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Phase 1: Terrain & Rendering Foundation

No dependencies. Everything else sits on this.

#SystemStatusNotes
1WFC Terrain PipelineIn ProgressThree-stage pipeline: zone WFC → tile wavefront WFC → commit pass. Cross-chunk border propagation. Tint-only visuals.
2Chunk IntegrationPendingBridges WFC output → vertexRegistry → chunk entities → GPU rendering.
3Biome BlendingPendingNoise-driven splat blending per depth tier. Texture selection per zone.
4Camera SystemPendingOrbit camera with zoom/pan for terrain navigation.
5Level StructurePendingLevel lifecycle: generation, completion, death/regeneration.
6Ribbon ProjectionPendingFlat 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 effect

System Details

Click any system above for the full implementation guide including Koota traits, file structure, implementation steps, and beta references.