ajkhdkjash
This commit is contained in:
45
claude/integration-memory/project_island_terrain_design.md
Normal file
45
claude/integration-memory/project_island_terrain_design.md
Normal file
@@ -0,0 +1,45 @@
|
||||
---
|
||||
name: project-island-terrain-design
|
||||
description: Design decisions for the downloadable-island terrain system (replaces Unreal Landscape)
|
||||
metadata:
|
||||
node_type: memory
|
||||
type: project
|
||||
originSessionId: 38ffbfc6-93fe-4670-9015-1be594a56944
|
||||
---
|
||||
|
||||
Game concept: like visiting Animal Crossing islands — client downloads an island
|
||||
(heightfield + weightmaps) from a server and builds terrain at runtime in a
|
||||
packaged build. Stock Landscape is unusable (editor-only construction). Terrain
|
||||
is smooth sculpted hills (heightfield, NOT voxels, NOT tile-based). Islands can
|
||||
be large (multi-km); ~5s load budget is fine.
|
||||
|
||||
Decisions as of 2026-06-11:
|
||||
|
||||
- **Patches**: 256×256 quads = 257×257 vertices, driven by a 257×257 non-mipped
|
||||
height texture region (possibly a sub-rect of one big island texture — left open).
|
||||
- **LOD**: 3 levels (interiors 256/128/64 segments), but patch *edges always stay
|
||||
at full 257-vertex resolution* — only interiors decimate. Any two neighbor LODs
|
||||
fit seamlessly by construction; no stitching, no neighbor bookkeeping. Transition
|
||||
ring fans coarse interior to full-res edge (the tricky indexing part).
|
||||
- **One shared mesh**: a single flat (z=0) UStaticMesh with 3 LODs, built at
|
||||
runtime via FMeshDescription + BuildFromMeshDescriptions(bFastBuild=true),
|
||||
cached lazily in a GameInstanceSubsystem. Rendered via HISM instances (one per
|
||||
patch); HISM auto per-instance LOD selection is safe thanks to edge-preserving LODs.
|
||||
- **Displacement**: material WPO samples height texture (explicit mip 0, point
|
||||
filter, +half-texel offset). UVs NOT stored in mesh — derived from world position
|
||||
minus island origin (material params). No per-instance custom data needed.
|
||||
Pixel shader: splat weightmaps + heightfield-derived normal map (those DO get mips;
|
||||
weightmaps sized 4096², not 4097, so BC compression works).
|
||||
- **Collision**: custom UPrimitiveComponent wrapping Chaos::FHeightField (no cook,
|
||||
~ms build, built from the same uint16 samples; crib from LandscapeCollision.cpp:1049).
|
||||
Nobody public has done this (verified via Sourcegraph 2026-06); trimesh PMC path is
|
||||
scaffolding only. Heightfield wins on memory (34MB vs GBs at 4097²) and query speed.
|
||||
- **Height data**: uint16 grid, Landscape convention ((worldZ/scale)+32768).
|
||||
- **Lumen**: project doesn't use it (no RendererSettings overrides; default GI=None).
|
||||
Flat-proxy WPO terrain is incompatible-ish with Lumen — accepted, documented risk.
|
||||
- Heightfield texture is NOT mipmapped (LODs sample full-res at sparse points —
|
||||
exact vs collision; Landscape instead resamples mips + geomorphs, [[its choice]]).
|
||||
|
||||
Code so far: `Source/Integration/TerrainPatch.h/cpp` — USTRUCT FlxTerrainPatch with
|
||||
stubbed static MakePatch() (returns UStaticMesh*) and editor-only SavePatch()
|
||||
(writes uasset for debugging; game always generates dynamically).
|
||||
Reference in New Issue
Block a user