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World

Science-Based 100% Dragon MMO

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README.md

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 by Game.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.