v7 appends
the biota population (sBiota): a flag byte, then three Organism{uint16 archetype, uint8 biome} lists per cell. Densities are derived (not saved). Older saves without the block load
fine with an empty population (readState(is, hasBiome, hasBiota); hasBiota = ver>=7).
Biota (flora / fauna / funga) — density + slot/point population
Two layers (PlanetBiota.cpp + the three *Gen.cpp): (1) derived per-cell density scalars
(0..1) recomputed each tick like climate — flora = Liebig-min(temp, moisture), fauna ∝ flora
(carnivores gated on neighbourhood prey ≥ bioCarnPreyMin), funga = moisture/organic-matter-led
- cold-tolerant; 0 on water/Ice. (2) On-demand discrete population
generateBiota(): each land cell draws broad archetypes from the comprehensive append-onlybiotaArchetypes()table into a per-kind slot cap + density-scaled point budget (size → cost Tiny=1…Huge=5), weighted by biome/climate suitability and a regional bonus for archetypes already in same-biome neighbours (single index-ordered pass → homogeneous regions, boundary variety). Organisms are labelled by taxonomy — Family + Size + role (fullClass > Order > FamilyinorganismTaxonomy()), never informal common names ("Felidae", not "cat"); generalist families get a biome adjective ("Desert Muridae"). Generation uses a separate RNG seeded fromcfg.seed(notPlanet::rngState) so populating biota never perturbs tectonic determinism — asserted intest_biota.cpp. The archetype table is append-only (indices are serialized in v7 saves).
Climate + biome model (derived, not saved)
computeClimate() builds two derived per-cell fields:
- Temperature (°C) = latitude curve (
biomeEquatorTemp/PoleDrop/LatExp, super-linear so cold concentrates at poles) −biomeElevLapse× elevation. - Precipitation: zonal prevailing winds (easterly tropics/poles, westerly mid-lat); ocean
cells are a moisture source; each land cell takes its upwind neighbour's moisture, rains
out more on windward upslopes (orographic), loses a multiplicative fraction per cell
(continentality) → leeward/interior drying. The raw field is near-binary, so it's
diffused (
climateMoistureSmoothpasses) into transition zones, then normalized tosMoist∈[0,1]by anchoring the median land precip → 0.5 (robust to orographic spikes).
classifyBiomes() reads sTemp + sMoist (not a latitude hack) → rain-shadow/interior
deserts emerge; 13 biomes incl. polar Ice; wetlands require water adjacency. All biome &
climate thresholds are tunable biome* / climate* keys in planet.cfg.
Headless testing
Engine is raylib-free, so logic is tested without a display. Build/run:
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/PlanetBiota.cpp src/sim/PlanetFloraGen.cpp src/sim/PlanetFaunaGen.cpp \
src/sim/PlanetFungiGen.cpp src/sim/PlanetIO.cpp -o /tmp/t && /tmp/t
# test_biota.cpp uses the same source list (Biota suite).
(add new src/sim/*.cpp to that list as stages are added). Planet::step() passes are
data-parallel + double-buffered → bit-identical for any OpenMP thread count (determinism).