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