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artArt and visual assetsArt and visual assetsiso-2.0-experimentIsometric Rendering 2.0 clean-sheet experimentIsometric Rendering 2.0 clean-sheet experimentrenderingRendering engineRendering engineworld-generationWorld/tile generationWorld/tile generation
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Spec reference
IsoRenderingPlanV2.1.md §5.4 Assemblies; §Addendum D Large Structures
Goal
Pre-defined assembly blueprints place multi-tile structures in the world.
Each assembly is a list of { col, row, kind, variant, zOffset } entries.
Verified assemblies:
- Homestead: 5×4 footprint, homestead-wall perimeter, gate south side, wood-floor interior
- Cathedral: 3×6 nave with cathedral-wall sides, 2-tile spires at north end (zOffset=8)
Technical requirements
assemblies.tsexports HOMESTEAD_BLUEPRINT, CATHEDRAL_BLUEPRINT as AssemblyEntry[]placeAssembly(chunk, blueprint, originCol, originRow)→ stamps entries into chunk- All assembly tiles resolve variants via solver (no hard-coded variant strings in blueprint)
- Cathedral spires: zOffset=8 → 96px tall, visible above surrounding walls
Acceptance criteria (ALL required to close)
-
render_nano_scenerendering HOMESTEAD_BLUEPRINT → recognizable house shape, gate on south side, walls meet at corners. -
render_nano_scenerendering CATHEDRAL_BLUEPRINT → nave walls + spires taller than side walls visible. - No seams or z-fighting between adjacent tiles in either assembly.
- PNGs committed:
ProgressEvaluations/assembly-homestead.png,assembly-cathedral.png. - PNGs show structures from standard iso angle (no debug overlay required, debug optional).
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artArt and visual assetsArt and visual assetsiso-2.0-experimentIsometric Rendering 2.0 clean-sheet experimentIsometric Rendering 2.0 clean-sheet experimentrenderingRendering engineRendering engineworld-generationWorld/tile generationWorld/tile generation