code wiki / _hdl_build / nx_procgen_terrain_gate.nx
nx_procgen_terrain_gate.nx
buildroot/runtime/_hdl_build/nx_procgen_terrain_gate.nx
about
nx_procgen_terrain_gate.nx -- Gx/PROCGEN: rule-grounded, seed-diverse procedural terrain (the Infinigen
direction: procedural, asset-free, parametric-for-diversity, NOT random noise). FBM value-noise heightfield ->
D8 flow-direction -> flow-accumulation (descending-elevation pass = a real WATERSHED) -> rivers that PROVABLY
flow downhill (the clay-audit named "rivers that don't flow downhill" as the failure) -> shaded-relief render
(hillshade x altitude colormap, rivers blue). Three SEEDS side-by-side = parametric diversity (don't overfit to
one environment). All integer, deterministic, sovereign. Honest: this is coherence rung 1, not photoreal yet.
license_tier: ORIGINAL expect_exit: 0
dependencies 1 imports · 0 importers
imports: nx_png_write.nx
imported by: nobody (leaf or entry point)
call flow from main pre-order; caps 40 nodes / depth 6 declared; ↻ = already shown
structs
| none |
consts
| none |
functions
| 10 | func pt_puts(s: *u8) -> i64 { var n: i64=0; while s[n]!=(0 as u8){n=n+1} sys_write(1,s,n); return 0 } called by 1: main |
| 11 | func pt_pn(v: i64) -> i64 { let b: *u8=sys_mmap(32) as *u8; var x: i64=v; var ng: i64=0; if x<0{ng=1;x=0-x} var i: i64=31; if x==0{b[i]=48 as u8;i=i-1} while x>0{b[i]=(48+x%10) as u8;x=x/10;i=i-1} if ng==1{b[i]=45 as u8;i=i-1} sys_write(1,(b as i64+i+1) as *u8,31-i); return 0 } called by 1: main |
| 14 | func pt_hash2(x: i64, y: i64, seed: i64) -> i64 called by 1: pt_vnoise |
| 23 | func pt_smooth(t: i64) -> i64 { let t2: i64=(t*t)/4096; return (t2*(3*4096 - 2*t))/4096 } called by 1: pt_vnoise |
| 25 | func pt_vnoise(px: i64, py: i64, lat: i64, sz: i64, seed: i64) -> i64 |
| 40 | func pt_fbm(px: i64, py: i64, sz: i64, seed: i64) -> i64 |
| 54 | func main() -> i64 |