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>
126 lines
8.4 KiB
Markdown
126 lines
8.4 KiB
Markdown
# Design notes (durable context)
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These are the non-obvious decisions/conventions that were previously only in Claude's
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auto-memory (which lives under `~/.claude/` and does **not** travel with the repo). Captured
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here so the context survives a move to another machine/server. `CLAUDE.md` has the
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authoritative current-state changelog; this is the "why / where things live" summary.
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## Framing: World Creation → Live World
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The roadmap is no longer rigid numbered "phases". **World Creation** is a set of
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continuous, overlapping stages on a geological clock (My): tectonics → continental drift &
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erosion → hydrology → climate → biomes → (fauna & flora, next). The long-term goal is a
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separate **Live World** mode that runs the *finished* planet at a much slower real-time
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clock (hours/days/weeks/months) with dynamic weather (clouds, rain, storms) and living
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ecosystems/civilization. **Internal code still uses `phase*` names** (`Planet::drifting`,
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the `phase3` flag, `phase3AfterMy`/`phase3DtScale` config keys) for save/config
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compatibility — only display strings and docs use the new framing.
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## Code module layout
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Split into a raylib-free **engine** (`src/sim/`, headless-testable) and a raylib **viewer**
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(`src/render/`); `src/main.cpp` is a ~10-line entry point. CMake adds both dirs to the
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include path, so includes stay flat (`#include "Planet.hpp"`, `"Viewer.hpp"`).
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`Planet` is **one class implemented across several .cpp files** (all share `Planet.hpp`):
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- `PlanetTypes.hpp` — `Cell` / `Plate` / `SubGrid` / `Biome` enum / `PlanetConfig`.
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- `Planet.cpp` — generation, geometry, plate seeding, RNG + shared helpers, subgrid, min/max.
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- `PlanetTectonics.cpp` — `step()` (stress→uplift→relax; orogeny boosts gated on `drifting`).
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- `PlanetDrift.cpp` — `cflDtMy`/`advect` + plate lifecycle (fission/kick/baby/fuse/enclosed).
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- `PlanetErosion.cpp` — `erode` + `adjustSeaLevel`.
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- `PlanetHydrology.cpp` — `routeFlow`/`computeHydrology`/`hydrology` (depression-fill→lakes,
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steepest-descent→rivers, mass-conserving stream-power incision).
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- `PlanetClimate.cpp` — `computeClimate()` (temperature + orographic precipitation).
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- `PlanetBiomes.cpp` — `classifyBiomes()` (per-cell `Cell.biome` from elevation + climate).
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- `PlanetBiota.{hpp,cpp}` — Biota types + archetype table + slot/point draw +
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`computeBiotaDensity()`/`generateBiota()` (flora/fauna/funga).
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- `PlanetFloraGen.cpp` / `PlanetFaunaGen.cpp` / `PlanetFungiGen.cpp` — per-kind density +
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per-cell `fill*` (fauna gates carnivores on local prey; funga is moisture/organic-led).
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- `PlanetIO.cpp` — text config + binary save/load.
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The viewer is one `Viewer` struct: `Viewer.{hpp,cpp}` (state + setup + sim orchestration),
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`ViewerInput.cpp` (camera/picking/keys), `ViewerRender.cpp` (globe/map/panels/HUD/prompt),
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plus topical helpers `Colors` / `Map2D` / `Overlays` / `Picking` / `Panels`.
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Per-tick order in `Viewer::refreshView()`: `computeHydrology()` (if hydrology on) →
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`computeClimate()` → `classifyBiomes()` → `computeBiotaDensity()` → `recolor()`. The discrete
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biota *population* (`generateBiota()`) is NOT in this per-tick path — it's on-demand (key `L`).
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## Core principle (do not violate)
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Geometry is **fixed** — cells (icosphere vertices) never move. Only per-cell *properties*
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flow over the fixed grid + neighbor adjacency (Eulerian). New phenomena = new per-cell
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fields flowed over the grid, never moving cells.
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## Axial tilt render convention (non-obvious)
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The 3D globe is rendered leaned by `cfg.axialTilt` via `rlRotatef(tilt,0,0,1)` wrapping all
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3D content in `renderGlobe3D`. Because that rotation isn't in the data, anything mapping
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between world and model space must compensate with `rotateZ(v, ±tilt)` (src/render/
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Picking.cpp): 3D picking un-rotates the ray hit by `−tilt` before `nearestCell`; 3D plate
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labels rotate by `+tilt` before projecting. The 2D map + biome/climate are tilt-independent.
