Generated samples and design decisions for a Voronoi-volume base-building sandbox
Status: S1 (concept and pillars) is in progress. “Defaulted” means no steering answer arrived and the default was taken.
| # | Question | Chosen (defaulted) | Rejected for now | Metric to confirm | Revisit when |
|---|---|---|---|---|---|
| 1 | How is geometry stored? | Per-cell solid/open on index-keyed Voronoi sites, softened by a smooth density field | Height map; strict voxel grid (kept as a cost contrast) | Cells rebuilt per chunk with zero seam mismatches | Surface mesher is picked |
| 2 | How does the world sprawl without stitching? | Keyed jitter plus cluster dropout with a block guard | Global relaxed Voronoi (needs neighbours) | Area CV ~0.5 at jitter 1.0 + dropout (measured 0.503) | Edit cost on dense areas is measured |
| 3 | How is structure handled? | Support propagated over the cell-adjacency graph | Rigid-body physics; Minecraft-style no-collapse | Dig-a-pocket test: unsupported count rises predictably | Player builds are added to the graph |
| 4 | What is the setting? | Open: candidates in research | Plain survival | A pillar set the setting delivers via mechanics (MDA check) | Pillars are written |
docs/design/decisions.md, DR-nnn); this table is a readable mirror.