Roadmap & Changelog
Documentation for Roadmap & Changelog.
Roadmap & Changelog
Changelog
Phase 2 β model sharing, datasets, player preferences (2026-08-13)
- Community model sharing β portable
nv2-model-bundleexport/import (/ai_export,/ai_import), NaN-sanitised and persisted on import. - Training-dataset import β
/ai_dataset <path> [epochs]trains the vegetation head on validated JSON datasets. - Player-preference learning β per-class counters in the checkpoint (backward compatible), blended into training targets (30%).
- NaN checkpoint hardening β gradient clipping, sanitise-on-save, tolerant load; fixed a real corruption bug.
Suite: 96 passed / 0 failed (97 total incl. ignored release benchmark).
AI Phase 1 β vegetation intelligence (v1.0.0, complete)
1. World height ceiling removed
CHUNK_Hraised from 256 β 512 blocks- Taller mountains, deeper caves, prepared for unlimited-height streaming
2. 22 new vegetation block types (world/block.rs)
- Flowers: rose, dandelion, tulips (4 colors), cornflower, allium, azalea
- Water plants: lily pad, fern, fern plant, seagrass, tall seagrass, kelp
- Decorations: small sticks, pebbles (3 variants), mossy cobble, vine, moss carpet
3. AI generator module (world/ai_generator.rs, NEW, ~600 lines)
TerrainAIMLP: 8β16β4, 320 parameters, ~1.2 KBAISystemwith background training threadAIMessagechannel for training progress / texture generation / vegetation decisions
4. AI integrated into world (world/mod.rs)
World::new_with_settings()spawns the AI systemai_system+ai_receiverstored onWorld
5. Vegetation generation extended (world/vegetation.rs)
- New
place_ai_vegetation(): 3Γ3 cells, 8 terrain features, confidence threshold 0.5, biome-aware probabilities
6. Dependencies added (Core/Cargo.toml)
ndarray 0.15,rand 0.8,reqwest 0.11(json),tokio 1(full)
Behavior change (before β after)
| Aspect | Before | After |
|---|---|---|
| Flowers | Random noise-based | AI-predicted placement |
| Ferns | None | Wet, shaded areas |
| Sticks/pebbles | None | Natural distribution |
| Learning | β | Continuous background training |
| FPS impact | β | None (<1%) |
Roadmap β Phase 2
Feature 1: Internet-based dataset integration β β local part done
- β
Load + validate + train on JSON dataset files (
/ai_dataset) - β¬ Cloud dataset repository / API endpoints
- β¬ Live weather merge already runs (Open-Meteo, offline fallback)
Feature 2: Real-time AI texture generation
- β¬ Generate textures procedurally with the network
- β¬ Integrate with the renderer's dynamic atlas
- β¬ Emit generated textures via
AIMessage::TextureGenerated
Feature 3: Online learning from player actions β β done (2026-08-13)
- β Player choices tracked as preference counters in the checkpoint
- β Training targets blended with learned preferences (30%)
- β Privacy-safe: only local terrain features, no coordinates, no personal data
Feature 4: Cloud model sharing (multiplayer) β β local part done
- β
Portable
nv2-model-bundleexport/import (/ai_export,/ai_import) - β¬ Cloud upload/download endpoints / model marketplace
- β Versioned, self-describing checkpoint format
Feature 5: GPU acceleration
- β¬ Parallelize training samples across GPU (batched forward/backward)
- β¬ Larger models with no frame-time cost
Feature 6: World & gameplay depth
- β¬ Seasonal vegetation changes
- β¬ Multi-biome coordination
- β¬ Unlimited-height chunk streaming
- β¬ Dedicated gameplay audio system (movement-medium signals already tracked)
- β¬ Networking / multiplayer
- β¬ In-engine content editor
Known limitations (Phase 1)
- No internet connectivity yet (Phase 2)
- Synthetic training data only
- Single-scale learning
- No model persistence across sessions
- Basic texture generation