ravine gaming

This commit is contained in:
a dinosaur 2024-09-07 13:50:40 +10:00
parent ee54e011a1
commit 76b61c49ae

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@ -1,35 +1,52 @@
struct StandardWorldGenerator: WorldGenerator {
private var heightNoise: LayeredNoiseAlt<SimplexNoise<Float>>!
private var terrainNoise: LayeredNoise<ImprovedPerlin<Float>>!
private var ravineNoise: LayeredNoise<SimplexNoise<Float>>!
private var ravineMask: LayeredNoise<SimplexNoise<Float>>!
private var colorNoise: LayeredNoiseAlt<SimplexNoise<Float>>!
public mutating func reset(seed: UInt64) {
var random = PCG32Random(seed: SplitMix64.createState(seed: seed))
self.heightNoise = .init(random: &random, octaves: 200, frequency: 0.0002, amplitude: 2.000)
self.terrainNoise = .init(random: &random, octaves: 10, frequency: 0.01, amplitude: 0.437)
self.colorNoise = .init(random: &random, octaves: 150, frequency: 0.0006667, amplitude: 17.000)
self.heightNoise = .init(random: &random, octaves: 28, frequency: 0.0008, amplitude: 1.4)
self.terrainNoise = .init(random: &random, octaves: 10, frequency: 0.01, amplitude: 0.437)
self.ravineNoise = .init(random: &random, octaves: 12, frequency: 0.01)
self.ravineMask = .init(random: &random, octaves: 2, frequency: 0.00241, amplitude: 2)
self.colorNoise = .init(random: &random, octaves: 15, frequency: 0.006667, amplitude: 3)
}
public func makeChunk(id chunkID: SIMD3<Int>) -> Chunk {
let blockFunc = { (height: Float, position: SIMD3<Float>) -> BlockType in
#if true
let value = height + self.terrainNoise.get(position * SIMD3(1, 2, 1))
if value >= 0 {
return .air
}
#else
if height >= 0 {
return .air
}
#endif
#if true
// Carve out ravines
if self.ravineMask.get(position * SIMD3(1, 0.441, 1)) >= 0.8 &&
abs(self.ravineNoise.get(position * SIMD3(1, 0.6, 1))) <= 0.1 { return .air }
#endif
return .solid(.init(
hue: Float(180 + self.colorNoise.get(position) * 180),
saturation: 0.47, value: 0.9).linear)
}
let chunkOrigin = chunkID &<< Chunk.shift
var chunk = Chunk(position: chunkOrigin)
for z in 0..<Chunk.size {
for x in 0..<Chunk.size {
let height = self.heightNoise.get(SIMD2<Float>(chunkOrigin.xz &+ SIMD2<Int>(x, z)))
let fpos2D = SIMD2<Float>(chunkOrigin.xz &+ SIMD2<Int>(x, z))
let height = self.heightNoise.get(fpos2D)
for y in 0..<Chunk.size {
let ipos = SIMD3(x, y, z)
let fpos = SIMD3<Float>(chunkOrigin &+ ipos)
let height = fpos.y / 64.0 + height
let value = height + self.terrainNoise.get(fpos * SIMD3(1, 2, 1))
let block: BlockType = if value < 0 {
.solid(.init(
hue: Float(180 + self.colorNoise.get(fpos) * 180),
saturation: 0.47, value: 0.9).linear)
} else {
.air
}
chunk.setBlock(internal: ipos, type: block)
chunk.setBlock(internal: ipos, type: blockFunc(fpos.y / 64.0 + height, fpos))
}
}
}