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				https://github.com/GayPizzaSpecifications/voxelotl-engine.git
				synced 2025-11-04 10:59:39 +00:00 
			
		
		
		
	implement infinite worlds with threaded chunk generation
This commit is contained in:
		@ -53,6 +53,7 @@ add_executable(Voxelotl MACOSX_BUNDLE
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  # Game logic classes
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					  # Game logic classes
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  Chunk.swift
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					  Chunk.swift
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					  ChunkGeneration.swift
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  WorldGenerator.swift
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					  WorldGenerator.swift
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  CubeMeshBuilder.swift
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					  CubeMeshBuilder.swift
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  ChunkMeshBuilder.swift
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					  ChunkMeshBuilder.swift
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								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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  }
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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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					  fileprivate func locked<X>(_ perform: () -> X) -> X {
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    self.lock.lock()
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					    self.lock.lock()
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    defer {
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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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					    // Regenerate current chunk
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    if regenChunk {
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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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					    }
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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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					  }
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  func draw(_ renderer: Renderer, _ time: GameTime) {
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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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					    to: .init(Self.radius, Self.height, Self.radius))
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  static let eyeLevel: Float = 1.4
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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 accelerationCoeff: Float = 75
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  static let airAccelCoeff: Float = 3
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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 _chunks: Dictionary<ChunkID, Chunk>
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  private var _chunkDamage: Set<ChunkID>
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					  private var _chunkDamage: Set<ChunkID>
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  private var _generator: WorldGenerator
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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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					  public init() {
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    self._chunks = [:]
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					    self._chunks = [:]
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    self._chunkDamage = []
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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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					  }
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  func getBlock(at position: SIMD3<Int>) -> Block {
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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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					    self._generator.reset(seed: seed)
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    let orig = SIMD3(width, height, depth) / 2
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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 z in 0..<depth {
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      for y in 0..<height {
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					      for y in 0..<height {
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        for x in 0..<width {
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					        for x in 0..<width {
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          let chunkID = SIMD3(x, y, z) &- orig
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					          let chunkID = SIMD3(x, y, z) &- orig
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          queue.addOperation {
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					          self._chunkGeneration.generate(chunkID: chunkID)
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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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        }
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					        }
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      }
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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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					  }
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  func generate(chunkID: ChunkID) {
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					  func generateSingleChunkUncommitted(chunkID: SIMD3<Int>) -> Chunk {
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    self._chunks[chunkID] = self._generator.makeChunk(id: chunkID)
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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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					    self._chunkDamage.insert(chunkID)
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    for i: ChunkID in [ .X, .Y, .Z ] {
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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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					      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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  }
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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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					  func handleRenderDamagedChunks(_ body: (_ id: ChunkID, _ chunk: Chunk) -> Void) {
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    for id in self._chunkDamage {
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					    for id in self._chunkDamage {
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      body(id, self._chunks[id]!)
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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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					  var noise: ImprovedPerlin<Float>!, noise2: 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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