# Worldgen meeting 2020-05-12
## Code quality
### How can we make it easier for new developers to work on world generation code? (docs, examples, comments, modularity, etc.)
- README.md in the root of the crate, explaining concepts from an abstract level
- More precise terminology for historysim/terraingen/rtsim/worldsim
### How can we ensure that worldgen features can be worked on concurrently (site system, layers, etc.)
## World generation
### How can we improve upon our biome setup? What attributes do we need to be simulating beyond humidity, temp, alt, etc.?
### To what extent can we procedurally generate elements like trees, ruins, etc.? Should we?
### How can we represent elements like cliffs and overhangs that don't map nicely on to the heightmap model?
## History simulation
### What features of history are most interesting to us?
### How do we simulate those features?
### How do we make the impact of those features visible to players?
### What site elements might we want to include (towers, taverns, markets, etc.)?
## Terrain generation
### How do we tie the structural aspects of history sim such as site layouts into the terrain?
### Discuss Canvas API, what features it might need
### Is the layer system sufficient?
## Rtsim
### What should be the next direction for rtsim?
### How should we allow rtsim to interact with worldgen? What rules do we need?
### What aspects of the gameplay should rtsim touch?
- Time (30 mins per day -> 1 hour per day?)
- Time: Have the server "catch up" with IRL time when logging back in for SP?
- Bandit groups / raids to make demand/supply change rapidly