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https://github.com/GayPizzaSpecifications/voxelotl-engine.git
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split worldgen
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@ -51,6 +51,7 @@ add_executable(Voxelotl MACOSX_BUNDLE
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# Game logic classes
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Chunk.swift
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WorldGenerator.swift
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World.swift
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Raycast.swift
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Player.swift
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@ -40,20 +40,12 @@ class Game: GameDelegate {
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}
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private func generateWorld() {
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var random: any RandomProvider
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#if true
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let newSeed = UInt64(Arc4Random.instance.next()) | UInt64(Arc4Random.instance.next()) << 32
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printErr(newSeed)
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random = Xoroshiro128PlusPlus(seed: newSeed)
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#else
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random = PCG32Random(state: (
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UInt64(Arc4Random.instance.next()) | UInt64(Arc4Random.instance.next()) << 32,
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UInt64(Arc4Random.instance.next()) | UInt64(Arc4Random.instance.next()) << 32))
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#endif
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let seed = UInt64(Arc4Random.instance.next()) | UInt64(Arc4Random.instance.next()) << 32
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printErr(seed)
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#if DEBUG
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self.world.generate(width: 2, height: 1, depth: 1, random: &random)
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self.world.generate(width: 2, height: 1, depth: 1, seed: seed)
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#else
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self.world.generate(width: 5, height: 3, depth: 5, random: &random)
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self.world.generate(width: 5, height: 3, depth: 5, seed: seed)
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#endif
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}
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@ -2,11 +2,11 @@ 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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private var _generator: WorldGenerator
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public init() {
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self._chunks = [:]
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self._generator = WorldGenerator()
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}
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func getBlock(at position: SIMD3<Int>) -> Block {
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@ -19,40 +19,21 @@ public class World {
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self._chunks[position &>> Chunk.shift]?.setBlock(at: position, type: type)
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}
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func generate(width: Int, height: Int, depth: Int, random: inout any RandomProvider) {
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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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func generate(width: Int, height: Int, depth: Int, seed: UInt64) {
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self._generator.reset(seed: seed)
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let orig = SIMD3(width, height, depth) / 2
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for z in 0..<depth {
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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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self.generate(chunkID: chunkID)
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for x in 0..<width {
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let chunkID = SIMD3(x, y, z) &- orig
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self._chunks[chunkID] = self._generator.makeChunk(id: 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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self._chunks[chunkID] = self._generator.makeChunk(id: chunkID)
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}
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var instances: [Instance] {
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40
Sources/Voxelotl/WorldGenerator.swift
Normal file
40
Sources/Voxelotl/WorldGenerator.swift
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@ -0,0 +1,40 @@
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struct 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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var random: any RandomProvider
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#if true
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random = Xoroshiro128PlusPlus(seed: seed)
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#else
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//TODO: Fill seed with a hash
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random = PCG32Random(state: (
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UInt64(Arc4Random.instance.next()) | UInt64(Arc4Random.instance.next()) << 32,
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UInt64(Arc4Random.instance.next()) | UInt64(Arc4Random.instance.next()) << 32))
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#endif
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self.noise = ImprovedPerlin<Float>(random: &random)
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self.noise2 = SimplexNoise<Float>(random: &random)
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}
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public func makeChunk(id chunkID: SIMD3<Int>) -> Chunk {
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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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return chunk
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}
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}
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