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Rainer Leit
2026-09-25 17:02:24 +03:00
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| [Ideas.md](Ideas.md) | The ideas carried over from the two earlier projects as features a world could hold, with what each needs. None scheduled. |
| [Decisions.md](Decisions.md) | One line per decision with a pointer, the open decisions that block steps, and what is deliberately deferred. |
| [Worklog.md](Worklog.md) | One terse line per step closed or wall hit. The memory. |
| [World-Pipeline.md](World-Pipeline.md) | Off the ladder: how a painted world map becomes ground in Unreal, in order — the Go generator, the browser twin, the tiles, the level, the map view. The orientation document for all of it; owns no decisions of its own. |
| [World-Dressing.md](World-Dressing.md) | Off the ladder: the plan for what the ground wears — biome paint layers, the landscape material, sky and light, grass and trees. Five decisions taken in D-74, then five phases. |
**For an implementer that lifts code**, which today means Claude. Long, C++-shaped, and meant to be built from.
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| [Spec/Telemetry.md](Spec/Telemetry.md) | The sink, the envelope, the catalogue. |
| [Spec/UI.md](Spec/UI.md) | The HUD, the prompt, the theme, world-space text, localisation, the menu. |
| [Terrain.md](Terrain.md) | Off the ladder: the world's heightmap generator, the canvas, the passes, the Go core, the editor bridge. Not in `Spec/` because it never runs in a game; only the determinism rule governs it. |
| [Terrain-Next.md](Terrain-Next.md) | The generator's working brief: how to run it, what each output map is for, what still looks wrong, what has been measured and rejected. Anything settled here folds back into `Terrain.md` and is deleted from it. |
## Reading order