Design: multi-level world model for tunnels & mining (epic, design-first) #268
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alpha:wave-0
alpha:wave-1
alpha:wave-2
alpha:wave-3
area:assets
area:combat
area:ecology
area:infra
area:render
area:scripting
area:ui
area:world
enhancement
epic
migration
post-alpha
roadmap
tech-debt
type:bug
type:chore
type:design
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marco/IsoMmo#268
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Agreed design (design-first)
Full design doc:
docs/superpowers/specs/2026-08-03-multi-level-world-model-design.md.Locked decisions:
GroundZAt) + surface statics (statics flagged walkable-on-top, each with its Z + a height for head-clearance). Cave floor = a surface static low with the mountain land staying high (the roof); bridge = a surface static above; multi-storey = stacked. The chunked format already stores stacked statics with Z ⇒ no new map format.Per-layer changes:
StaticDefgainssurface/heightcolumns · position gains Z (⇒ protocol bump, entity-Z persistence) · a pureSurfaceResolverpicks the reachable surface (step-height + head-clearance), server-authoritative · client culls the roof above the player's level · AoI stays 2D for the MVP · editor gains a floor/tunnel brush.Phases (each = its own spec/plan/PR/DoD)
SurfaceResolver, movement, protocol bump, persistence. Unit-tested, not visible yet.MVP = walk into a cave and see it (P1 + minimal P2 + a test cave). Order: P1 → P3-min → P2.
Definition of Done (this design issue)