Roadmap & Changelog
Changelog
Phase 2 — model sharing, datasets, player preferences (2026-08-13)
- Community model sharing — portable
nv2-model-bundleexport/import (/ai_export,/ai_import), NaN-sanitised and persisted on import. - Training-dataset import —
/ai_dataset <path> [epochs]trains the vegetation head on validated JSON datasets. - Player-preference learning — per-class counters in the checkpoint (backward compatible), blended into training targets (30%).
- NaN checkpoint hardening — 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 — vegetation intelligence (v1.0.0, complete)
1. World height ceiling removed
CHUNK_Hraised from 256 → 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: 8→16→4, 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(): 3×3 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 → after)
| Aspect | Before | After |
|---|---|---|
| Flowers | Random noise-based | AI-predicted placement |
| Ferns | None | Wet, shaded areas |
| Sticks/pebbles | None | Natural distribution |
| Learning | — | Continuous background training |
| FPS impact | — | None (<1%) |
Roadmap — Phase 2
Feature 1: Internet-based dataset integration — ✅ local part done
- ✅ Load + validate + train on JSON dataset files (
/ai_dataset) - ⬜ Cloud dataset repository / API endpoints
- ⬜ Live weather merge already runs (Open-Meteo, offline fallback)
Feature 2: Real-time AI texture generation
- ⬜ Generate textures procedurally with the network
- ⬜ Integrate with the renderer's dynamic atlas
- ⬜ Emit generated textures via
AIMessage::TextureGenerated
Feature 3: Online learning from player actions — ✅ done (2026-08-13)
- ✅ Player choices tracked as preference counters in the checkpoint
- ✅ Training targets blended with learned preferences (30%)
- ✅ Privacy-safe: only local terrain features, no coordinates, no personal data
Feature 4: Cloud model sharing (multiplayer) — ✅ local part done
- ✅ Portable
nv2-model-bundleexport/import (/ai_export,/ai_import) - ⬜ Cloud upload/download endpoints / model marketplace
- ✅ Versioned, self-describing checkpoint format
Feature 5: GPU acceleration
- ⬜ Parallelize training samples across GPU (batched forward/backward)
- ⬜ Larger models with no frame-time cost
Feature 6: World & gameplay depth
- ⬜ Seasonal vegetation changes
- ⬜ Multi-biome coordination
- ⬜ Unlimited-height chunk streaming
- ⬜ Dedicated gameplay audio system (movement-medium signals already tracked)
- ⬜ Networking / multiplayer
- ⬜ 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