Client ====== The client (``ishtaria-client``, MIT) is a Godot 4 project exported for Linux x86-64 and packaged as a ``.deb``. Large coordinates ----------------- At planetary distances single-precision floats jitter by metres. The client uses a **double-precision** Godot build and a **floating origin**: the scene origin moves with the player. Terrain ------- * Cube-sphere with a quadtree per face for level of detail. * Base terrain is generated locally from the world seed by the same algorithm as ``ishtaria-worldgen`` (via GDExtension), so it never travels over the network. * Server sends only deltas for visible cells. * Local modifications (digging, building) use a voxel/SDF layer on top. Avatar ------ Avatars are VRM 1.0 files. Base meshes and morph targets can be derived from MakeHuman/MPFB2 assets (CC0). Custom avatars are content-addressed by their SHA-256 so federated worlds can cache them. Prediction ---------- Movement and crafting rules come from ``ishtaria-core`` compiled into the client, so local prediction matches the server.