92 lines
3.1 KiB
Markdown
92 lines
3.1 KiB
Markdown
# Ground Zero MVP Tile
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## Decision
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Ground Zero for the first real-terrain MVP tile is the Linda Mar / San Pedro
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Valley edge in Pacifica, California.
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This is a practical first tile because it gives the terrain pipeline varied
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coastal California terrain in a compact 1 km square:
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- Pacific coastal influence without starting in a dense city center.
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- Hills, valley slope, drainage, and vegetation transitions.
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- Nearby ocean/coastline/bathymetry cases for early pipeline design.
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- Real public terrain, land-cover, hydrography, and coastline datasets are
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available from US sources.
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- The environment supports the first survival loop: wood, fiber, water, shelter,
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weather exposure, and wildlife placeholders.
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## Tile Identity
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The MVP tile uses a simple UTM 1 km grid ID for the first prototype. This is not
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the final global indexing decision; it is the concrete local key we can build
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against now.
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```text
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tile_id: gz_us_ca_pacifica_utm10n_e544_n4160
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display_name: Ground Zero - Pacifica Linda Mar / San Pedro Valley
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country: United States
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region: California
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nearest_place: Pacifica
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utm_zone: 10N
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utm_easting_min_m: 544000
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utm_northing_min_m: 4160000
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utm_easting_max_m: 545000
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utm_northing_max_m: 4161000
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nominal_center_latitude: 37.5925
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nominal_center_longitude: -122.4995
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tile_size_meters: 1000
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```
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## MVP Scope
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For the first pass, this tile should prove the pipeline rather than final art
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quality.
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- Import real elevation data into a 1 km x 1 km Unreal terrain.
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- Preserve real-world horizontal scale.
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- Use a conservative vertical scale that can represent hills accurately without
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making traversal unusable.
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- Generate a tile metadata record and store it in the registry.
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- Track source datasets and generation version.
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- Add at least the eight neighboring tile records as placeholders.
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- Validate that edges can be stitched to adjacent 1 km tiles.
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- Infer first-pass biome and resources from terrain, land cover, water, and
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coastal influence.
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## Initial Biome Direction
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Working biome label:
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```text
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coastal_california_scrub_woodland
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```
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Expected early resources:
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- Wood from scrub/woodland patches.
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- Fiber from grasses, reeds, and coastal scrub.
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- Water from drainage/creek source where present in source data.
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- Stone from slope and exposed terrain placeholders.
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- Wildlife placeholders appropriate to coastal California foothills.
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## Source Data Targets
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First-pass source candidates:
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- USGS 3DEP elevation data for terrain height.
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- USGS National Hydrography Dataset or equivalent for streams/water.
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- NOAA coastline and bathymetry datasets for coastal/ocean handling.
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- USGS National Land Cover Database or equivalent for land-cover/biome hints.
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- OpenStreetMap only as a secondary reference for roads/trails/landmarks.
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## Open Decisions
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- Whether the final global tile grid stays UTM-based by zone or moves to a
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single global equal-area grid.
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- Exact Unreal origin strategy for tiles outside the MVP area.
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- How much coastline/ocean data belongs in the same tile package versus a
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separate water/bathymetry layer.
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- Whether player-built state is stored per terrain tile, per settlement region,
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or in a separate spatial entity table.
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