Ralith / Ralith/hypermine

Generate large-scale structures

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enhancement
Dominant language
Rust
Stars
202
Forks
22
Avg merge
6h 8m
Merged PRs (30d)
7

Description

One of the best ways to exhibit hyperbolic geometry is with structures that are impossible in euclidean space. We should extend worldgen to produce a variety of such structures, e.g. yendorian trees, whose branches don't decrease in size compared to their parent branch. These structures are characterized by being substantially larger than a graph node; think large buildings, cave systems, and megastructures. They don't necessarily have to be constructed from voxels.

The main challenge here is generating such features deterministically no matter how you approach them, and in defining complex, interesting hyperbolic geometry in a maintainable way.

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  1. Read the whole issue, then the project's contributing guide.
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  3. Fork the repository and make your change on a branch.
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Research direction

The issue names no files, tests, or entry points. Start by locating the worldgen code and tracing how existing structures are generated and seeded. Define a maintainable approach for deterministic large-scale hyperbolic structures, with completion criteria agreed before implementation.

Written by the indexing model from the issue text.

Assessment

Tech stack
rust
Domain
game-dev
Issue type
Feature
Difficulty
5/5
Estimated time
Over a week
Activity status
Stale
Clarity
Needs clarification
Newbie friendliness
15/100

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