feat(biome): milestone 4 - biome stitching, world config & release workflow#18
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maxfelker wants to merge 4 commits into
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feat(biome): milestone 4 - biome stitching, world config & release workflow#18maxfelker wants to merge 4 commits into
maxfelker wants to merge 4 commits into
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- Add Gaussian-weighted biome blending with per-vertex climate sampling and adjacency buffering (desert↔swamp never co-dominate, buffer to grassland) - Export chunk biome transition metadata (primary, secondary, blendFactor) from Go WASM; wire through worker → WasmClient → ChunkManager uniform - Update terrain.frag.wgsl to interpolate between primary and secondary biome colors using chunk-level blend factor and elevation-based rock/snow zones - Apply biomeScale from WorldConfig during biome noise sampling so larger values produce bigger biome regions - Add World Config section in Settings panel (seed + biomeScale + Apply); wire through GameEngine.applyWorldConfig → loadWorldConfig → chunk reload - Add adjacency.go, adjacency_test.go, transition_test.go with full test coverage for buffering weights, biome transition selection, and biomeScale sampling Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
Runs Go and TypeScript tests, then builds the production Docker image tagged with the version. Set push: true and add registry credentials to enable publishing to a container registry. Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
Kept M4's ChunkGenerationResult return type in WasmClient.generateChunk and integrated main's storeHeightmap fire-and-forget pool call for physics collision detection. Accepted goStoreHeightmap function from main in wasm/main.go. Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
The dev service in docker-compose.yml referenced a 'dev' target stage that did not exist in the Dockerfile, causing builds to fail. - Add Stage 3 'dev': builds Go WASM in wasm-builder, installs npm deps, copies WASM artifacts to /wasm-dist, and runs 'npm run dev -- --host' on startup (copies WASM into the mounted /app/public before starting Vite) - Add anonymous /app/node_modules volume in docker-compose so the container's installed node_modules are not overridden by the host mount - Renumber production stage comment to Stage 4 Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
moritajavier239-rgb
approved these changes
Jun 20, 2026
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Milestone 4: Biome Stitching + World Config
This PR completes Milestone 4 from the biome system implementation plan, adding per-vertex biome transition blending, adjacency enforcement, world-scale configuration, and a tag-triggered release CI workflow.
What's Changed
🌍 Biome Transition Rendering
goGenerateChunknow returns 3 metadata floats per chunk —primaryBiomeId,secondaryBiomeId, andblendFactor— instead of a single biome IDterrain.frag.wgsl): newgetTransitionBlendedColor()function blends primary and secondary biome colors using the per-chunk blend factor; elevation-based rock and snow zones applied on topbiomeData = vec4(primary, secondary, blend, 0)written at byte offset 128 in the chunk uniform buffer🧬 Adjacency Buffering (new file:
wasm/biome/adjacency.go)applyAdjacencyBuffering()runs after Gaussian normalization in the generator pipeline🌐 World Config & BiomeScale
biomeScalefromWorldConfigis now applied during biome noise sampling:scaledX = worldX / scale, so larger values produce wider biome regionsGetBiomeParamsWithScale()added toselector.go;GetBiomeParamsdelegates to itgoLoadWorldConfigvalidatesBiomeScaleis in[0.1, 100.0]range🎛️ World Config UI (Settings Panel)
Settings.tsx→GameCanvas.tsx→App.tsx→GameEngine.applyWorldConfig()→WasmClient.loadWorldConfig()→ChunkManager.reloadChunks()🚀 Release Workflow (new file:
.github/workflows/release.yml)v*.*.*version tag pushes (not on every commit)go test ./...andnpm testbefore any buildlatest;push: falseby default with a clear TODO comment for adding registry credentialsFiles Changed
wasm/biome/generator.go,wasm/biome/selector.go,wasm/biome/adjacency.go(new),wasm/main.gowasm/biome/adjacency_test.go(new),wasm/biome/transition_test.go(new)src/engine/WasmClient.ts,src/engine/ChunkManager.ts,src/engine/GameEngine.tssrc/engine/worker/terrain.worker.ts,src/engine/worker/WasmBridge.tssrc/shaders/terrain.frag.wgslsrc/components/Settings/Settings.tsx,src/components/Settings/Settings.module.csssrc/components/GameCanvas/GameCanvas.tsx,src/App.tsxsrc/engine/ChunkManager.test.ts,src/components/Settings/Settings.test.tsx,src/components/GameCanvas/GameCanvas.test.tsx.github/workflows/release.yml(new)Test Results
go test ./...inwasm/)npm test)_descparam inTextureManager.test.ts(not introduced by this PR)crypto.hashrequires Node ≥20.19; CI environment has 20.11 (not introduced by this PR)Next: Milestone 5 — Flora & Decoration
Closes out M4. Ready to branch into
feature/biome-m5-florafor procedural vegetation placement.