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https://github.com/GayPizzaSpecifications/voxelotl-engine.git
synced 2025-08-02 13:00:53 +00:00
implement infinite worlds with threaded chunk generation
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@ -53,6 +53,7 @@ add_executable(Voxelotl MACOSX_BUNDLE
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# Game logic classes
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Chunk.swift
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ChunkGeneration.swift
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WorldGenerator.swift
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CubeMeshBuilder.swift
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ChunkMeshBuilder.swift
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92
Sources/Voxelotl/ChunkGeneration.swift
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92
Sources/Voxelotl/ChunkGeneration.swift
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@ -0,0 +1,92 @@
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import Foundation
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public struct ChunkGeneration {
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private let queue: OperationQueue
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private let localReadyChunks = ConcurrentDictionary<SIMD3<Int>, Chunk>()
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private var generatingChunkSet = Set<SIMD3<Int>>()
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weak var world: World?
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init(queue: DispatchQueue) {
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self.queue = OperationQueue()
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self.queue.underlyingQueue = queue
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self.queue.maxConcurrentOperationCount = 8
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self.queue.qualityOfService = .userInitiated
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}
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public mutating func generate(chunkID: SIMD3<Int>) {
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if !generatingChunkSet.insert(chunkID).inserted {
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return
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}
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self.queueGenerateJob(chunkID: chunkID)
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}
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func queueGenerateJob(chunkID: SIMD3<Int>) {
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self.queue.addOperation {
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guard let world = self.world else {
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return
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}
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let chunk = world.generateSingleChunkUncommitted(chunkID: chunkID)
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self.localReadyChunks[chunkID] = chunk
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}
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}
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public mutating func generateAdjacentIfNeeded(position: SIMD3<Float>) {
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guard let world = self.world else {
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return
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}
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let centerChunkID = World.makeID(position: position)
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for offset in ChunkGeneration.chunkGenerateNeighbors {
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let chunkID = centerChunkID &+ offset
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if world.getChunk(id: chunkID) == nil {
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self.generate(chunkID: chunkID)
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}
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}
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}
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public mutating func acceptReadyChunks() {
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guard let world = self.world else {
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return
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}
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if self.generatingChunkSet.isEmpty {
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return
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}
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for (chunkID, chunk) in self.localReadyChunks.take() {
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world.addChunk(chunkID: chunkID, chunk: chunk)
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self.generatingChunkSet.remove(chunkID)
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}
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}
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private static let chunkGenerateNeighbors: [SIMD3<Int>] = [
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SIMD3<Int>(-1, -1, -1),
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SIMD3<Int>(0, -1, -1),
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SIMD3<Int>(1, -1, -1),
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SIMD3<Int>(-1, 0, -1),
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SIMD3<Int>(0, 0, -1),
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SIMD3<Int>(1, 0, -1),
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SIMD3<Int>(-1, 1, -1),
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SIMD3<Int>(0, 1, -1),
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SIMD3<Int>(1, 1, -1),
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SIMD3<Int>(-1, -1, 0),
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SIMD3<Int>(0, -1, 0),
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SIMD3<Int>(1, -1, 0),
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SIMD3<Int>(-1, 0, 0),
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SIMD3<Int>(0, 0, 0),
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SIMD3<Int>(1, 0, 0),
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SIMD3<Int>(-1, 1, 0),
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SIMD3<Int>(0, 1, 0),
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SIMD3<Int>(1, 1, 0),
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SIMD3<Int>(-1, -1, 1),
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SIMD3<Int>(0, -1, 1),
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SIMD3<Int>(1, -1, 1),
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SIMD3<Int>(-1, 0, 1),
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SIMD3<Int>(0, 0, 1),
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SIMD3<Int>(1, 0, 1),
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SIMD3<Int>(-1, 1, 1),
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SIMD3<Int>(0, 1, 1),
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SIMD3<Int>(1, 1, 1),
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]
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}
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@ -62,6 +62,14 @@ public class ConcurrentDictionary<V: Hashable, T>: Collection {
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}
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}
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public func take() -> Dictionary<V, T> {
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self.locked {
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let current = self.inner
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self.inner = [:]
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return current
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}
