51 lines
1.9 KiB
Markdown
51 lines
1.9 KiB
Markdown
# Ground Zero Water And Shoreline Pass
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This pass determines whether the current 1 km Ground Zero MVP tile needs ocean,
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bathymetry, or shoreline handling inside the playable demo map.
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## Result
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The current Ground Zero tile does not contain ocean water or a shoreline inside
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its 1 km bounds. First-pass ocean depth and shoreline mesh work is therefore not
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required for this tile.
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The analysis found no sea-level or near-sea-level samples:
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- Minimum DEM elevation: approximately `3.16 m`
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- Sea-level or below samples: `0`
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- Near-sea-level samples at `<= 2.0 m`: `0`
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- Low coastal samples at `<= 5.0 m`: `57,812` out of `1,000,000`
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The tile is still coastal-influenced, and water remains important for gameplay.
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For the MVP map, add a small freshwater source separately from ocean handling.
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Ocean, bathymetry, coastline, and surf/shoreline systems should be handled when
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the west and southwest neighboring coastal tiles are brought into scope.
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## Source
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- Tile: `gz_us_ca_pacifica_utm10n_e544_n4160`
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- DEM:
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`Data/Terrain/Extracted/gz_us_ca_pacifica_utm10n_e544_n4160/gz_us_ca_pacifica_utm10n_e544_n4160_1m_dem_subset.tif`
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- Analysis output:
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`Data/Terrain/Analysis/gz_us_ca_pacifica_utm10n_e544_n4160/gz_us_ca_pacifica_utm10n_e544_n4160_water_shoreline_analysis.json`
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## Thresholds
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- Sea level: `0.0 m`
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- Shoreline buffer: `<= 2.0 m`
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- Low coastal buffer: `<= 5.0 m`
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## Implementation Decision
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- Do not place an ocean plane in the current Ground Zero tile.
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- Do not fake bathymetry in the current tile.
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- Keep NOAA/NCEI bathymetry in the source plan for coastal/ocean neighbor tiles.
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- Add gameplay water as a freshwater source item or small placed water actor in
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a later MVP map pass.
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## Follow-Up
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The next terrain/map pass should classify hills, slopes, streams, coastline
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absence, and other visible landform features from the DEM so resource placement,
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movement modifiers, and future World Partition stitching can use the same data.
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