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scatter grammar: wilderness and debris behind a kit-piece interface #880

Description

@zgeoff

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

Activity

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    area/gamearea: simulation, aether, game systemsfeaturenew feature

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