The step-back undo history was cleared on every continuous-run frame, so weather systems (storms/hurricanes) created during a normal run had no recorded past. Stepping back then only rewound the deterministic sky and left the storm frozen at its current spot, resuming motion only on a forward step. liveAdvance() now records a snapshot of the pre-advance weather state at ~one-step cadence on ANY forward advance (continuous run or manual '.'), not just manual steps -- the interval scales with liveRate, so it's ~one snapshot per real second at any clock rate, in a bounded ring. liveStepBack() searches the ring for the most recent snapshot before the current time and restores it (clock + humidity/cloud/rain + storms + RNG), so storms reverse regardless of when they were born. The clear-on-run was removed; entering Live World still resets the ring. All five suites pass; GUI build clean. Docs updated. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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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).PlanetLive.cpp—computeInsolation()/computeLiveSeason()(Live World: day/night + live seasonal temperature; derived, not saved).PlanetOcean.cpp— moons (generateMoons,moonDirection/sunDirection/moonOrbitNormal) +computeTides()+computeOceanCurrents()(Live World sky, tides & currents). Moons saved (v9); tides/currents derived.PlanetWeather.cpp—initWeather/stepWeather(Live World dynamic humidity/cloud/rain cycle; saved v10).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. This is the annual mean; the Seasons pass adds derivedsTempSummer/sTempWinter= mean ±A, where the seasonal half-amplitudeA = seasonAmpMax · sin(axialTilt)/sin(23.44°) · latShape · continentality. Continentality is a multi-source-BFS ring distance from ocean cells (oceans/coasts muted by thermal inertia; interiors swing most).classifyBiomes()blends winter temp into the Tundra/Taiga cold cutoffs viabiomeSeasonWeight(0 = mean only → unchanged biomes), so cold-winter continental interiors turn boreal/tundra. Seasonal fields are derived/not-saved. Ocean currents add a bounded coastal warm/cold anomaly to this mean before the seasons pass (climateCurrentFactor; see the Ocean section). - 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.
Live World (slow real-time clock) — day/night + live seasons (derived, not saved)
The arc after World Creation: the finished planet runs on a slow real-time clock instead of
the geological My clock. PlanetLive.cpp (raylib-free) builds two derived per-cell fields,
recomputed each frame like climate (never saved):
computeInsolation(dayOfYear01, timeOfDay01)→sInsolation∈ [0,1], the instantaneous solar incidencemax(0, cell.unit · sunDir).sunDir = lonLatToDir(λ, δ)with declinationδ = axialTilt·sin(2π·dayOfYear01)(0 at equinox, ±tilt at solstice → polar day/night) and sub-solar longitudeλ = π·(1−2·timeOfDay01)sweeping once per day. This is the hook the future weather sim reads (daytime heating). Computed in model space (the fixed cell units) so it stays consistent with both the tilted 3D globe (the lit pattern rotates with the globe; the seasonal lean is carried byδ, not the render tilt) and the model-space 2D map.computeLiveSeason(dayOfYear01)→sLiveTemp, the annual-meansTempswung toward the staticsummerTemp/winterTempby the seasonal phaseg = sin(2π·doy)·sign(lat)(liveTemp = mean + A·g,A = (summer−winter)/2), anti-phased across hemispheres.
Viewer (Eulerian, geometry fixed — all overlays are per-cell render passes): key W (settled
world) toggles liveWorld; drift freezes and liveTime (hours) advances at liveRate (sim
hours/real-second, ramped hour→month with [/]). rebuildLiveOverlay() builds illum (soft
day/night terminator over sInsolation, dim night floor) + shadedColors (base colour → snow
on cold land / sea-ice on cold ocean via snowTemp/seaIceTemp → day/night dim); both the 3D
globe and 2D map draw displayColors() (the overlay over any colour mode). N toggles the
terminator. Save v8 appends a Live World flag + liveTime (header, version-gated). Knobs:
dayLengthHours/yearLengthDays/snowTemp/seaIceTemp in planet.cfg.
Moons & tides (Live World sky/oceans)
PlanetOcean.cpp (raylib-free): generateMoons() seeds 1–3 Moons from a separate RNG
(cfg.seed ^ 0x900D5EED) so it never touches the tectonic rngState — moons are world objects
(not cells) and are saved (v9) via writeState/readState(..., hasMoons) (pre-v9 saves
synthesize them from the seed). Sky geometry is one source of truth: sunDirection(doy,tod) =
celestial dir leaned by declination then spun -2π·tod about +Y; moonDirection(i,tod,days) =
inclined orbit circle Ω=2π·days/period+phase then the same spin (so a fixed cell sees ≈one
lunar pass/day). computeInsolation now calls sunDirection. Tides (computeTides →
sTide, derived/not saved): equilibrium two-bulge potential Σ_body w·(cosθ²−⅓) over the moons
(weight tideWeight) + sun (tideSunFactor), scaled tideAmplitude — zero-mean, high under a
body and its antipode, low at 90°, sweeping ≈twice/day.
