d8a80f6272
이름만 다른(표기 변형) [[위키링크]]를 대상 문서의 canonical 제목으로 치환해 끊겼던 1,200개 링크를 연결. 제목/파일명 정규화 일치만 적용하고 별칭 매칭은 과병합 위험으로 제외(애매성 가드). 원본은 _link_reconcile_backup/ 에 백업. 도구: Datacollect/scripts/link_reconcile_apply.mjs Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
4.9 KiB
4.9 KiB
id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
| id | title | category | status | canonical_id | aliases | duplicate_of | source_trust_level | confidence_score | verification_status | tags | raw_sources | last_reinforced | github_commit | tech_stack | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| wiki-2026-0508-preserving-state-in-procedural-w | Preserving State in Procedural Worlds | 10_Wiki/Topics | verified | self |
|
none | A | 0.9 | applied |
|
2026-05-10 | pending |
|
Preserving State in Procedural Worlds
매 한 줄
"매 infinite-world 의 finite-memory tradeoff". 매 Minecraft, No Man's Sky, Dwarf Fortress 매 procedural-generated world → 매 player modifications 매 persist 매 only-visited chunks. 매 seed + delta-overlay 의 standard pattern.
매 핵심
매 problem
- World 매 effectively infinite (2^64 seed space).
- Cannot store every chunk (memory + disk).
- But player modifications must survive.
매 standard pattern
- Deterministic seed-based generator G(seed, x, y, z) → chunk.
- Delta overlay D(x, y, z) → player edits relative to G.
- On load: chunk = G(seed, ...) ⊕ D(...).
- Disk: store only non-empty D entries.
매 응용
- Sandbox games (Minecraft, Terraria).
- Roguelikes (Dwarf Fortress, Caves of Qud).
- Open-world MMOs (No Man's Sky regions).
💻 패턴
Seed-based deterministic generator (Perlin/Simplex)
import { createNoise2D } from 'simplex-noise';
class WorldGen {
private noise2D: ReturnType<typeof createNoise2D>;
constructor(seed: number) {
const rng = mulberry32(seed);
this.noise2D = createNoise2D(rng);
}
height(x: number, z: number): number {
return Math.floor(64 + 32 * this.noise2D(x * 0.01, z * 0.01));
}
}
function mulberry32(a: number) { return () => { /* ... */ }; }
Delta-overlay storage (sparse)
type ChunkKey = `${number},${number}`; // chunk coord
type BlockKey = `${number},${number},${number}`; // block coord within chunk
class DeltaStore {
private deltas = new Map<ChunkKey, Map<BlockKey, BlockId | null>>();
set(cx: number, cz: number, bx: number, by: number, bz: number, b: BlockId | null) {
const key: ChunkKey = `${cx},${cz}`;
let chunk = this.deltas.get(key);
if (!chunk) this.deltas.set(key, (chunk = new Map()));
chunk.set(`${bx},${by},${bz}`, b);
}
applyTo(cx: number, cz: number, generated: Block[][][]): Block[][][] {
const chunk = this.deltas.get(`${cx},${cz}`);
if (!chunk) return generated;
for (const [bk, b] of chunk) {
const [bx, by, bz] = bk.split(',').map(Number);
generated[bx][by][bz] = b ?? AIR;
}
return generated;
}
}
Chunk persistence (NBT-style binary)
import { writeFile } from 'fs/promises';
import { gzipSync } from 'zlib';
async function saveChunk(cx: number, cz: number, store: DeltaStore) {
const data = store.deltas.get(`${cx},${cz}`);
if (!data || data.size === 0) return;
const buf = encodeNBT([...data.entries()]);
await writeFile(`world/c.${cx}.${cz}.dat`, gzipSync(buf));
}
LRU chunk cache (memory bound)
import LRU from 'lru-cache';
const cache = new LRU<ChunkKey, Chunk>({ max: 256, dispose: (chunk, k) => persist(k, chunk) });
function getChunk(cx: number, cz: number): Chunk {
const key: ChunkKey = `${cx},${cz}`;
let c = cache.get(key);
if (!c) {
c = applyDeltas(generate(cx, cz), key);
cache.set(key, c);
}
return c;
}
Player-modification log (event-sourced variant)
type Edit = { t: number; x: number; y: number; z: number; before: BlockId; after: BlockId };
const log: Edit[] = [];
function setBlock(x: number, y: number, z: number, after: BlockId) {
const before = world.get(x, y, z);
log.push({ t: Date.now(), x, y, z, before, after });
world.set(x, y, z, after);
}
// rebuild deltas by replaying log (audit + rollback)
매 결정 기준
| 상황 | Pattern |
|---|---|
| Few edits, infinite world | Seed + sparse delta |
| Heavy editing, finite world | Full chunk storage |
| Audit / rollback needed | Event-sourced log |
| Multi-player concurrent | Authoritative server + delta sync |
기본값: Seed + delta-overlay + LRU cache + on-demand disk persistence.
🔗 Graph
- 부모: Procedural-Generation
- 변형: Event Sourcing
- Adjacent: Perlin Noise
🤖 LLM 활용
언제: voxel/sandbox game architecture, infinite-world design, save-system design. 언제 X: linear-level games (use whole-state save).
❌ 안티패턴
- Storing every chunk: 매 disk explosion.
- Non-deterministic generator: 매 seed-replay 매 broken.
- No LRU bound: 매 OOM on long sessions.
🧪 검증 / 중복
- Verified (Minecraft Anvil format docs, Perlin noise paper, "Dwarf Fortress" GDC talks).
- 신뢰도 A.
🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — Procedural state preservation FULL with seed+delta pattern |