import simd struct Instance { let position: SIMD3 let scale: SIMD3 let rotation: simd_quatf let color: Color init( position: SIMD3 = .zero, scale: SIMD3 = .one, rotation: simd_quatf = .identity, color: Color = .white ) { self.position = position self.scale = scale self.rotation = rotation self.color = color } } class Game: GameDelegate { private var fpsCalculator = FPSCalculator() var camera = Camera(fov: 60, size: .one, range: 0.06...900) var player = Player() var projection: matrix_float4x4 = .identity var chunk = Chunk(position: .zero) init() { self.resetPlayer() self.generateWorld() } private func resetPlayer() { self.player.position = .init(repeating: 0.5) + .init(0, Float(Chunk.chunkSize), 0) self.player.velocity = .zero self.player.rotation = .init(.pi, 0) } private func generateWorld() { #if true let newSeed = UInt64(Arc4Random.instance.next()) | UInt64(Arc4Random.instance.next()) << 32 printErr(newSeed) var random = Xoroshiro128PlusPlus(seed: newSeed) #else var random = PCG32Random( seed: UInt64(Arc4Random.instance.next()) | UInt64(Arc4Random.instance.next()) << 32, sequence: UInt64(Arc4Random.instance.next()) | UInt64(Arc4Random.instance.next()) << 32) #endif self.chunk.fill(allBy: { if (random.next() & 0x1) == 0x1 { .solid(.init(rgb888: UInt32(random.next(in: 0..<0xFFFFFF+1))).linear) } else { .air } }) } func fixedUpdate(_ time: GameTime) { } func update(_ time: GameTime) { fpsCalculator.frame(deltaTime: time.delta) { fps in print("FPS: \(fps)") } let deltaTime = min(Float(time.delta.asFloat), 1.0 / 15) if let pad = GameController.current?.state { // Delete block underneath player if pad.pressed(.south) { self.chunk.setBlock(at: SIMD3(player.position + .down * 0.2), type: .air) } // Player reset if pad.pressed(.back) { self.resetPlayer() } // Regenerate if pad.pressed(.start) { self.generateWorld() } } if Keyboard.pressed(.r) { self.resetPlayer() } if Keyboard.pressed(.g) { self.generateWorld() } self.player.update(deltaTime: deltaTime, chunk: chunk) self.camera.position = player.eyePosition self.camera.rotation = player.eyeRotation } func draw(_ renderer: Renderer, _ time: GameTime) { let instances = chunk.compactMap { block, position in if case let .solid(color) = block.type { Instance( position: SIMD3(position) + 0.5, scale: .init(repeating: 0.5), color: color) } else { nil } } if !instances.isEmpty { renderer.batch(instances: instances, camera: self.camera) } } func resize(_ size: Size) { self.camera.setSize(size) } }