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world gen experimentation
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@ -5,10 +5,22 @@ use crate::{
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blocks::Block
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blocks::Block
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};
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};
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fn mountain_ramp(mut x: f32) -> f32 {
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x = x * 2.0;
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if x < 0.4 {
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0.5 * x
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} else if x < 0.55 {
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4. * (x - 0.4) + 0.2
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} else {
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0.4444 * (x - 0.55) + 0.8
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}
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}
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fn local_height(height: i32, chunk_position: IVec3) -> usize {
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fn local_height(height: i32, chunk_position: IVec3) -> usize {
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let offset = chunk_position * CHUNK_SIZE as i32;
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let offset = chunk_position * CHUNK_SIZE as i32;
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(height - offset.y).clamp(0, CHUNK_SIZE as i32) as usize
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(height - offset.y).clamp(0, CHUNK_SIZE as i32) as usize
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}
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}
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fn local_y_position(height: i32, chunk_position: IVec3) -> Option<usize> {
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fn local_y_position(height: i32, chunk_position: IVec3) -> Option<usize> {
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let offset = chunk_position * CHUNK_SIZE as i32;
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let offset = chunk_position * CHUNK_SIZE as i32;
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let position = height - offset.y;
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let position = height - offset.y;
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@ -45,7 +57,9 @@ pub fn generate_world(chunk_position: IVec3, seed: u64) -> BlockData {
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//compute height
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//compute height
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let height = {
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let height = {
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let local_elevation = raw_elevation_value.powi(4).sqrt();
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let local_elevation = raw_elevation_value.powi(4).sqrt();
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(raw_heightmap_value.clamp(-1., 1.) * local_elevation * 100.) as i32
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let mut height = (mountain_ramp(raw_heightmap_value) * local_elevation * 100.) as i32;
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if height < 0 { height /= 2 }
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height
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};
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};
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//place dirt
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//place dirt
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for y in 0..local_height(height, chunk_position) {
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for y in 0..local_height(height, chunk_position) {
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