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Phase 1: Terrain & Rendering Foundation
No dependencies. Everything else sits on this.
| # | System | Status | Notes |
|---|---|---|---|
| 1 | WFC Terrain Pipeline | In Progress | Three-stage pipeline: zone WFC → tile wavefront WFC → commit pass. Cross-chunk border propagation. Tint-only visuals. |
| 2 | Chunk Integration | Pending | Bridges WFC output → vertexRegistry → chunk entities → GPU rendering. |
| 3 | Biome Blending | Pending | Noise-driven splat blending per depth tier. Texture selection per zone. |
| 4 | Camera System | Pending | Orbit camera with zoom/pan for terrain navigation. |
| 5 | Level Structure | Pending | Level lifecycle: generation, completion, death/regeneration. |
| 6 | Ribbon Projection | Pending | Flat hex-to-helix projection. Layered on after terrain renders flat. |
Build Order
Systems 1–2 get terrain rendering on screen. System 3 makes it look good. System 4 lets you navigate it. System 5 manages the gameplay lifecycle. System 6 adds the visual spiral effect on top.
[1. WFC Pipeline] → [2. Chunk Integration] → terrain renders on screen
↓
[3. Biome Blending] → terrain has textures
↓
[4. Camera System] → player can see/navigate
↓
[5. Level Structure] → full gameplay lifecycle
↓
[6. Ribbon Projection] → spiral visual effectSystem Details
Click any system above for the full implementation guide including Koota traits, file structure, implementation steps, and beta references.