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## Save format (v7) — self-describing config + biota population
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`planet.save` stores `PlanetConfig` as a **self-describing key=value text block** (not a raw
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POD dump), parsed like `planet.cfg` (`writeConfigFields`/`parseConfigStream` shared in
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PlanetIO.cpp), written at `precision(17)` so doubles round-trip exactly. Consequence:
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**adding/removing PlanetConfig fields no longer breaks saves** (unknown keys ignored, missing
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keys keep defaults). v6 cannot load pre-v6 saves (one-time break; a length guard fails it
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gracefully). Per-cell `Cell.biome` is saved (a byte appended after `invader`). **v7** appends
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the **biota population** (`sBiota`): a flag byte, then three `Organism{uint16 archetype, uint8
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biome}` lists per cell. Densities are derived (not saved). Older saves without the block load
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fine with an empty population (`readState(is, hasBiome, hasBiota)`; `hasBiota = ver>=7`).
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## Biota (flora / fauna / funga) — density + slot/point population
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Two layers (`PlanetBiota.cpp` + the three `*Gen.cpp`): (1) derived per-cell **density** scalars
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(0..1) recomputed each tick like climate — flora = Liebig-min(temp, moisture), fauna ∝ flora
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(carnivores gated on neighbourhood prey ≥ `bioCarnPreyMin`), funga = moisture/organic-matter-led
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+ cold-tolerant; 0 on water/Ice. (2) On-demand discrete **population** `generateBiota()`: each
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land cell draws broad archetypes from the comprehensive append-only `biotaArchetypes()` table
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into a per-kind slot cap + density-scaled point budget (size → cost Tiny=1…Huge=5), weighted by
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biome/climate suitability and a **regional bonus** for archetypes already in same-biome
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neighbours (single index-ordered pass → homogeneous regions, boundary variety). Organisms are
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labelled by **taxonomy** — Family + Size + role (full `Class > Order > Family` in
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`organismTaxonomy()`), never informal common names ("Felidae", not "cat"); generalist families
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get a biome adjective ("Desert Muridae"). Generation uses a **separate RNG seeded from `cfg.seed`** (not
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`Planet::rngState`) so populating biota never perturbs tectonic determinism — asserted in
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`test_biota.cpp`. The archetype table is **append-only** (indices are serialized in v7 saves).
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## Climate + biome model (derived, not saved)
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`computeClimate()` builds two derived per-cell fields:
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- **Temperature** (°C) = latitude curve (`biomeEquatorTemp/PoleDrop/LatExp`, super-linear so
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cold concentrates at poles) − `biomeElevLapse` × elevation. This is the **annual mean**; the
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**Seasons** pass adds derived `sTempSummer`/`sTempWinter` = mean ± `A`, where the seasonal
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half-amplitude `A = seasonAmpMax · sin(axialTilt)/sin(23.44°) · latShape · continentality`.
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Continentality is a multi-source-BFS ring distance from ocean cells (oceans/coasts muted by
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thermal inertia; interiors swing most). `classifyBiomes()` blends winter temp into the
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Tundra/Taiga cold cutoffs via `biomeSeasonWeight` (0 = mean only → unchanged biomes), so
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cold-winter continental interiors turn boreal/tundra. Seasonal fields are derived/not-saved.
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- **Precipitation**: zonal prevailing winds (easterly tropics/poles, westerly mid-lat); ocean
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cells are a moisture source; each land cell takes its **upwind** neighbour's moisture, rains
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out more on windward upslopes (orographic), loses a multiplicative fraction per cell
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(continentality) → leeward/interior drying. The raw field is near-binary, so it's
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**diffused** (`climateMoistureSmooth` passes) into transition zones, then normalized to
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`sMoist∈[0,1]` by anchoring the **median land precip → 0.5** (robust to orographic spikes).
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`classifyBiomes()` reads `sTemp` + `sMoist` (not a latitude hack) → rain-shadow/interior
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deserts emerge; 13 biomes incl. polar Ice; wetlands require water adjacency. All biome &
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climate thresholds are tunable `biome*` / `climate*` keys in `planet.cfg`.
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## Headless testing
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Engine is raylib-free, so logic is tested without a display. Build/run:
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```
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g++ -std=c++17 -O2 -Isrc/sim test_logic.cpp src/sim/IcoSphere.cpp src/sim/Planet.cpp \
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src/sim/PlanetTectonics.cpp src/sim/PlanetDrift.cpp src/sim/PlanetErosion.cpp \
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src/sim/PlanetHydrology.cpp src/sim/PlanetBiomes.cpp src/sim/PlanetClimate.cpp \
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src/sim/PlanetBiota.cpp src/sim/PlanetFloraGen.cpp src/sim/PlanetFaunaGen.cpp \
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src/sim/PlanetFungiGen.cpp src/sim/PlanetIO.cpp -o /tmp/t && /tmp/t
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# test_biota.cpp uses the same source list (Biota suite).
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```
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(add new `src/sim/*.cpp` to that list as stages are added). `Planet::step()` passes are
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data-parallel + double-buffered → bit-identical for any OpenMP thread count (determinism).
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