Background
Generation orchestration is the single entrypoint that everything outside the core uses to ask for terrain. Both the CLI and the generation service call in here with a seed and a tile coordinate and get back a finished height grid. It does not generate anything itself, it derives the tile's seed, builds the store and the pipeline, and hands them to #4 to do the work.
Description
Given a seed and a tile coordinate, return a finished full resolution height grid.
- Work out the tile's own seed from the global seed and its coordinate
- Build the store and the pipeline for the region and hand them to the sampler
- Ask the store for a tile that was already generated before generating it again
This module is the only place that decides whether the blur route or the model route in #23 gets run. The sampler must not be able to tell which one it was handed.
Keep this thin. If logic about windows or patches starts showing up here then something has leaked out of #4.
Background
Generation orchestration is the single entrypoint that everything outside the core uses to ask for terrain. Both the CLI and the generation service call in here with a seed and a tile coordinate and get back a finished height grid. It does not generate anything itself, it derives the tile's seed, builds the store and the pipeline, and hands them to #4 to do the work.
Description
Given a seed and a tile coordinate, return a finished full resolution height grid.
This module is the only place that decides whether the blur route or the model route in #23 gets run. The sampler must not be able to tell which one it was handed.
Keep this thin. If logic about windows or patches starts showing up here then something has leaked out of #4.