planetsim/BUILD.md
Jonas Reith 8ed9ae4515 Seasons (obliquity): per-cell summer/winter temps + richer cold biomes
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>
2026-06-27 23:25:45 +02:00

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# 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)
SPACE pause while forming / re-evolve once settled (or the on-screen button)
[ / ] drift speed (My per real second, Phase 2/3)
S single tectonic tick
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 v6): 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)
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
## 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/PlanetBiota.cpp src/sim/PlanetFloraGen.cpp \
src/sim/PlanetFaunaGen.cpp src/sim/PlanetFungiGen.cpp src/sim/PlanetIO.cpp \
-o /tmp/t && /tmp/t
# Biota suite: same source list, swap test_logic.cpp -> test_biota.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.