use glam::IVec3; use super::{ chunk::{BlockData, CHUNK_SIZE}, block::Block }; pub fn generate_world(position: IVec3, _seed: u32) -> BlockData { let mut blocks = Box::new([[[Block::Air; CHUNK_SIZE]; CHUNK_SIZE]; CHUNK_SIZE]); if position.y == -1 { for x in 0..CHUNK_SIZE { for z in 0..CHUNK_SIZE { blocks[x][0][z] = Block::Grass; } } } else { blocks[0][0][0] = Block::Stone; blocks[1][0][0] = Block::Stone; blocks[0][1][0] = Block::Stone; blocks[0][2][0] = Block::Stone; blocks[0][0][1] = Block::Stone; } //TODO actual world generation blocks }