Systems¶
How each part of Goanna works today, one subsystem a page. Each page says what is not done yet. Plans live under design and dated records under history; where a page and the code disagree, the code is right.
Terrain¶
- Far rendering: how terrain beyond the server's live range is stored, summarised, reduced and drawn.
- Prepared terrain storage: the on disk LOD cache and its background loader.
- Terrain surfaces: how coarse terrain is shaped and how detail is chosen.
- Baked terrain and forest previews: distant land and trees straight from a Terrain Diffusion bake.
- Mesh attributes: the vertex data every terrain mesh carries, near and far.
- Animated node tiles: how animated textures advance.
Materials and surfaces¶
- Materials: the LabPBR maps Goanna reads, which shader draws a tile, gems, mob and item companions and texture expressions.
- Lava, fire, ice and portals: the special materials.
- Water optics: water seen from above and below.
- Procedural grass: the optional grass volume.
Light, sky and weather¶
- Sky orchestration: keeping sky, fog, clouds and sun consistent through dawn and dusk.
- Shader weather: rain, snow, splashes, ripples and lightning drawn by shader.
- Particle coverage: what a particle spawner can ask for and what Goanna draws.
Graphics settings¶
- Graphics tiers: the five presets and what each one sets.
- Render feature switches: the twenty switches that turn a rendering feature's work off.
Players and interface¶
- First person body and knees, elbows and strokes: the player's own model and how block limbed models bend and swim.
- Interface style: the dark glass style and game theme for menus and server forms.
- Local multiplayer architecture: splitscreen ownership, input and rendering.
- Overseer camera: the orthographic planning view DorfCraft grants.
Protocol¶
- Protocol coverage: what the session handles from a server and how GDScript reads it.