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				https://github.com/GayPizzaSpecifications/voxelotl-engine.git
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	move generation inner loop
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		@ -2,6 +2,8 @@ import Foundation
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public class World {
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  private var _chunks: Dictionary<SIMD3<Int>, Chunk>
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  private var noise: ImprovedPerlin<Float>!
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  private var noise2: SimplexNoise<Float>!
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  public init() {
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    self._chunks = [:]
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@ -18,35 +20,41 @@ public class World {
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  }
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  func generate(width: Int, height: Int, depth: Int, random: inout any RandomProvider) {
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    let noise = ImprovedPerlin<Float>(random: &random)
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    let noise2 = SimplexNoise<Float>(random: &random)
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    self.noise = ImprovedPerlin<Float>(random: &random)
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    self.noise2 = SimplexNoise<Float>(random: &random)
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    for x in 0..<width {
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      for y in 0..<height {
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        for z in 0..<depth {
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          let chunkID = SIMD3(x, y, z) &- SIMD3(width, height, depth) / 2
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          let chunkOrigin = chunkID &<< Chunk.shift
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          var chunk = Chunk(position: chunkOrigin)
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          chunk.fill(allBy: { position in
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            let fpos = SIMD3<Float>(position)
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            return if fpos.y / Float(Chunk.size)
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                + noise.get(fpos * 0.05) * 1.1
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                + noise.get(fpos * 0.10) * 0.5
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                + noise.get(fpos * 0.30) * 0.23 < 0.6 {
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              .solid(.init(
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                hue:        Float16(180 + noise2.get(fpos * 0.05) * 180),
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                saturation: Float16(0.5 + noise2.get(SIMD4(fpos * 0.05, 4)) * 0.5),
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                value:      Float16(0.5 + noise2.get(SIMD4(fpos * 0.05, 9)) * 0.5).lerp(0.5, 1)).linear)
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            } else {
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              .air
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            }
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          })
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          self._chunks[chunkID] = chunk
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          self.generate(chunkID: chunkID)
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        }
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      }
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    }
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  }
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  func generate(chunkID: SIMD3<Int>) {
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    let chunkOrigin = chunkID &<< Chunk.shift
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    var chunk = Chunk(position: chunkOrigin)
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    chunk.fill(allBy: { position in
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      let fpos = SIMD3<Float>(position)
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        let threshold: Float = 0.6
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        let value = fpos.y / Float(Chunk.size)
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          + self.noise.get(fpos * 0.05) * 1.1
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          + self.noise.get(fpos * 0.10) * 0.5
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          + self.noise.get(fpos * 0.30) * 0.23
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      return if value < threshold {
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        .solid(.init(
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          hue:        Float16(180 + self.noise2.get(fpos * 0.05) * 180),
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          saturation: Float16(0.5 + self.noise2.get(SIMD4(fpos * 0.05, 4)) * 0.5),
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          value:      Float16(0.5 + self.noise2.get(SIMD4(fpos * 0.05, 9)) * 0.5).lerp(0.5, 1)).linear)
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      } else {
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        .air
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      }
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    })
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    self._chunks[chunkID] = chunk
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  }
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  var instances: [Instance] {
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    self._chunks.values.flatMap { chunk in
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      chunk.compactMap { block, position in
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