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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.