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				https://github.com/GayPizzaSpecifications/voxelotl-engine.git
				synced 2025-11-03 18:49:38 +00:00 
			
		
		
		
	technicolour icecream hellscape terrain
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		@ -1,5 +1,7 @@
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struct StandardWorldGenerator: WorldGenerator {
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  var noise: ImprovedPerlin<Float>!, noise2: SimplexNoise<Float>!
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  private var heightNoise: LayeredNoiseAlt<SimplexNoise<Float>>!
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  private var terrainNoise: LayeredNoise<SimplexNoise<Float>>!
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  private var colorNoise: LayeredNoise<ImprovedPerlin<Float>>!
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  public mutating func reset(seed: UInt64) {
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    var random: any RandomProvider
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@ -10,29 +12,33 @@ struct StandardWorldGenerator: WorldGenerator {
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    random = PCG32Random(seed: initialState)
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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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    self.heightNoise = .init(random: &random, octaves: 200, frequency: 0.0002, amplitude: 2)
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    self.terrainNoise = .init(random: &random, octaves: 10, frequency: 0.01, amplitude: 0.337)
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    self.colorNoise = .init(random: &random, octaves: 150, frequency: 0.00366, amplitude: 2)
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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>(chunkOrigin &+ position)
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        let threshold: Float = 0.6
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        let value = fpos.y / 16.0
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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:        Float(180 + self.noise2.get(fpos * 0.05) * 180),
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          saturation: Float(0.5 + self.noise2.get(SIMD4(fpos * 0.05, 4)) * 0.5),
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          value:      Float(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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    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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        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)
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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: 0.7, 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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        }
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      }
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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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@ -1,4 +1,4 @@
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protocol WorldGenerator {
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public 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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