Mining: decide sub-cell resolution before designing the gameplay (subdividing the grid vs more intervals + faces) #287
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marco/IsoMmo#287
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Owner's note, to be settled before mining gameplay is designed (the later phase of #268):
What the arithmetic says today
The fear is right about one axis and wrong about the other.
Vertically we are already fine-grained.
TerrainZruns −226…255 — 481 levels — and atIsoProjection.ZScale = 16one Z level is 16 px against a cell's 44. So the vertical resolution isalready about 3× finer than the horizontal, and a
TerrainIntervalmay be one level tall: thin slabsalready exist and cost nothing extra. A niche three high and one cell deep is authorable right now.
Horizontally it would explode, and not where you would expect. Subdividing 10×10 gives
13.3 billion cells against today's 133,226,496. At one byte a cell for terrain alone that is ~13 GB
before intervals, statics or materials. The wall is storage and chunk streaming, not the mesh — the
renderer only ever meshes a window.
Why it matters for mining specifically
Mining wants sub-cell shape: an ore pocket, a vein following a seam, a face you chip back a bit at a
time. Two ways to get it without subdividing the grid:
Excavation.Digalready splits a run,and
TerrainMaterialIdalready distinguishes granite from sandstone. A vein is a thin interval of adifferent material; chipping it back is a dig of one Z. This costs bytes only where someone has dug.
TerrainInteriorsemits real floor/roof/wall geometry perinterval, and the biome blend is already sub-cell. Visual grain does not require storage grain.
What to decide before the mining design
sub-cell (which is the expensive question)?
could carry finer data while the other 133 M cells stay as they are.
Related: #268 (multi-level world model, whose mining phase is deliberately a separate design), and the
volume model in
docs/superpowers/specs/2026-08-07-volume-world-model-design.md.