Goal
Make terrain shape respond to biome metadata and move biome selection from heat/humidity-only Voronoi toward a richer multi-parameter climate model.
Why
The worldgen pipeline already has useful biome metadata and Minecraft/Minetest-inspired climate inputs, but several fields are not yet used by terrain generation. This work should make biomes more structurally distinct, improve long-distance biome distribution, and keep LOD/worldgen behavior deterministic.
Scope
- Apply
BiomeDefinition.terrain modifiers to terrain shaping.
- Extend biome selection beyond heat/humidity into continentalness, erosion/ruggedness, peaks/valleys, and elevation.
- Preserve existing ocean, coast, river, transition, and LOD behavior unless intentionally retuned.
- Add baseline reports/tests before tuning.
Phase 0: Baseline And Safety
These can run in parallel.
Phase 1: Terrain Modifier Integration
The integration issue is the serial dependency. The tuning issues can run in parallel after it lands.
Phase 2: Multi-Parameter Biome Selection
The selector data-model issue is the serial dependency. Migration, priority rules, and LOD consistency can run in parallel after the shape is in place.
Phase 3: Compatibility And Tuning
These can run mostly in parallel after Phase 2 starts producing stable outputs.
Phase 4: Polish
These happen after core implementation stabilizes. Documentation can start once the implementation shape is mostly final.
Acceptance Criteria
- Seeded worldgen remains deterministic.
- Existing unit tests pass with
nix develop --command zig build test.
- New tests cover modifier application and selector behavior.
- LOD biome/height output remains consistent with LOD0 enough to avoid obvious seams.
- The new pipeline is documented enough for future biome additions.
Goal
Make terrain shape respond to biome metadata and move biome selection from heat/humidity-only Voronoi toward a richer multi-parameter climate model.
Why
The worldgen pipeline already has useful biome metadata and Minecraft/Minetest-inspired climate inputs, but several fields are not yet used by terrain generation. This work should make biomes more structurally distinct, improve long-distance biome distribution, and keep LOD/worldgen behavior deterministic.
Scope
BiomeDefinition.terrainmodifiers to terrain shaping.Phase 0: Baseline And Safety
These can run in parallel.
Phase 1: Terrain Modifier Integration
The integration issue is the serial dependency. The tuning issues can run in parallel after it lands.
Phase 2: Multi-Parameter Biome Selection
The selector data-model issue is the serial dependency. Migration, priority rules, and LOD consistency can run in parallel after the shape is in place.
Phase 3: Compatibility And Tuning
These can run mostly in parallel after Phase 2 starts producing stable outputs.
Phase 4: Polish
These happen after core implementation stabilizes. Documentation can start once the implementation shape is mostly final.
Acceptance Criteria
nix develop --command zig build test.