Render (Viewer): the coastline is traced once per terrain change (buildCoastline, dual-contour
on the land/ocean split, recording the adjacent ocean cell per segment) and coloured by
tideColor(sTide[oceanCell]) (T; auto-scaled), in 3D + 2D. The 3D sun is small/distant with a
halo; moons render at a visible orbit band with a sun-lit phase (offset-dark-sphere trick),
faint orbit rings (great circle ⟂ moonOrbitNormal), and eclipses — solar darkens a spot
in rebuildLiveOverlay's illum near the sub-solar point when a moon transits the sun; lunar
dims a moon reddish in the planet's shadow.
Ocean currents (computeOceanCurrents, also PlanetOcean.cpp): a per-ocean-cell tangent
velocity sCurrent from wind stress (sWind) rotated by a Coriolis deflection (right N /
left S about the cell normal), with the across-shore component removed at land neighbours so the
stream follows the coast (gyres), then smoothed and re-tangented (zero on land). computeClimate
calls it right after the wind pass and feeds warm (poleward) / cold (equatorward) currents
back into sTemp as a bounded coastal anomaly (climateCurrentFactor, smoothed onto coasts,
applied before seasons → biomes shift with it). Rendered as warm/cold arrows over the sea
(buildCurrents, key O). Currents/feedback are derived (not saved).
Weather (Live World dynamic clouds & rain)
PlanetWeather.cpp advances a per-cell humidity / cloud / rain cycle on the live clock
(stepWeather(dtHours)), time-varying unlike the static climate. One step: evaporate over
warm sunlit ocean (relax humidity toward a marine target scaled by sTemp warmth + sInsolation
daytime), advect humidity & cloud downwind (upwind differencing along sWind/sUpwind, speed
weatherWindKmh), condense the supersaturated air into cloud (saturation
weatherSatBase + weatherSatTempCoef·T, plus windward orographic lift), rain out cloud above
weatherRainThresh, then dissipate (half returns to humidity). All rate terms use bounded
1−exp(−rate·dt) forms so it's stable at any timestep (the clock can run hours→months/sec).
initWeather() seeds it from the moisture climatology. Deterministic (no RNG). Driven each live
frame from Viewer::stepSim with dt = the sim-hours added to liveTime (0 when paused).
Render: a translucent cloud shell over the 3D globe (white → dark slate where it rains, alpha
= cover, a second triangle layer at visBase+0.03) and a matching drawWeather2D layer on the
2D map (shared drawMapTris rasterizer), toggled with K. Saved as v10 (humidity/cloud/rain,
flag-gated; pre-v10 saves spin weather up on entering Live World).
Moving weather systems (same stepWeather): the base field above relaxes to a static
pattern under fixed forcing, so a population of drifting WeatherSystem agents (world objects,
not cells — like moons; transient/not saved; separate sWeatherRng seeded from cfg.seed)
provides the motion. Each step they spawn over warm tropical ocean (5–25°) or a mid-latitude
(30–62°) ocean low, move along the steering wind (sWind at the nearest cell) + a poleward
recurve (weatherSystemSpeed), intensify over warm sea / decay+cull over land/cold, and
stamp a Gaussian cloud/rain shield onto the grid — so cloud clusters travel and dissipate
behind them. Tropical systems past weatherHurricaneStr are hurricanes/typhoons; rendered as
animated cyclonic spiral markers (eye for cyclones) spinning by hemisphere, in 3D + 2D, under K.
Live World viewer controls (follow-cam, 2D zoom, clock stepper)
Three viewer-only controls over the Live World sim:
- Storm follow-cam (
Y): the globe is at the origin and the camera orbits it, so to centre a storm we point the camera along the storm's world direction —rotateZ(storm.pos, +axialTilt)(model→world;Picking.hpp), thencamPitch=asin(d.y),camYaw=atan2(d.x,d.z). Tracked by a stableWeatherSystem.id(assigned at spawn; transient, no RNG/determinism impact). Orbit-drag is disabled while following; wheel-zoom still works; cycles by descending strength, auto-releases if the storm dissipates. - 2D map zoom (
mapZoom/mapPanX/mapPanY): implemented as a virtual projection rect,Viewer::mapViewRect()=mapRectscaled about its centre + pan. Every map projection call (drawMap2D/drawWeather2D/drawSegments2D/graticule/markers/mapScreen+ the 2D hover-pick) takes thisvrinstead ofmapRect, while the scissor + frame staymapRectso it clips to the panel — no Map2D signature changes.drawMapTriswas changed to derive the y-coordinate from the rect (not the fixed-to-mapRectm.pos) so both axes zoom. Wheel zooms toward the cursor (1–8×); drag pans when zoomed, else keeps themapLonlongitude rotation. - Clock stepper: the
stepSimLive-World body is factored intoViewer::liveAdvance(dtClock, dtWeather)(clampsliveTime≥0, recomputes insolation/season/tides/moons,stepWeather, overlay)../,step ±liveRatehours and auto-pause (frame-step). Weather is integrated and not analytically reversible, so a forward step snapshots the full weather state (Planet::captureWeather/restoreWeather— humidity/cloud/rain/storms/RNG) into a boundedwxUndoring;,restores the most recent snapshot before now, reversing clouds/rain/storms exactly as well as the deterministic sky.liveAdvancerecords a snapshot at ~one-step cadence on any forward advance — continuous run or manual step — so storms born during a run also rewind (the ring is bounded, ~one snapshot per real second since the interval scales withliveRate). The restored snapshot includes the storm RNG, so re-stepping forward replays deterministically.
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/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
# 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).