Terrain and generation¶
Terrain is a proposed Ludus subsystem. Use the canonical engineering documents below when planning its implementation or reviewing a terrain change. They contain the contracts, implementation gates and reference attribution; this page provides a reading path.
| Your task | Read |
|---|---|
| Choose the terrain representation and integration boundaries | Terrain systems architecture |
| Implement coordinates, queries, LOD, materials, editing or residency | Terrain contracts |
| Design source layers, deterministic recipes, hydrology, erosion or cooking | Terrain generation |
| Assess which Gems articles changed the design and which were deferred | Gems and research review |
| Plan research after the baseline is implemented and validated | Post-baseline research queue |
| Plan delivery and performance acceptance | Terrain delivery gates and generation validation |
For existing engine integration, continue with platform and rendering, world publication and content ownership. Check current capabilities before treating a proposed adapter or renderer as an available SDK facility.