DragonWorld
The world driver. One instance on a scene entity builds the deterministic landscape every peer sees — a rolling grassland plain, a ~120 m escarpment with a plateau (adults cannot flap-launch; the cliff is how they get airborne), and three cave grottos carved into the cliff base (…
DragonWorld
The world driver. One instance on a scene entity builds the deterministic
landscape every peer sees — a rolling grassland plain, a ~120 m escarpment
with a plateau (adults cannot flap-launch; the cliff is how they get airborne),
and three cave grottos carved into the cliff base (cold refuge + nest sites) —
and publishes the world contract on the dragon.game singleton:
Game.groundHeight(x, z)— interpolates the same height grid the terrain mesh is triangulated from, with the same triangle split, so the sampler and the rendered surface agree exactly.Game.inCave(x, y, z)— the grottos' sheltered volumes.Game.caves— grotto centers/floors for nest and fauna placement.Game.thermals— sun-driven updraft columns, visible only by their dust motes and circling birds.Game.storms— drifting storm fronts with visible cloud mass and rain curtains; drifted byGame.advanceWeather.
It also drives the scene's ProceduralSky timeOfDay and the sun/ambient light
intensity from Game.hourOfDay(), ticks Game.clock on the compressed
Sim.TIME_SCALE whenever the flight controller isn't (any screen but
"playing"), and persists the world clock in runtime_data.world under
dragon/clock/t.
All spawned dressing is temporary under one drg_worldroot entity — nothing
it builds is saved into the scene.
Scoped to this part · feeds back into the world's score.