docs(meta): D-166 amendment corollary — heightmap PNGs demoted to invisible derivation input; planetary level fully derived at canvas resolution
Jeroen's same-day corollary to the zoom-ladder condition: no zoom level displays the authored heightmaps directly — even the orbital/planetary map is derived output, sampled at canvas resolution (continuous field, not fixed rasters). Kills zoom over/undersampling by construction and makes the map viewport-adaptive. import_heightmaps survives as input storage only; AtlasViewer's texture display path retires when the derived planetary rung lands. T-1143 design pass extended with items (e)-(g).
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@@ -41,7 +41,7 @@ Development follows a strict cascade. Each phase has a concrete deliverable. **D
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| 1 | Wiki content complete — all planets, moons, stations, heightmaps, artwork | Implant-ready Godot map of the Reach with click-throughs + wiki/GTTR popups |
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| 2 | Economics layer — supply/demand, transport, political/social pressure, corporations, supply chains | Economics spreadsheets/graphs with runtime-tweakable simulation |
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| 3 | Planetary/moon maps & station layouts — cities, rivers, mountains, roads, biomes, rail | Atlas of the Reach (implant app) |
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| 4 | World generation (tile/chunk/block) — deterministic multilayer seed→tile cascade; each layer above the tile fill viewed as a **map in the implant Atlas** (no in-world rendering; chunk/tile/voxel output is harness-verified, never Atlas-mapped — D-226 amendment 2026-07-13) | Deterministic walkable-world data + per-layer Atlas maps + asset catalog + **seamless Atlas zoom ladder** (planetary map → tile scale, each level deterministically derived at native granularity, never magnified interpolation — D-166 amendment 2026-07-21) |
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| 4 | World generation (tile/chunk/block) — deterministic multilayer seed→tile cascade; each layer above the tile fill viewed as a **map in the implant Atlas** (no in-world rendering; chunk/tile/voxel output is harness-verified, never Atlas-mapped — D-226 amendment 2026-07-13) | Deterministic walkable-world data + per-layer Atlas maps + asset catalog + **seamless Atlas zoom ladder** (planetary map → tile scale, every level fully derived and sampled at canvas resolution — heightmap PNGs are invisible derivation input, never displayed; no zoom over/undersampling — D-166 amendment 2026-07-21) |
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| 5 | Player control & in-world rendering — character, walls/stairs/doors, lighting, drawn on **generated** tiles (no test map) | Player viewport with final-version assets on the generated world |
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| 6 | Detail coloring — room-level NPC population, cultural room grammar | Only when the world is walkable |
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