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				synced 2025-11-04 02:59:37 +00:00 
			
		
		
		
	gelato world has reiceve updat e
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		@ -1,20 +1,14 @@
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struct StandardWorldGenerator: WorldGenerator {
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					struct StandardWorldGenerator: WorldGenerator {
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  private var heightNoise: LayeredNoiseAlt<SimplexNoise<Float>>!
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					  private var heightNoise: LayeredNoiseAlt<SimplexNoise<Float>>!
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  private var terrainNoise: LayeredNoise<SimplexNoise<Float>>!
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					  private var terrainNoise: LayeredNoise<ImprovedPerlin<Float>>!
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  private var colorNoise: LayeredNoise<ImprovedPerlin<Float>>!
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					  private var colorNoise: LayeredNoiseAlt<SimplexNoise<Float>>!
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  public mutating func reset(seed: UInt64) {
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					  public mutating func reset(seed: UInt64) {
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    var random: any RandomProvider
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					    var random = PCG32Random(seed: SplitMix64.createState(seed: seed))
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    let initialState = SplitMix64.createState(seed: seed)
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#if true
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    random = Xoroshiro128PlusPlus(state: initialState)
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#else
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    random = PCG32Random(seed: initialState)
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#endif
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    self.heightNoise = .init(random: &random, octaves: 200, frequency: 0.0002, amplitude: 2)
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					    self.heightNoise  = .init(random: &random, octaves: 200, frequency: 0.0002,    amplitude:  2.000)
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    self.terrainNoise = .init(random: &random, octaves: 10, frequency: 0.01, amplitude: 0.337)
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					    self.terrainNoise = .init(random: &random, octaves:  10, frequency: 0.01,      amplitude:  0.437)
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    self.colorNoise = .init(random: &random, octaves: 150, frequency: 0.00366, amplitude: 2)
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					    self.colorNoise   = .init(random: &random, octaves: 150, frequency: 0.0006667, amplitude: 17.000)
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  }
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					  }
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  public func makeChunk(id chunkID: SIMD3<Int>) -> Chunk {
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					  public func makeChunk(id chunkID: SIMD3<Int>) -> Chunk {
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@ -27,11 +21,11 @@ struct StandardWorldGenerator: WorldGenerator {
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          let ipos = SIMD3(x, y, z)
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					          let ipos = SIMD3(x, y, z)
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          let fpos = SIMD3<Float>(chunkOrigin &+ ipos)
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					          let fpos = SIMD3<Float>(chunkOrigin &+ ipos)
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          let height = fpos.y / 64.0 + height
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					          let height = fpos.y / 64.0 + height
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          let value = height + self.terrainNoise.get(fpos)
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					          let value = height + self.terrainNoise.get(fpos * SIMD3(1, 2, 1))
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          let block: BlockType = if value < 0 {
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					          let block: BlockType = if value < 0 {
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            .solid(.init(
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					            .solid(.init(
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              hue: Float(180 + self.colorNoise.get(fpos) * 180),
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					              hue: Float(180 + self.colorNoise.get(fpos) * 180),
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              saturation: 0.7, value: 0.9).linear)
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					              saturation: 0.47, value: 0.9).linear)
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          } else {
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					          } else {
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            .air
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					            .air
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          }
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					          }
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