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https://github.com/GayPizzaSpecifications/voxelotl-engine.git
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@ -24,7 +24,7 @@ class Game: GameDelegate {
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var camera = Camera(fov: 60, size: .one, range: 0.06...900)
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var player = Player()
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var projection: matrix_float4x4 = .identity
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var chunk = Chunk(position: .zero)
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var world = World()
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func create(_ renderer: Renderer) {
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self.resetPlayer()
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@ -34,7 +34,7 @@ class Game: GameDelegate {
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}
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private func resetPlayer() {
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self.player.position = .init(repeating: 0.5) + .init(0, Float(Chunk.chunkSize), 0)
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self.player.position = .init(repeating: 0.5) + .init(0, Float(Chunk.size), 0)
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self.player.velocity = .zero
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self.player.rotation = .init(.pi, 0)
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}
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@ -50,20 +50,11 @@ class Game: GameDelegate {
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UInt64(Arc4Random.instance.next()) | UInt64(Arc4Random.instance.next()) << 32,
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UInt64(Arc4Random.instance.next()) | UInt64(Arc4Random.instance.next()) << 32))
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#endif
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let noise = ImprovedPerlin<Float>(random: &random)
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self.chunk.fill(allBy: { position in
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let fpos = SIMD3<Float>(position)
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return if fpos.y / Float(Chunk.chunkSize)
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+ noise.get(fpos * 0.07) * 0.7
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+ noise.get(fpos * 0.321 + 100) * 0.3 < 0.6 {
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.solid(.init(
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r: Float16(noise.get(fpos * 0.1)),
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g: Float16(noise.get(fpos * 0.1 + 10)),
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b: Float16(noise.get(fpos * 0.1 + 100))).mix(.white, 0.4).linear)
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} else {
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.air
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}
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})
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#if DEBUG
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self.world.generate(width: 2, height: 1, depth: 1, random: &random)
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#else
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self.world.generate(width: 5, height: 3, depth: 5, random: &random)
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#endif
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}
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func fixedUpdate(_ time: GameTime) {
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@ -77,27 +68,24 @@ class Game: GameDelegate {
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let deltaTime = min(Float(time.delta.asFloat), 1.0 / 15)
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var destroy = false
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var reset = false, generate = false
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if let pad = GameController.current?.state {
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// Player reset
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if pad.pressed(.back) {
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self.resetPlayer()
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}
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// Regenerate
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if pad.pressed(.start) {
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self.generateWorld()
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}
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if pad.pressed(.back) { reset = true }
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if pad.pressed(.start) { generate = true }
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}
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if Keyboard.pressed(.r) { reset = true }
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if Keyboard.pressed(.g) { generate = true }
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if Keyboard.pressed(.r) {
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// Player reset
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if reset {
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self.resetPlayer()
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}
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if Keyboard.pressed(.g) {
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// Regenerate
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if generate {
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self.generateWorld()
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}
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self.player.update(deltaTime: deltaTime, chunk: &chunk)
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self.player.update(deltaTime: deltaTime, world: world)
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self.camera.position = player.eyePosition
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self.camera.rotation = player.eyeRotation
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}
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@ -114,14 +102,7 @@ class Game: GameDelegate {
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specular: Color(rgba8888: 0x2F2F2F00).linear,
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gloss: 75)
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var instances = chunk.compactMap { block, position in
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if case let .solid(color) = block.type {
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Instance(
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position: SIMD3<Float>(chunk.position &+ position) + 0.5,
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scale: .init(repeating: 0.5),
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color: color)
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} else { nil }
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}
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var instances = world.instances
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instances.append(
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Instance(
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position: player.rayhitPos,
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