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basic terrain
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@ -11,7 +11,7 @@ env_logger = "0.10"
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strum = { version = "0.24", features = ["derive"] }
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strum = { version = "0.24", features = ["derive"] }
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glam = { version = "0.22", features = ["debug-glam-assert", "mint", "fast-math"] }
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glam = { version = "0.22", features = ["debug-glam-assert", "mint", "fast-math"] }
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hashbrown = "0.13"
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hashbrown = "0.13"
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simdnoise = "3.1"
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noise = "0.8"
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rayon = "1.6"
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rayon = "1.6"
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[features]
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[features]
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@ -1,32 +1,34 @@
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use glam::IVec2;
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use glam::{Vec2, DVec2, IVec2};
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use simdnoise::NoiseBuilder;
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use noise::{NoiseFn, Perlin, Simplex, Fbm, Seedable};
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use crate::game::{
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use crate::game::{
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world::chunk::{ChunkData, CHUNK_SIZE, CHUNK_HEIGHT},
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world::chunk::{ChunkData, CHUNK_SIZE, CHUNK_HEIGHT},
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blocks::Block
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blocks::Block
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};
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};
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const TERRAIN_HEIGHT_MIN: f32 = 64.;
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const HEIGHTMAP_SCALE: f64 = 0.004;
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const TERRAIN_HEIGHT_MAX: f32 = 80.;
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const TERRAIN_HEIGHT_MIN: f64 = 64.;
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const TERRAIN_HEIGHT_MAX: f64 = 80.;
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pub fn generate_chunk(position: IVec2, seed: u32) -> ChunkData {
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pub fn generate_chunk(position: IVec2, seed: u32) -> ChunkData {
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let world_xz = position.as_vec2() * CHUNK_SIZE as f32;
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let world_xz = position.as_vec2() * CHUNK_SIZE as f32;
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let mut chunk = Box::new([[[Block::Air; CHUNK_SIZE]; CHUNK_HEIGHT]; CHUNK_SIZE]);
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let mut chunk = Box::new([[[Block::Air; CHUNK_SIZE]; CHUNK_HEIGHT]; CHUNK_SIZE]);
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//generate noises
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//generate noises
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let height_noise = NoiseBuilder::fbm_2d_offset(world_xz.x, CHUNK_SIZE, world_xz.y, CHUNK_SIZE)
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let mut terrain_base_fbm: Fbm<Perlin> = Fbm::new(seed);
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.with_freq(0.025)
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terrain_base_fbm.octaves = 6;
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.with_octaves(4)
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.with_seed(seed as i32)
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.generate_scaled(TERRAIN_HEIGHT_MIN, TERRAIN_HEIGHT_MAX);
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//put everything together
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//put everything together
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for x in 0..CHUNK_SIZE {
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for x in 0..CHUNK_SIZE {
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for z in 0..CHUNK_SIZE {
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for z in 0..CHUNK_SIZE {
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let heightmap = height_noise[x + z * CHUNK_SIZE] as usize;
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let point = world_xz.as_dvec2() + DVec2::from_array([x as f64, z as f64]);
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for y in 0..heightmap {
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let heightmap = (terrain_base_fbm.get((point * HEIGHTMAP_SCALE).to_array()) + 1.) / 2.;
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//generate basic terrain
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let terain_height = (TERRAIN_HEIGHT_MIN + (heightmap * TERRAIN_HEIGHT_MAX)).floor() as usize;
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for y in 0..terain_height {
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chunk[x][y][z] = Block::Dirt;
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chunk[x][y][z] = Block::Dirt;
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}
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}
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chunk[x][heightmap][z] = Block::Grass;
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chunk[x][terain_height][z] = Block::Grass;
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}
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}
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}
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}
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