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}
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fileprivate func locked<X>(_ perform: () -> X) -> X {
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self.lock.lock()
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defer {
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@ -87,8 +87,13 @@ class Game: GameDelegate {
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// Regenerate current chunk
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if regenChunk {
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self.world.generate(chunkID: World.makeID(position: self.player.position))
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let chunkID = World.makeID(position: self.player.position)
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let chunk = self.world.generateSingleChunkUncommitted(chunkID: chunkID)
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self.world.addChunk(chunkID: chunkID, chunk: chunk)
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}
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self.world.generateAdjacentChunksIfNeeded(position: self.player.position)
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self.world.update()
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}
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func draw(_ renderer: Renderer, _ time: GameTime) {
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@ -8,7 +8,7 @@ struct Player {
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to: .init(Self.radius, Self.height, Self.radius))
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static let eyeLevel: Float = 1.4
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static let epsilon = Float.ulpOfOne * 20
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static let epsilon = Float.ulpOfOne * 2000
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static let accelerationCoeff: Float = 75
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static let airAccelCoeff: Float = 3
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@ -10,11 +10,14 @@ public class World {
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private var _chunks: Dictionary<ChunkID, Chunk>
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private var _chunkDamage: Set<ChunkID>
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private var _generator: WorldGenerator
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private var _chunkGeneration: ChunkGeneration
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public init() {
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self._chunks = [:]
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self._chunkDamage = []
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self._generator = WorldGenerator()
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self._generator = StandardWorldGenerator()
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self._chunkGeneration = ChunkGeneration(queue: .global(qos: .userInitiated))
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self._chunkGeneration.world = self
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}
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func getBlock(at position: SIMD3<Int>) -> Block {
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@ -69,29 +72,26 @@ public class World {
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self._generator.reset(seed: seed)
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let orig = SIMD3(width, height, depth) / 2
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let localChunks = ConcurrentDictionary<ChunkID, Chunk>()
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let queue = OperationQueue()
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queue.qualityOfService = .userInitiated
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for z in 0..<depth {
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for y in 0..<height {
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for x in 0..<width {
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let chunkID = SIMD3(x, y, z) &- orig
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queue.addOperation {
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let chunk = self._generator.makeChunk(id: chunkID)
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localChunks[chunkID] = chunk
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}
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self._chunkGeneration.generate(chunkID: chunkID)
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}
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}
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}
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queue.waitUntilAllOperationsAreFinished()
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for (chunkID, chunk) in localChunks {
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self._chunks[chunkID] = chunk
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self._chunkDamage.insert(chunkID)
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}
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}
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func generate(chunkID: ChunkID) {
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self._chunks[chunkID] = self._generator.makeChunk(id: chunkID)
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func generateSingleChunkUncommitted(chunkID: SIMD3<Int>) -> Chunk {
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self._generator.makeChunk(id: chunkID)
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}
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public func generateAdjacentChunksIfNeeded(position: SIMD3<Float>) {
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self._chunkGeneration.generateAdjacentIfNeeded(position: position)
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}
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public func addChunk(chunkID: ChunkID, chunk: Chunk) {
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self._chunks[chunkID] = chunk
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self._chunkDamage.insert(chunkID)
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for i: ChunkID in [ .X, .Y, .Z ] {
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for otherID in [ chunkID &- i, chunkID &+ i ] {
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@ -102,6 +102,10 @@ public class World {
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}
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}
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public func update() {
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self._chunkGeneration.acceptReadyChunks()
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}
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func handleRenderDamagedChunks(_ body: (_ id: ChunkID, _ chunk: Chunk) -> Void) {
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for id in self._chunkDamage {
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body(id, self._chunks[id]!)
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@ -1,4 +1,9 @@
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struct WorldGenerator {
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protocol WorldGenerator {
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mutating func reset(seed: UInt64)
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func makeChunk(id: SIMD3<Int>) -> Chunk
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}
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struct StandardWorldGenerator: WorldGenerator {
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var noise: ImprovedPerlin<Float>!, noise2: SimplexNoise<Float>!
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public mutating func reset(seed: UInt64) {
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