Files
settled-reach/project.yaml
T
jpmschweitzerandClaude Fable 5 befdb689c1 fix(simulation): orbital rung applies coast_warp_px — one coastline at every rung (T-1160)
The Global/Region rungs sampled the heightmap ocean mask raw while every
finer rung samples it at the coast-warped position — a structurally
different coastline at the orbital-to-district seam. Audited on all 267
real body heightmaps at region spacing, coastal band only: 5.01%
land/ocean classification disagreement (2,911 of 58,073 cells), mean
displacement ~6.0 km, max ~18.9 km. Fork taken: APPLY the warp —
derive_orbital_at_metres now runs invent_primitives' steps 1-3 (driver
climate -> coast character -> coast_warp_px) before sampling, still
skipping detail-scatter (its octave ceiling, 32.8 km, is below region
spacing; the WARP's octaves reach 262 km, which is why skipping it was
wrong). Cost measured: ~784 ns/cell added (~15 ms on an Earth-class
Global canvas; low hundreds of ms parallel at the 8.3M-cell ceiling).
The ignored audit test preserves the pre-fix baseline for the record.
Golden re-pinned — region rows only, district/quarter byte-identical.
project.yaml 0.4.2 -> 0.4.3: orbital canvas bytes changed, client disk
caches must miss. Awaiting Araminta's review-seat sign-off per ticket.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-25 16:09:46 +02:00

55 lines
2.5 KiB
YAML

name: The Settled Reach
# Version scheme: 0.{phase}.{n} — phase = active Development Cascade phase (D-166).
# Phase 4 (deterministic world generation) is active.
# 0.4.1-tagged step canvases carried lake_margin_q's flat absolute-ceiling
# semantics (pre-per-basin-normalization) and were written to real disk
# caches during T-1188 eyeball runs — 0.4.2 forces those entries to miss.
# 0.4.2-tagged Global/Region-rung step canvases sampled the coastline
# position raw (no coast_warp_px) — T-1160 applies the warp at orbital
# sampling, changing orbital-rung canvas bytes (elev_q/temperature_dc/
# moisture_q shift near coasts) — 0.4.3 forces those cached entries to miss.
version: 0.4.3
repository: settled-reach
description: >
Top-down life-sim set in an original science fiction universe. Asymmetric
information and occlusion-based perception from a single-character
perspective, with a Rimworld-style storyteller. Systems interactions like
The Sims, combat and visuals like single-character Rimworld, world
generation inheriting from Dwarf Fortress and NMS, economy inspired by
X4/EVE. Every system is interactable but ignorable — the world is alive
for any given run.
setting: >
The Settled Reach — a network of star systems connected by Founder Gates.
Neural lattice technology enables soft immortality, forking, and
re-embodiment.
development: >
Built outside-in along the six-phase Development Cascade (D-166): wiki
content and star map, economics layer, planetary maps and atlas,
deterministic world generation (active), player control and in-world
rendering, room-level detail.
architecture:
client: Godot 4 (GDScript)
server: Rust with bevy_ecs (simulation server)
transport: subprocess/IPC via TCP with MessagePack serialization
protocol: length-prefixed MessagePack frames (4-byte big-endian)
determinism: ChaCha20 seeded RNG, deterministic tick processing
simulation:
tick_rate: 10 ticks per game-minute
time_model: 4 day phases (Morning, Afternoon, Evening, Night)
grid: dual-scale (0.5m simulation tiles, 1m visual tiles)
visibility: symmetric shadowcasting + forward/peripheral/blind vision cone
knowledge: per-entity knowledge graphs with confidence decay
content:
format: YAML with JSON Schema validation
structure: campaigns/systems/stations/districts hierarchy
npcs: 10-axis model (7 essential + 3 supporting) with CombatCapability
dialogue: tagged line pools with 4-layer relational filtering
population: 30% flat / 50% mundane triangles / 20% intrigue-entangled