Re-implement the spike's wilderness layer: cluster-dispersed silhouette assemblies and a debris
ground layer, emitting per-piece-type instance arrays so high-fidelity kits swap in without a
rewrite.
Player story
Between settlements the wastes have composition: dense districts of structures, true voids, and
ground textured with shards and rubble — never a uniform sprinkle, and never anything crowding a
route or a settlement. Each region's silhouettes are unmistakably its own, and nothing about how a
place looks hints at what it holds. Wilderness reads as composed landscape, not scattered noise.
Scope
- A cluster field per biome (frequency plus contrast exponent) times per-cell draws, with minimum
separation.
- Clearance against node discs and edge corridors, checked per assembly part.
- A debris layer with a cluster-independent background term.
- Per-biome grammar tables (density, palette, accent) as data, no magic numbers.
- Output as per-piece-type instance arrays (matrices plus colours): the kit interface.
- Rare cluster-independent landmark assemblies.
Approach (unverified)
A worldmap-core placement pass per chunk feeding a worldmap-client instanced layer through the
#878 chunk entry; the piece-type set follows #874. Not checked: whether placement runs on the main
thread within the #877 pan budget or needs the SharedWorker.
Notes
Re-implement the spike's wilderness layer: cluster-dispersed silhouette assemblies and a debris
ground layer, emitting per-piece-type instance arrays so high-fidelity kits swap in without a
rewrite.
Player story
Between settlements the wastes have composition: dense districts of structures, true voids, and
ground textured with shards and rubble — never a uniform sprinkle, and never anything crowding a
route or a settlement. Each region's silhouettes are unmistakably its own, and nothing about how a
place looks hints at what it holds. Wilderness reads as composed landscape, not scattered noise.
Scope
separation.
Approach (unverified)
A
worldmap-coreplacement pass per chunk feeding aworldmap-clientinstanced layer through the#878 chunk entry; the piece-type set follows #874. Not checked: whether placement runs on the main
thread within the #877 pan budget or needs the SharedWorker.
Notes
libs/game/worldmap-client/src/scatter-build-stats.ts, thescatter dev toggle, and the perf HUD row.
docs/architecture/game/worldmap.md§ Biome, the terrain plane.proved, biome parameter identities).