planetsim/BUILD.md
Jonas Reith 868cc90667 Civ: cluster settlement placement (habitability-weighted, irregular)
Placement used greedy farthest-first with a hard minimum spacing, so settlements
came out as a near-uniform lattice (unrealistic). Now placeSettlements() does
habitability-weighted random sampling (weight = habitability^civClusterExp) with
a soft Gaussian suppression (civMinSpacingRadians) around each pick, so towns
cluster on good land (rivers/coasts/fertile valleys) at irregular spacing and
leave empty stretches between. Nearest-neighbour distances now span ~0.04..0.39
rad (was ~uniform) and placement concentrates on the better cells.

- New knob civClusterExp (3.0; higher = tighter clustering on the best land);
  civMinSpacingRadians repurposed as the soft suppression scale (0.10 -> 0.06).
- Separate sCivRng + deterministic, so determinism / RNG isolation hold.
- test_civ: replaced the hard-spacing assertion with clustering checks
  (nearest-neighbour spacing varies; placed cells beat the habitable mean).

All 10 suites pass; GUI build clean. Docs updated.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 13:25:25 +02:00

21 KiB

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<id> 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)
V           toggle volcano markers (Live World; cones + eruption glow, build into islands)
M           toggle place-name labels (names continents/oceans/ranges/rivers/lakes; Atlas tab)
E           ecoregions colour view (names ecological provinces on first use; Eco tab)
I           habitability heat map (where civilization can thrive)
U           settlements: the dawn of civilization on first press, then toggle markers (Civ tab)
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 v17: +geography/atlas; v16
             +event log; v15 +stateful
             volcanoes; v13 +Live World clock rate; v12 +step-back history
             (~40 frames, so a load can rewind storms); v11 +weather systems/storms;
             v10 +weather fields; 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

Live info tabs (Live World): the panel beside the 2D map has Sky, Tides, Weather and Events. Events are a saved, capped journal (newest 200) for storm genesis/intensification, volcano dormancy, eruptions and volcanic-island breaches; clicking an event selects and centres its cell.

Volcanoes (PlanetConfig, Live World, key V): placed by tectonic context on entering Live World, then integrated as stateful lifecycle agents: grow, go dormant, explode, puff ash, and regrow weaker. Step-back snapshots include volcano state. Saved v15+.

volcanoProbRidge    0.55   per-cell placement prob on a young spreading-ridge cell
volcanoProbBorder   0.06   per-cell placement prob on a normal plate-border cell
volcanoProbInterior 0.003  per-cell placement prob elsewhere (hotspots)
volcanoMaxCount     60     global cap (reservoir-sampled, ratios preserved)
volcanoBuildRate    0.02   m/h of growth at activity=1 while growing
volcanoFreeHeight   1000 m absolute height below which vents cannot go dormant
volcanoInitialBuildMax 2500 m max pre-built height when Live World starts
volcanoMaxHeight    3200 m built height where dormancy becomes certain
volcanoDormancyRate 1.0    per-year dormancy hazard scale above free height
volcanoDormantMinYears 120 minimum dormancy before explosion
volcanoDormantMaxYears 1200 maximum dormancy before explosion
volcanoExplodeDropFrac 0.20 fraction of built height shaved by explosion
volcanoActivityDecay 0.70  activity multiplier after each explosion
volcanoDeadActivity 0.05   growth stops at/below this activity
volcanoBlastRadius  0.09   radian radius of the instant explosion ash blast
volcanoBlastCloud   1.5    cloud cover added inside the blast
volcanoAshMinYears  0.5    minimum sustained ash emission after explosion
volcanoAshMaxYears  3.0    maximum sustained ash emission after explosion
volcanoAshPuffCellsPerWeek 2.0 average local cells puffed per week
volcanoAshCloud     0.9    cloud cover injected by sustained ash
volcanoAshCooling   6 C    peak local cooling under an active ash plume

Geography / atlas (PlanetConfig, key M): extract + name geographic features from the frozen terrain (continents, islands, oceans, seas, lakes, mountain ranges, peaks, rivers). Generated once on a settled world, saved v17. The foundation of the civilization arc.

geoContinentMinCells 40    land component >= this many cells = Continent (else Island)
geoSeaMaxCells       60    ocean basin <= this many cells = Sea (else Ocean)
geoOceanSepRadians  1.4    min angular gap between ocean-basin centres (higher = fewer oceans)
geoOceanDeep         4     min rings from land for a cell to seed an ocean basin
geoMountainElev    2500 m  min elevation for a mountain-range cell
geoRangeMinCells     4     min cells for a named mountain range
geoRiverMinDischarge 80    min mouth discharge for a named river
geoMaxRivers        40     cap on named rivers (largest by discharge)
geoMaxPeaks         40     cap on named peaks (highest)

Civilization (PlanetConfig, key U): settlements placed once on the best fertile cells, then their population grows/declines on the Live World clock toward a food-driven carrying capacity. Saved v20.

civMaxSettlements    80    cap on settlement sites
civMinSpacingRadians 0.06  soft suppression scale around each pick (lower = tighter clusters)
civClusterExp        3.0   habitability weighting for placement (higher = clusters on the best land)
civMinHabitability   0.22  don't place a settlement below this habitability
civSeedPopulation    250   initial village population
civGrowthRate        0.02  logistic growth rate per year
civMaxPopulation     2e6   carrying capacity at habitability 1
civTownPop           5000  population at/above which a settlement is a Town
civCityPop           100000 population at/above which a settlement is a City
civAbandonPop        50    below this = abandoned/ruins (can revive)
civHabWaterWeight    0.45  habitability weight of water access (rivers/lakes/coast)
civHabFoodWeight     0.40  habitability weight of food (flora/fauna + ecoregion productivity)
civHabTempOpt        18 C  most comfortable annual-mean temperature
civHabElevPenalty    2500 m high terrain steeply penalised above this
civSiteVariety       1.0   0 = flat city sizes; higher = big rivers/coasts host far larger cities
civGrowthMin         0.25  growth-rate floor at habitability 0 (rate scales with habitability)
civHarvestVar        0.25  year-to-year harvest swing (scaled by continentality)
civDroughtStrength   0.70  how hard a full drought cuts a region's carrying capacity
civDroughtPeriod     8 yr  drought-noise epoch length (drought duration scale)
civDroughtThresh    -0.15  drought-onset threshold (lower = rarer)
civDroughtArid       0.50  extra drought-proneness in arid regions
civColdYearStrength  0.50  crop loss in a rare cold year, x the cell's cold exposure
civFloodBonus        0.25  fertile-silt bonus on river cells (rare flood disaster)
civFamineRate        0.15  /yr accelerated population loss when food < population
civStormDeathRate    0.50  /yr deaths from a full-strength storm over a settlement
civHurricaneDeathMult 3.0  extra storm-death multiplier for 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/PlanetVolcano.cpp \
    src/sim/PlanetBiota.cpp \
    src/sim/PlanetFloraGen.cpp src/sim/PlanetFaunaGen.cpp src/sim/PlanetFungiGen.cpp \
    src/sim/NameGen.cpp src/sim/PlanetGeography.cpp src/sim/PlanetEcoregions.cpp \
    src/sim/PlanetCiv.cpp \
    src/sim/PlanetIO.cpp -o /tmp/t && /tmp/t

# Same source list for every suite: swap test_logic.cpp -> test_biota / test_live / test_ocean /
# test_weather / test_volcano / test_geography / test_ecoregions / test_civ.
# The CMake build also includes test_events for the viewer event journal.

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.